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Old 09-03-2015, 05:19 PM   #76
Jerichi
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A couple things I forgot.

Grass Whistle (GR) -- Using moderate energy, the user gyrates or blows air such that a soothing faint whistle emanates from it. The noise is very soothing, and after a while, all Pokémon who can hear it will start to become drowsy, falling asleep after about 7 seconds after continuous playing, though they may fall asleep faster if relaxed or slower if energetic. Partially executed Grass Whistles may cause Drowsiness. Grass Whistle can also affect allied Pokémon.

Sing (NO) -- Using good energy, the user sings a soothing tune that sends the target to sleep. It takes a while for Pokémon to fall asleep, however, about 7 seconds of uninterrupted singing will do that. More relaxed Pokémon will fall asleep faster, while more energetic or angry Pokémon may take longer to fall asleep. Partially executed Sings may cause Drowsiness. Sing CAN affect all Pokémon in the area, meaning "friendly" Pokémon are also affected.

Magic Room (PS) -- The user uses significant energy to create a strange realm in the arena, encapsulating all the battlers on the field. This “room" isolates the battlers from the outside environment, sealing out any effects that the arena might have on the battlers. This room is not blank, meaning all the arena's topography and features (water, rocks, trees, ground, etc.) will still be present, but any attempts to change the arena (e.g. weather, the non-damaging effects of Magnitude/Fissure, Terrain moves, etc) will fail, but moves transferred through or using the arena (Surf, Earthquake, etc) will work. Additionally, any beneficial or detrimental effects caused passively by the arena itself (such as enthusiasm or being uncomfortable, weather-like effects, etc) will not be in play for the duration of the move, nor will the effects of items. Magic Room cannot be escaped in conventional battles and has an approximate radius of 30 feet in GMs, but can be freely entered and exited. Magic Room will last for 5 rounds.

Gastro Acid (PO) -- The user vomits on the opponent using high energy. Although no damage is dealt, the acid in the vomit is constructed so that that the opponent will lose any damage boosts or reductions, as well as any increases or decreases in attack effectiveness (intimidation boosts, confusion resistances) gained through their SC for the remainder of the match. No physical traits or characteristics will be lost.

Spoiler: show
Grass Whistle (GR) -- Using moderate energy, the user gyrates or blows air such that a soothing faint whistle emanates from it. The noise is very soothing, and after a while, all Pokémon who can hear it will start to become drowsy.

Sing (NO) -- Using good energy, the user sings a soothing tune that sends the target to sleep. It takes a while for Pokémon to fall asleep, however, about 10 seconds of uninterrupted singing will do that. Sing CAN affect all Pokémon in the area, meaning "friendly" Pokémon are also affected.

Magic Room (PS) --The user uses significant energy to create a strange realm in the arena, encapsulating all the battlers on the field. This “room" is completely blank and featureless, blocking out all the effects of the outside environment. For the next five rounds, any moves that rely on the arena or change a feature of it (e.g. Sunny Day, Rain Dance, Magnitude, Rock Tomb) will fail.

Gastro Acid (PO) -- The user vomits on the opponent. Although no damage is dealt, the opponent will be so horrified that they will be unable to use any signature moves or techniques gained through their signatures for the remainder of the match. Type changes and other permanent alterations cannot be disabled this way. The user must expend a high amount of energy in order to perform this move.
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Old 09-06-2015, 10:31 PM   #77
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Will-O-Wisp (FI) -- The user sends a very small, very intense bit of quick-moving flame in an attempt to burn the opponent. Will-O-Wisp does not always burn but does deal decent damage for good energy and burns about 50% of the time.

Encore (NO) -- The user uses good energy to applaud the opponent on its last move, convincing it to perform it again. If the move cannot be duplicated, for example a Substitute, the opponent will shrug off the encore and continue as normal. The opponent will attempt to perform the Encored attack 1-3 times, spanning at most a round. Encore has a success rate akin to Charm, with the foe's mental condition and the battle's events taken in to account.

Substitute (NO) -- The user creates a copy of itself. Its trainer first specifies a power level between good and extreme (the default level is significant) and the user sacrifices that amount of health and 1.25x that amount of energy to form the copy. The copy will have the amount of health sacrificed to create it and will fade once this is depleted. Upon creating the copy, the user tricks opponents in to focusing on it and prevents them from deliberately targeting their true location under any circumstances. The user will move around to avoid attacks automatically, though indirect or arena wide damage such as Hail or Earthquake may still affect both the copy and the user. The copy is immune to all status conditions. Maintaining the copy costs no energy but sustained usage will cause the user to become fatigued at a faster rate than normal.

Spoiler: show
Will-O-Wisp (FI) -- The user sends a very small, very intense bit of flame in an attempt to burn the opponent. Will-O-Wisp does not always burn but does deal good damage and burns about 40% of the time.

Encore (NO) -- The user uses good energy to applaud the opponent on its last move, and attempts to repeat its last move. The deception is that the move was so impressive or astounding, that it simply must be done again. If the move cannot be duplicated, such as Substitute, Curse (?? version), etc., the opponent will just shrug off the encore and continue as normal. The chance of Encore working is roughly 60%, with reductions if the clapping is seen OR heard, or if the move was very difficult to pull off. The opponent will attempt to perform the Encored attack 1-3 times, spanning at most 2 rounds. If the encore finishes in the middle of the round, the attacks ordered by the trainer can be resumed as normal. Encore will stop if the victim sees that the user is not paying attention to its repeated action, or if the user of Encore attacks the victim.
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Old 12-24-2015, 03:41 PM   #78
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Psych Up (NO) -- Using good energy, the user concentrates, and then gains the opponent's mindset. This will effectively put the user in the headspace of their target, granting them any mental state - positive or negative - that the opponent may have. This includes happiness, rage, enthusiasm, focus, calmness, and even states such as drowsiness or confusion, among others. This move can be used through confusion, though the foe must be in a state that would clear the status (e.g. Calm Mind, Zen Headbutt, etc.) in order to clear their own entirely.

Rest (NO) -- The user settles down and goes to sleep in order to regain energy at a fast rate. The user will sleep for about the length of an average round, and will restore x1.5 a Hyper Beam worth of energy if able to sleep for the maximum time. The user may continue sleeping in to the next round if Rest is started late in the round or in similar circumstances. Since Rest is self-induced sleep, it is somewhat deeper than average sleep, meaning that more damage is needed to wake the user, around heavy, and only sound moves such as Uproar that specialize in waking can disturb them. Each subsequent use of Rest will restore energy less quickly than before and restore less energy overall.

Amnesia (NO) -- The user clears its mind using decent energy, forgetting the frustrations and triumphs of the battle to concentrate on other things. This mental clarity gives the user some resistance against Special Attacks, particularly mentally-affecting ones, as it is able to concentrate on defending against them, increasing Special Defense sharply. Due to the clearing of the user's mind, it is also able to clear mental blocks, mental links or other Psychic manipulations caused by moves such as Swaps, Imprison or the like.

Calm Mind (NO) -- The user meditates, using decent energy, focusing itself on its special attacks. This gