Post by Crazy Elf Boy on Apr 20, 2009 5:30:55 GMT -5
Sorry guys I been trying to give this to DL but for some reason he cant recieve it and to PM it to him it would take 10 PM's so I am just going to post it here for a bit. If you want this deleted after it is finished you can.
---M---
Mach Punch: 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.
Type: Fighting
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Magic Coat: Will reflect 1 status condition inducer/confusion inducer/trapping inducer back to the pokemon that fired it.
Type: Psychic
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Magical Leaf: The user fires a horde of magically imbued leaves which follow the opponents every move and will always score a hit on the enemy.
Type: Grass
Fatigue: Moderate
Damage: Good
Accuracy: Always Hits
Magma Storm: A very powerful vortex of fire is launched from the mouth of the pokemon and engulfs the target trapping them in a vortex of fire. This fire will deal additional damage after every round for 2-5 rounds.
Type: Fire
Fatigue: High
Damage: Incredible
Accuracy: Good
Magnet Bomb: 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.
Type: Steel
Fatigue: Moderate
Damage: Good
Accuracy: Always Hits
Magnet Rise: The user uses the power of magnets to rise up into the air making all ground attacks used against it for 5 actions completely useless.
Type: Electric
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Magnitude: 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.
Type: Ground
Fatigue: Moderate
Damage: Light-Incredible
Accuracy: Excellent
Me First: The user pre empts the enemies attack and will use it against them with more force.
Type: Normal
Fatigue: High
Damage: N/A
Accuracy: Varies on Attack
Mean Look: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Meditate: 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.
Type: Psychic
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Mega Drain: The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage.
Type: Grass
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Megahorn: The user charges and deals some major damage with a series of horn pokes and horn tosses.
Type: Bug
Fatigue: Moderate
Damage: Excellent
Accuracy: Good
Mega Kick: The user’s foot glows white as it slams into an opponent.
Type: Normal
Fatigue: High
Damage: Excellent
Accuracy: Good
Mega Punch: The user’s fist glows white as it slams into an opponent.
Type: Normal
Fatigue: High
Damage: Excellent
Accuracy: Good
Memento: The user sacrifices itself to drastically lower the opponents Attack and Special Attack.
Type: Dark
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Metal Burst: If the user has been struck this turn then they deal an increased amount of damage to the target.
Type: Steel
Fatigue: High
Damage: N/A
Accuracy: Varies on Attack
Metal Claw: 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.
Type: Steel
Fatigue: Moderate
Damage: Good
Accuracy: Good
Metal Sound: The user screeches loudly causing a soundwave to cross the field and lower the Special Defence of the target.
Type: Steel
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Meteor Mash: The user creates a series of small star like projectiles which are then fired towards the target. May increase Attack
Type: Steel
Fatigue: High
Damage: Excellent
Accuracy: Good
Metronome: 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.
Type: Normal
Fatigue: High
Damage: Varies
Accuracy: Varies
Milk Drink: 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.
Type: Normal
Fatigue: High (increasing)
Healing: Excellent
Accuracy: N/A
Mimic: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Mind Reader: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Minimize: The user contracts its body to become smaller and therefore making themselves harder to be hit.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Miracle Eye: 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. Also Dark pokemon will be more susceptible to Psychic attacks. Will last until target faints
Type: Psychic
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Mirror Coat: The user shimmers and glows, and special attacks are bounced back toward their source.
Type: Psychic
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Mirror Move: 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.
Type: Flying
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Mirror Shot: The user fires a projectile of shiny metal towards the target may reduce opponents Accuracy.
Type: Steel
Fatigue: Moderate
Damage: Excellent
Accuracy: Good
Mist: The air becomes very foggy. It is hard to see. Attack and defence strategies dependent on sight are relatively futile. Also the user and allies are protected from only stat lowering attacks for 5 rounds.
Type: Ice
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Mist Ball: The user fires a ball of psychic energy which explodes into a mist on contact. May lower Special Attack.
Type: Psychic
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Moonlight: 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.
Type: Normal
Fatigue: Moderate (increasing)
Damage: N/A
Accuracy: Excellent
Morning Sun: 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.
Type: Normal
Fatigue: Moderate (increasing)
Damage: N/A
Accuracy: Excellent
Mud Bomb: User fires a small ball of mud towards the target which splats on the target. May reduce opponent’s Accuracy.
Type: Ground
Fatigue: Moderate
Damage: Good
Accuracy: Good
Mud Shot: User fires a small ball of mud towards the target which splats on contact. May reduce Speed.
Type: Ground
Fatigue: Moderate
Damage: Good
Accuracy: Good
Mud Sport: The user covers the whole field in a layer of mud which lowers the attack strength of all electrical based attacks. Last until user faints.
Type: Ground
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Mud Slap: 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.
Type: Ground
Fatigue: Moderate
Damage: Light
Accuracy: Excellent
Muddy Water: The user fires a beam/wave of water intertwined with muddy ground towards the target. May lower opponent’s Accuracy.
Type: Water
Fatigue: High
Damage: Excellent
Accuracy: Good
---N---
Nasty Plot: The user concocts an evil plot inside their mind raising their Special Attack power.
Type: Dark
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Natural Gift: 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.
Needle Arm: The user strikes the target with spiky protrusions on their bodies inflicting damage and may cause their opponent to flinch.
Type: Grass
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Night Shade: 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.
Type: Ghost
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Night Slash: 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.
Type: Dark
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Nightmare: 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.
Type: Ghost
Fatigue: Moderate
Damage: Light (each round as long as they are asleep)
Accuracy: Excellent
---O---
Octazooka: 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.
Type: Water
Fatigue: High
Damage: Excellent
Accuracy: Good
Odor Sleuth: 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.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Ominous Wind: 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.
Type: Ghost
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Overheat: 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 lowers the user’s Special Attack.
Type: Fire
Fatigue: High
Damage: Incredible
Accuracy: Good
Outrage: 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.
Type: Dragon
Fatigue: High
Damage: Excellent
Accuracy: Excellent
---P---
Pain Split: 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 concentration to the lowest concentration until it reaches equilibrium. Life energy will flow from the one that’s healthier to regenerate the more damaged, and special pain effects will operate equally on both pokémon at lesser efficacy. 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.
Type: Normal
Fatigue: High
Damage: Varies
Accuracy: Excellent
Pay Day: The user throws coins at the opponent in an attempt to hurt it in some minor way.
Type: Normal
Fatigue: Light
Damage: Light
Accuracy: Excellent
Payback: The pokemon rushes towards the target in a physical based attack. But if the opponent had attacked before the user in this turn then this attack is powered up.
Type: Dark
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Peck: The user suddenly slams its beak into a target, pecking it viciously.
Type: Flying
Fatigue: Light
Damage: Light
Accuracy: Excellent
Perish Song: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Petal Dance: 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.
Type: Grass
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Pin Missile: The user shoots a few spike-like poky things at a target. These have a moderate chance of sticking in place if they hit and make movement painful for the unfortunate victim. The needles can be removed with the application of some effort.
Type: Bug
Fatigue: Light
Damage: Light
Accuracy: Moderate
Pluck: 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.
Type: Flying
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Poison Fang: 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.
Type: Poison
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Poison Gas: 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.
Type: Poison
Fatigue: Light
Damage: Light
Accuracy: Good
Poison Jab: the user attacks the target with a punch form their fists imbued with poison secreted from the body, may cause normal strength poison.
Type: Poison
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Poison Sting: The user fires a volley of spike-like poky things at a target. This volley is poisoned, and anything hit may be injected with this poison.
Type: Poison
Fatigue: Light
Damage: Light
Accuracy: Excellent
Poison Tail: The user strikes the opponent with a tail like protrusion covered in poison may induce poison.
Type: Poison
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Poisonpowder: The user puffs out a cloud of poison dust. A victim that inhales this dust will likely become poisoned.
Type: Poison
Fatigue: Moderate
Damage: N/A
Accuracy: Moderate
Pound: The user slams a limb into the target, bludgeoning it.
Type: Normal
Fatigue: Light
Damage: Light
Accuracy: Excellent
Powder Snow: 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.
Type: Ice
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Power Gem: The user throws a rock composing of precious gems at the target causing serious damage.
Type: Rock
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Power Swap: The user swaps Attack and Special attack modifiers with the opponent.
Type: Psychic
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Power Trick: User uses its psychic powers to swap its own attack and defence stat.
Type: Psychic
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Power Whip: The user whips the target with vines or any long limbs attached to its body.
Type: Grass
Fatigue: High
Damage: Incredible
Accuracy: Moderate
Present: 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.
Type: Normal
Fatigue: Moderate
Damage: Light-Excellent
Healing: Light
Accuracy: Excellent
Protect: The user shields itself in a translucent sphere of energy which prevents all incoming attacks in one action. But consecutive uses of this attack decrease its efficiency of accuracy.
Type: Normal
Fatigue: Extreme
Damage: N/A
Accuracy: Excellent (decreasing)
Psybeam: 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.
Type: Psychic
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Psych Up: The user imitates the target causing it to gain all of the opponent’s stat modifiers.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Psychic: 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 limned 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. Common uses include some of the following: Direct damage to an opponent is possible by moving parts of their body in one direction and other parts in another, typically causing good damage. For instance, the walls of an esophageus can be pushed inward, constricting the victim’s air passage, or the victim can be stretched as if in an invisible torture rack. 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 Psychicked 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.
Type: Psychic
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Psycho Boost: The user creates a massive vortex of psychic energy towards the target doing massive damage but inevitably lowering the user’s Special Attack.
Type: Psychic
Fatigue: Extreme
Damage: Incredible
Accuracy: Moderate
Psycho Cut: The user uses its psychic powers to create a physical puppet like appendage which smacks the target with great fore.
Type: Psychic
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Psycho Shift: The user passes on its Status effects onto the target by means of a mental link.
Type: Psychic
Fatigue: Light
Damage: N/A
Accuracy: Moderate
Psywave: 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.
Type: Psychic
Fatigue: Moderate
Damage: Light - Excellent
Accuracy: Excellent
Punishment: 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.
Type: Dark
Fatigue: High
Damage: Good-Excellent
Accuracy: Excellent
Pursuit: 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.
Type: Dark
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
---Q---
Quick Attack: 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.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
---R---
Rain Dance: 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.
Type: Water
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Rage: 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).
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Rapid Spin: 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.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Razor Leaf: 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.
Type: Grass
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Razor Wind: The user directs a narrow blast of wind at the opponent. This blast of wind hits hard in a localized place.
Type: Normal
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Recover: 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.
Type: Normal
Fatigue: High
Healing: High
Accuracy: Excellent
Recycle: The user regains any items it has lost during the battle.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Reflect: 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.
Type: Psychic
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Refresh: The pokemon uses its power from deep inside itself in order to heal itself from Burn, Paralysis and Poisons.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Rest: 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.
Type: Psychic
Fatigue: High
Healing: Incredible
Accuracy: Excellent
Return: 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.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Revenge: This is a very slow physical attack, if the user is damaged before they finish the attack then Revenge is powered up.
Type: Fighting
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Reversal: 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.
Type: Fighting
Fatigue: High
Damage: Excellent -Incredible
Accuracy: Excellent
Roar: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Roar of Time: The user releases a powerful beam of draconic energy entwined with the very essence of time creating a very powerful attack.
Type: Dragon
Fatigue: Extreme
Damage: Incredible
Accuracy: Moderate
Rock Blast: 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.
Type: Rock
Fatigue: Moderate
Damage: Good
Accuracy: Moderate
Rock Climb: The user surfs on a bed of rocks before slamming into the target which may confuse they target.
Type: Normal
Fatigue: Moderate
Damage: Excellent
Accuracy: Moderate
Rock Polish: The user is coated in a metallic substance reducing wind resistance therefore increasing speed.
Type: Rock
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Rock Slide: The user picks up several rocks and throws them at a target. Getting hit by a rock will hurt considerably.
Type: Rock
Fatigue: Moderate
Damage: Excellent
Accuracy: Moderate
Rock Smash: 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.
Type: Fighting
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Rock Throw: The user picks up a rock and carefully throws it at a target. Getting hit by a rock hurts and will cause damage.
Type: Rock
Fatigue: Moderate
Damage: Moderate
Accuracy: Moderate
Rock Tomb: 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.
Type: Rock
Fatigue: Moderate
Damage: Good
Accuracy: Moderate
Rock Wrecker: 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.
Type: Rock
Fatigue: Extreme
Damage: Incredible
Accuracy: Moderate
Role Play: Has no effect what so ever in ASB since abilities aren’t used.
Rolling Kick: The user drops into a sudden roll, coming up and smashing a foot into a target’s vital point. The unorthodox manoeuvre may result in some degree of surprise the first time or two it is used.
Type: Fighting
Fatigue: Moderate
Damage: Excellent
Accuracy: Moderate
Rollout: 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.
Type: Rock
Fatigue: Moderate
Damage: Good – Incredible (depending on consecutive uses)
Accuracy: Moderate
Roost: The pokemon flies to a spot somewhere on the field and perches there allowing the user to gain a fair amount of health.
Type: Flying
Fatigue: High
Healing: Extreme
Accuracy: Excellent
---S---
Sacred Fire: A tremendous blast of fire almost certain to burn opponents severely. It can also be used while frozen.
Type: Fire
Fatigue: Extreme
Damage: Incredible
Accuracy: Moderate
Safeguard: A spinning aurora of lights surrounds the user, and for a while any status effects or confusion that would normally affect the user are generally nullified for a certain amount of time.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Sand Tomb: 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.
Type: Ground
Fatigue: Light
Damage: Light
Accuracy: Good
Sand Attack: 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. In other words it will reduce the opponent’s accuracy.
Type: Ground
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Sandstorm: 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.
Type: Rock
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Scary Face: The user makes a scary face. Pokémon who view this spectacle may become very intimidated; this will also reduce their speed.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Scratch: The user swipes with its claws at an opponent, leaving gashes.
Type: Normal
Fatigue: Light
Damage: Good
Accuracy: Excellent
Screech: 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 reduce the opponents Defence.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Secret Power: 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 paralysed.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Seed Bomb: The user fires a bomb composed of various plants matter formed within its own body towards the target, this bomb then explodes on contact.
Type: Grass
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Seed Flare: The user releases an explosive seed which flies across exploding on contact causing a massive explosion. This attack may lower the opponent’s special Defence
Type: Grass
Fatigue: High
Damage: Incredible
Accuracy: Moderate
Seismic Toss: The user grabs the victim and spins it around several times before throwing it as far as possible.
Type: Fighting
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Selfdestruct: The user creates an explosion, centred on itself. Anything in the blast radius will suffer double exposure to incredible damage. It is difficult to block the full effect with most defences, because the second shockwave may wash through the blast radius after the first eliminates those defences. Unfortunately, the user will not be able to outlast the explosion without fainting itself, regardless of what countermeasures it attempts.
Type: Normal
Fatigue: Fainting
Damage: Awesome (20+)
Accuracy: Excellent
Shadow Ball: 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 coloured dependent on the type of the user. Contact with this ball will cause it to explode.
Type: Ghost
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Shadow Claw: The user’s claw/tentacles/spikes glow with the power of shadow before hitting the target.
Type: Ghost
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Shadow Force: This two action attack is very powerful. On the first action the user completely vanishes from sigh and on the second action reappears behind the target dealing a devastating blow. This move is not blocked by Protect or Detect.
Type: Ghost
Fatigue: Extreme
Damage: Incredible
Accuracy: Excellent
Shadow Punch: This is a devastating shadow imbued punch which will always hit the target regardless of evasion modifiers.
Type: Ghost
Fatigue: Moderate
Damage: Good
Accuracy: Always Hits
Shadow Sneak: This attack is a very fast physical strike which takes priority over most attacks.
Type: Ghost
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Sharpen: 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.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Sheer Cold: The user sends out a devastating blizzard of snow and ice which attacks the target causing extreme amount of damage.
Type: Ice
Fatigue: Extreme
Damage: Awesome (20+)
Accuracy: Poor
Shock Wave: The user releases an electric strike which zips across the field and strikes the target regardless of Evasion modifiers.
Type: Electric
Fatigue: Moderate
Damage: Good
Accuracy: Always Hits
Signal Beam: 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.
Type: Bug
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Silver Wind: A great wind of buggy goodness sweeps across the field and damages the target also may increase all stats of the user.
Type: Bug
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Sing: 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.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Good
Sketch: Sketch is used by a Smeargle immediately after an opponent uses another move. The move in question is immediately added to the Smeargle’s moveset until the end of the battle. 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Skill Swap: Is not used in ASB since abilities are not used.
Skull Bash: 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.
Type: Normal
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Sky Attack: This attack denotes grand mastery of airborne combat, and is an exceedingly difficult manoeuvre 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.
Type: Flying
Fatigue: Extreme
Damage: Incredible
Accuracy: Moderate
Sky Uppercut: A punch based attack which can hit pokemon even during Bounce or Fly.
Type: Fighting
Fatigue: High
Damage: Excellent
Accuracy: Moderate
Slack Off: 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.
Type: Normal
Fatigue: High
Healing: Incredible
Accuracy: Excellent
Slam: The user bludgeons a target with an arm, a tail, a tentacle, or whatever body part is appropriate.
Type: Normal
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Slash: The user hacks at the opponent with a sharp surface, such as a claw or scythe, causing bleeding.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Sleep Powder: The user puffs out a cloud of purple dust. A victim that smells this dust may fall asleep.
Type: Grass
Fatigue: Moderate
Damage: N/A
Accuracy: Moderate
Sleep Talk: 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.
Type: Normal
Fatigue: High
Damage: Varies
Accuracy: Excellent
Sludge: 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.
Type: Poison
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Sludge Bomb: 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.
Type: Poison
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Smelling Salt: A normal physical style attack which is powered up against paralysed targets but this attack will also cure them.
Type: Normal
Fatigue: Moderate
Damage: Good-Incredible
Accuracy: Excellent
Smog: 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.
Type: Poison
Fatigue: Moderate
Damage: Light
Accuracy: Moderate
Smokescreen: 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.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Snatch: The user gets ready to pounce on the next opportunity it gets in order to steal the beneficial effects of the targets next move.
Type: Dark
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Snore: 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.
Type: Normal
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Softboiled: 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.
Type: Normal
Fatigue: High-Extreme
Damage: N/A
Accuracy: Excellent
Solarbeam: 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.
Type: Grass
Fatigue: High
Damage: Incredible
Accuracy: Excellent
Sonicboom: The user releases a shockwave of sound which damages any target that hears it.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Spacial Rend: The user opens a rift of subspace which releases a beam of concentrated energy towards the target at great speed.
Type: Dragon
Fatigue: High
Damage: Incredible
Accuracy: Moderate
Spark: 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
Spider Web: 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.
Type: Bug
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Spike Cannon: 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 defences, because one spike may damage the defence, letting the next few in without hindrance.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Moderate
Spikes: 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.
Type: Ground
Fatigue: Light
Damage: Light
Accuracy: Excellent
Spit Up: 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.
Type: Normal
Fatigue: High
Damage: Good-Incredible
Accuracy: Excellent
Spite: 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).
Type: Ghost
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Splash: 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
Damage: N/A
Accuracy: Excellent
Spore: The user puffs out a cloud of dust. Any victim that smells this dust will likely fall asleep.
Type: Grass
Fatigue: Moderate
Damage: N/A
Accuracy: Moderate
Stealth Rock: Places concealed rocks around the field so when ever a new enemy pokemon comes into the fight they rocks slam into that pokemon.
Type: Rock
Fatigue: Moderate
Damage: Moderate (each time a new enemy enters)
Accuracy: Excellent
Steel Wing: 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 defence.
Type: Steel
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Stockpile: The user stockpiles energy within its own body ready to use another time, it will also increase its Attack and Defence slightly.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Stomp: 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
Stone Edge: The user’s body gleams over with a steely shine and then barrages themselves into the target.
Type: Steel
Fatigue: High
Damage: Excellent
Accuracy: Moderate
Strength: 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.
Type: Normal
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
String Shot: 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. Type: Bug
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Struggle: 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.
Type:
Fatigue: Moderate
Damage: Light (Light Recoil)
Accuracy: Excellent
Stun Spore: 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.
Type: Grass
Fatigue: Moderate
Damage: N/A
Accuracy: Moderate
Submission: 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 defences, 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.
Type: Fighting
Fatigue: High
Damage: Excellent (Light recoil)
Accuracy: Moderate
Substitute: 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 realising 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Sucker Punch: This move is a very fast high damaging punch move, but unless the target intends on damaging them this turn.
Type: Dark
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Sunny Day: 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.
Type: Fire
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Super Fang: 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.
Type: Normal
Fatigue: High
Damage: Good-Incredible
Accuracy: Moderate
Superpower: 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 Defence of the user.
Type: Fighting
Fatigue: High
Damage: Incredible
Accuracy: Excellent
Supersonic: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Good
Surf: 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.
Type: Water
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Swagger: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Moderate
Swallow: 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.
Type: Normal
Fatigue: High
Healing: Good-Incredible
Accuracy: Excellent
Sweet Kiss: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Moderate
Sweet Scent: The user releases a sweetish aroma laced with narcotics. Anything smelling this odour 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.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Moderate
Swift: 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.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Always Hits
Switcheroo: The user uses the power of darkness to zip in and out switching the items both him and the target currently posses.
Type: Dark
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Swords Dance: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Synthesis: 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.
Type: Grass
Fatigue: High (increases)
Healing: High
Accuracy: Excellent
---M---
Mach Punch: 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.
Type: Fighting
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Magic Coat: Will reflect 1 status condition inducer/confusion inducer/trapping inducer back to the pokemon that fired it.
Type: Psychic
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Magical Leaf: The user fires a horde of magically imbued leaves which follow the opponents every move and will always score a hit on the enemy.
Type: Grass
Fatigue: Moderate
Damage: Good
Accuracy: Always Hits
Magma Storm: A very powerful vortex of fire is launched from the mouth of the pokemon and engulfs the target trapping them in a vortex of fire. This fire will deal additional damage after every round for 2-5 rounds.
Type: Fire
Fatigue: High
Damage: Incredible
Accuracy: Good
Magnet Bomb: 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.
Type: Steel
Fatigue: Moderate
Damage: Good
Accuracy: Always Hits
Magnet Rise: The user uses the power of magnets to rise up into the air making all ground attacks used against it for 5 actions completely useless.
Type: Electric
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Magnitude: 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.
Type: Ground
Fatigue: Moderate
Damage: Light-Incredible
Accuracy: Excellent
Me First: The user pre empts the enemies attack and will use it against them with more force.
Type: Normal
Fatigue: High
Damage: N/A
Accuracy: Varies on Attack
Mean Look: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Meditate: 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.
Type: Psychic
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Mega Drain: The user grabs the victim with a tentacle or whatever and sucks out some energy, healing itself roughly half the amount it caused damage.
Type: Grass
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Megahorn: The user charges and deals some major damage with a series of horn pokes and horn tosses.
Type: Bug
Fatigue: Moderate
Damage: Excellent
Accuracy: Good
Mega Kick: The user’s foot glows white as it slams into an opponent.
Type: Normal
Fatigue: High
Damage: Excellent
Accuracy: Good
Mega Punch: The user’s fist glows white as it slams into an opponent.
Type: Normal
Fatigue: High
Damage: Excellent
Accuracy: Good
Memento: The user sacrifices itself to drastically lower the opponents Attack and Special Attack.
Type: Dark
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Metal Burst: If the user has been struck this turn then they deal an increased amount of damage to the target.
Type: Steel
Fatigue: High
Damage: N/A
Accuracy: Varies on Attack
Metal Claw: 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.
Type: Steel
Fatigue: Moderate
Damage: Good
Accuracy: Good
Metal Sound: The user screeches loudly causing a soundwave to cross the field and lower the Special Defence of the target.
Type: Steel
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Meteor Mash: The user creates a series of small star like projectiles which are then fired towards the target. May increase Attack
Type: Steel
Fatigue: High
Damage: Excellent
Accuracy: Good
Metronome: 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.
Type: Normal
Fatigue: High
Damage: Varies
Accuracy: Varies
Milk Drink: 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.
Type: Normal
Fatigue: High (increasing)
Healing: Excellent
Accuracy: N/A
Mimic: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Mind Reader: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Minimize: The user contracts its body to become smaller and therefore making themselves harder to be hit.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Miracle Eye: 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. Also Dark pokemon will be more susceptible to Psychic attacks. Will last until target faints
Type: Psychic
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Mirror Coat: The user shimmers and glows, and special attacks are bounced back toward their source.
Type: Psychic
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Mirror Move: 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.
Type: Flying
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Mirror Shot: The user fires a projectile of shiny metal towards the target may reduce opponents Accuracy.
Type: Steel
Fatigue: Moderate
Damage: Excellent
Accuracy: Good
Mist: The air becomes very foggy. It is hard to see. Attack and defence strategies dependent on sight are relatively futile. Also the user and allies are protected from only stat lowering attacks for 5 rounds.
Type: Ice
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Mist Ball: The user fires a ball of psychic energy which explodes into a mist on contact. May lower Special Attack.
Type: Psychic
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Moonlight: 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.
Type: Normal
Fatigue: Moderate (increasing)
Damage: N/A
Accuracy: Excellent
Morning Sun: 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.
Type: Normal
Fatigue: Moderate (increasing)
Damage: N/A
Accuracy: Excellent
Mud Bomb: User fires a small ball of mud towards the target which splats on the target. May reduce opponent’s Accuracy.
Type: Ground
Fatigue: Moderate
Damage: Good
Accuracy: Good
Mud Shot: User fires a small ball of mud towards the target which splats on contact. May reduce Speed.
Type: Ground
Fatigue: Moderate
Damage: Good
Accuracy: Good
Mud Sport: The user covers the whole field in a layer of mud which lowers the attack strength of all electrical based attacks. Last until user faints.
Type: Ground
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Mud Slap: 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.
Type: Ground
Fatigue: Moderate
Damage: Light
Accuracy: Excellent
Muddy Water: The user fires a beam/wave of water intertwined with muddy ground towards the target. May lower opponent’s Accuracy.
Type: Water
Fatigue: High
Damage: Excellent
Accuracy: Good
---N---
Nasty Plot: The user concocts an evil plot inside their mind raising their Special Attack power.
Type: Dark
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Natural Gift: 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.
Needle Arm: The user strikes the target with spiky protrusions on their bodies inflicting damage and may cause their opponent to flinch.
Type: Grass
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Night Shade: 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.
Type: Ghost
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Night Slash: 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.
Type: Dark
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Nightmare: 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.
Type: Ghost
Fatigue: Moderate
Damage: Light (each round as long as they are asleep)
Accuracy: Excellent
---O---
Octazooka: 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.
Type: Water
Fatigue: High
Damage: Excellent
Accuracy: Good
Odor Sleuth: 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.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Ominous Wind: 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.
Type: Ghost
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Overheat: 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 lowers the user’s Special Attack.
Type: Fire
Fatigue: High
Damage: Incredible
Accuracy: Good
Outrage: 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.
Type: Dragon
Fatigue: High
Damage: Excellent
Accuracy: Excellent
---P---
Pain Split: 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 concentration to the lowest concentration until it reaches equilibrium. Life energy will flow from the one that’s healthier to regenerate the more damaged, and special pain effects will operate equally on both pokémon at lesser efficacy. 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.
Type: Normal
Fatigue: High
Damage: Varies
Accuracy: Excellent
Pay Day: The user throws coins at the opponent in an attempt to hurt it in some minor way.
Type: Normal
Fatigue: Light
Damage: Light
Accuracy: Excellent
Payback: The pokemon rushes towards the target in a physical based attack. But if the opponent had attacked before the user in this turn then this attack is powered up.
Type: Dark
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Peck: The user suddenly slams its beak into a target, pecking it viciously.
Type: Flying
Fatigue: Light
Damage: Light
Accuracy: Excellent
Perish Song: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Petal Dance: 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.
Type: Grass
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Pin Missile: The user shoots a few spike-like poky things at a target. These have a moderate chance of sticking in place if they hit and make movement painful for the unfortunate victim. The needles can be removed with the application of some effort.
Type: Bug
Fatigue: Light
Damage: Light
Accuracy: Moderate
Pluck: 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.
Type: Flying
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Poison Fang: 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.
Type: Poison
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Poison Gas: 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.
Type: Poison
Fatigue: Light
Damage: Light
Accuracy: Good
Poison Jab: the user attacks the target with a punch form their fists imbued with poison secreted from the body, may cause normal strength poison.
Type: Poison
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Poison Sting: The user fires a volley of spike-like poky things at a target. This volley is poisoned, and anything hit may be injected with this poison.
Type: Poison
Fatigue: Light
Damage: Light
Accuracy: Excellent
Poison Tail: The user strikes the opponent with a tail like protrusion covered in poison may induce poison.
Type: Poison
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Poisonpowder: The user puffs out a cloud of poison dust. A victim that inhales this dust will likely become poisoned.
Type: Poison
Fatigue: Moderate
Damage: N/A
Accuracy: Moderate
Pound: The user slams a limb into the target, bludgeoning it.
Type: Normal
Fatigue: Light
Damage: Light
Accuracy: Excellent
Powder Snow: 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.
Type: Ice
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Power Gem: The user throws a rock composing of precious gems at the target causing serious damage.
Type: Rock
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Power Swap: The user swaps Attack and Special attack modifiers with the opponent.
Type: Psychic
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Power Trick: User uses its psychic powers to swap its own attack and defence stat.
Type: Psychic
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Power Whip: The user whips the target with vines or any long limbs attached to its body.
Type: Grass
Fatigue: High
Damage: Incredible
Accuracy: Moderate
Present: 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.
Type: Normal
Fatigue: Moderate
Damage: Light-Excellent
Healing: Light
Accuracy: Excellent
Protect: The user shields itself in a translucent sphere of energy which prevents all incoming attacks in one action. But consecutive uses of this attack decrease its efficiency of accuracy.
Type: Normal
Fatigue: Extreme
Damage: N/A
Accuracy: Excellent (decreasing)
Psybeam: 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.
Type: Psychic
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Psych Up: The user imitates the target causing it to gain all of the opponent’s stat modifiers.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Psychic: 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 limned 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. Common uses include some of the following: Direct damage to an opponent is possible by moving parts of their body in one direction and other parts in another, typically causing good damage. For instance, the walls of an esophageus can be pushed inward, constricting the victim’s air passage, or the victim can be stretched as if in an invisible torture rack. 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 Psychicked 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.
Type: Psychic
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Psycho Boost: The user creates a massive vortex of psychic energy towards the target doing massive damage but inevitably lowering the user’s Special Attack.
Type: Psychic
Fatigue: Extreme
Damage: Incredible
Accuracy: Moderate
Psycho Cut: The user uses its psychic powers to create a physical puppet like appendage which smacks the target with great fore.
Type: Psychic
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Psycho Shift: The user passes on its Status effects onto the target by means of a mental link.
Type: Psychic
Fatigue: Light
Damage: N/A
Accuracy: Moderate
Psywave: 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.
Type: Psychic
Fatigue: Moderate
Damage: Light - Excellent
Accuracy: Excellent
Punishment: 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.
Type: Dark
Fatigue: High
Damage: Good-Excellent
Accuracy: Excellent
Pursuit: 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.
Type: Dark
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
---Q---
Quick Attack: 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.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
---R---
Rain Dance: 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.
Type: Water
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Rage: 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).
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Rapid Spin: 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.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Razor Leaf: 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.
Type: Grass
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Razor Wind: The user directs a narrow blast of wind at the opponent. This blast of wind hits hard in a localized place.
Type: Normal
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Recover: 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.
Type: Normal
Fatigue: High
Healing: High
Accuracy: Excellent
Recycle: The user regains any items it has lost during the battle.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Reflect: 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.
Type: Psychic
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Refresh: The pokemon uses its power from deep inside itself in order to heal itself from Burn, Paralysis and Poisons.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Rest: 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.
Type: Psychic
Fatigue: High
Healing: Incredible
Accuracy: Excellent
Return: 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.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Revenge: This is a very slow physical attack, if the user is damaged before they finish the attack then Revenge is powered up.
Type: Fighting
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Reversal: 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.
Type: Fighting
Fatigue: High
Damage: Excellent -Incredible
Accuracy: Excellent
Roar: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Roar of Time: The user releases a powerful beam of draconic energy entwined with the very essence of time creating a very powerful attack.
Type: Dragon
Fatigue: Extreme
Damage: Incredible
Accuracy: Moderate
Rock Blast: 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.
Type: Rock
Fatigue: Moderate
Damage: Good
Accuracy: Moderate
Rock Climb: The user surfs on a bed of rocks before slamming into the target which may confuse they target.
Type: Normal
Fatigue: Moderate
Damage: Excellent
Accuracy: Moderate
Rock Polish: The user is coated in a metallic substance reducing wind resistance therefore increasing speed.
Type: Rock
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Rock Slide: The user picks up several rocks and throws them at a target. Getting hit by a rock will hurt considerably.
Type: Rock
Fatigue: Moderate
Damage: Excellent
Accuracy: Moderate
Rock Smash: 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.
Type: Fighting
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Rock Throw: The user picks up a rock and carefully throws it at a target. Getting hit by a rock hurts and will cause damage.
Type: Rock
Fatigue: Moderate
Damage: Moderate
Accuracy: Moderate
Rock Tomb: 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.
Type: Rock
Fatigue: Moderate
Damage: Good
Accuracy: Moderate
Rock Wrecker: 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.
Type: Rock
Fatigue: Extreme
Damage: Incredible
Accuracy: Moderate
Role Play: Has no effect what so ever in ASB since abilities aren’t used.
Rolling Kick: The user drops into a sudden roll, coming up and smashing a foot into a target’s vital point. The unorthodox manoeuvre may result in some degree of surprise the first time or two it is used.
Type: Fighting
Fatigue: Moderate
Damage: Excellent
Accuracy: Moderate
Rollout: 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.
Type: Rock
Fatigue: Moderate
Damage: Good – Incredible (depending on consecutive uses)
Accuracy: Moderate
Roost: The pokemon flies to a spot somewhere on the field and perches there allowing the user to gain a fair amount of health.
Type: Flying
Fatigue: High
Healing: Extreme
Accuracy: Excellent
---S---
Sacred Fire: A tremendous blast of fire almost certain to burn opponents severely. It can also be used while frozen.
Type: Fire
Fatigue: Extreme
Damage: Incredible
Accuracy: Moderate
Safeguard: A spinning aurora of lights surrounds the user, and for a while any status effects or confusion that would normally affect the user are generally nullified for a certain amount of time.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Sand Tomb: 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.
Type: Ground
Fatigue: Light
Damage: Light
Accuracy: Good
Sand Attack: 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. In other words it will reduce the opponent’s accuracy.
Type: Ground
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Sandstorm: 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.
Type: Rock
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Scary Face: The user makes a scary face. Pokémon who view this spectacle may become very intimidated; this will also reduce their speed.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Scratch: The user swipes with its claws at an opponent, leaving gashes.
Type: Normal
Fatigue: Light
Damage: Good
Accuracy: Excellent
Screech: 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 reduce the opponents Defence.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Secret Power: 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 paralysed.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Seed Bomb: The user fires a bomb composed of various plants matter formed within its own body towards the target, this bomb then explodes on contact.
Type: Grass
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Seed Flare: The user releases an explosive seed which flies across exploding on contact causing a massive explosion. This attack may lower the opponent’s special Defence
Type: Grass
Fatigue: High
Damage: Incredible
Accuracy: Moderate
Seismic Toss: The user grabs the victim and spins it around several times before throwing it as far as possible.
Type: Fighting
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Selfdestruct: The user creates an explosion, centred on itself. Anything in the blast radius will suffer double exposure to incredible damage. It is difficult to block the full effect with most defences, because the second shockwave may wash through the blast radius after the first eliminates those defences. Unfortunately, the user will not be able to outlast the explosion without fainting itself, regardless of what countermeasures it attempts.
Type: Normal
Fatigue: Fainting
Damage: Awesome (20+)
Accuracy: Excellent
Shadow Ball: 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 coloured dependent on the type of the user. Contact with this ball will cause it to explode.
Type: Ghost
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Shadow Claw: The user’s claw/tentacles/spikes glow with the power of shadow before hitting the target.
Type: Ghost
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Shadow Force: This two action attack is very powerful. On the first action the user completely vanishes from sigh and on the second action reappears behind the target dealing a devastating blow. This move is not blocked by Protect or Detect.
Type: Ghost
Fatigue: Extreme
Damage: Incredible
Accuracy: Excellent
Shadow Punch: This is a devastating shadow imbued punch which will always hit the target regardless of evasion modifiers.
Type: Ghost
Fatigue: Moderate
Damage: Good
Accuracy: Always Hits
Shadow Sneak: This attack is a very fast physical strike which takes priority over most attacks.
Type: Ghost
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Sharpen: 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.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Sheer Cold: The user sends out a devastating blizzard of snow and ice which attacks the target causing extreme amount of damage.
Type: Ice
Fatigue: Extreme
Damage: Awesome (20+)
Accuracy: Poor
Shock Wave: The user releases an electric strike which zips across the field and strikes the target regardless of Evasion modifiers.
Type: Electric
Fatigue: Moderate
Damage: Good
Accuracy: Always Hits
Signal Beam: 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.
Type: Bug
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Silver Wind: A great wind of buggy goodness sweeps across the field and damages the target also may increase all stats of the user.
Type: Bug
Fatigue: Moderate
Damage: Moderate
Accuracy: Excellent
Sing: 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.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Good
Sketch: Sketch is used by a Smeargle immediately after an opponent uses another move. The move in question is immediately added to the Smeargle’s moveset until the end of the battle. 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Skill Swap: Is not used in ASB since abilities are not used.
Skull Bash: 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.
Type: Normal
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Sky Attack: This attack denotes grand mastery of airborne combat, and is an exceedingly difficult manoeuvre 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.
Type: Flying
Fatigue: Extreme
Damage: Incredible
Accuracy: Moderate
Sky Uppercut: A punch based attack which can hit pokemon even during Bounce or Fly.
Type: Fighting
Fatigue: High
Damage: Excellent
Accuracy: Moderate
Slack Off: 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.
Type: Normal
Fatigue: High
Healing: Incredible
Accuracy: Excellent
Slam: The user bludgeons a target with an arm, a tail, a tentacle, or whatever body part is appropriate.
Type: Normal
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Slash: The user hacks at the opponent with a sharp surface, such as a claw or scythe, causing bleeding.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Sleep Powder: The user puffs out a cloud of purple dust. A victim that smells this dust may fall asleep.
Type: Grass
Fatigue: Moderate
Damage: N/A
Accuracy: Moderate
Sleep Talk: 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.
Type: Normal
Fatigue: High
Damage: Varies
Accuracy: Excellent
Sludge: 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.
Type: Poison
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Sludge Bomb: 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.
Type: Poison
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Smelling Salt: A normal physical style attack which is powered up against paralysed targets but this attack will also cure them.
Type: Normal
Fatigue: Moderate
Damage: Good-Incredible
Accuracy: Excellent
Smog: 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.
Type: Poison
Fatigue: Moderate
Damage: Light
Accuracy: Moderate
Smokescreen: 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.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Snatch: The user gets ready to pounce on the next opportunity it gets in order to steal the beneficial effects of the targets next move.
Type: Dark
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Snore: 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.
Type: Normal
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Softboiled: 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.
Type: Normal
Fatigue: High-Extreme
Damage: N/A
Accuracy: Excellent
Solarbeam: 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.
Type: Grass
Fatigue: High
Damage: Incredible
Accuracy: Excellent
Sonicboom: The user releases a shockwave of sound which damages any target that hears it.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Excellent
Spacial Rend: The user opens a rift of subspace which releases a beam of concentrated energy towards the target at great speed.
Type: Dragon
Fatigue: High
Damage: Incredible
Accuracy: Moderate
Spark: 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
Spider Web: 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.
Type: Bug
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Spike Cannon: 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 defences, because one spike may damage the defence, letting the next few in without hindrance.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Moderate
Spikes: 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.
Type: Ground
Fatigue: Light
Damage: Light
Accuracy: Excellent
Spit Up: 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.
Type: Normal
Fatigue: High
Damage: Good-Incredible
Accuracy: Excellent
Spite: 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).
Type: Ghost
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Splash: 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
Damage: N/A
Accuracy: Excellent
Spore: The user puffs out a cloud of dust. Any victim that smells this dust will likely fall asleep.
Type: Grass
Fatigue: Moderate
Damage: N/A
Accuracy: Moderate
Stealth Rock: Places concealed rocks around the field so when ever a new enemy pokemon comes into the fight they rocks slam into that pokemon.
Type: Rock
Fatigue: Moderate
Damage: Moderate (each time a new enemy enters)
Accuracy: Excellent
Steel Wing: 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 defence.
Type: Steel
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
Stockpile: The user stockpiles energy within its own body ready to use another time, it will also increase its Attack and Defence slightly.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Stomp: 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
Stone Edge: The user’s body gleams over with a steely shine and then barrages themselves into the target.
Type: Steel
Fatigue: High
Damage: Excellent
Accuracy: Moderate
Strength: 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.
Type: Normal
Fatigue: Moderate
Damage: Excellent
Accuracy: Excellent
String Shot: 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. Type: Bug
Fatigue: Light
Damage: N/A
Accuracy: Excellent
Struggle: 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.
Type:
Fatigue: Moderate
Damage: Light (Light Recoil)
Accuracy: Excellent
Stun Spore: 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.
Type: Grass
Fatigue: Moderate
Damage: N/A
Accuracy: Moderate
Submission: 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 defences, 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.
Type: Fighting
Fatigue: High
Damage: Excellent (Light recoil)
Accuracy: Moderate
Substitute: 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 realising 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Sucker Punch: This move is a very fast high damaging punch move, but unless the target intends on damaging them this turn.
Type: Dark
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Sunny Day: 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.
Type: Fire
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Super Fang: 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.
Type: Normal
Fatigue: High
Damage: Good-Incredible
Accuracy: Moderate
Superpower: 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 Defence of the user.
Type: Fighting
Fatigue: High
Damage: Incredible
Accuracy: Excellent
Supersonic: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Good
Surf: 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.
Type: Water
Fatigue: High
Damage: Excellent
Accuracy: Excellent
Swagger: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Moderate
Swallow: 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.
Type: Normal
Fatigue: High
Healing: Good-Incredible
Accuracy: Excellent
Sweet Kiss: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Moderate
Sweet Scent: The user releases a sweetish aroma laced with narcotics. Anything smelling this odour 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.
Type: Normal
Fatigue: Light
Damage: N/A
Accuracy: Moderate
Swift: 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.
Type: Normal
Fatigue: Moderate
Damage: Good
Accuracy: Always Hits
Switcheroo: The user uses the power of darkness to zip in and out switching the items both him and the target currently posses.
Type: Dark
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Swords Dance: 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.
Type: Normal
Fatigue: Moderate
Damage: N/A
Accuracy: Excellent
Synthesis: 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.
Type: Grass
Fatigue: High (increases)
Healing: High
Accuracy: Excellent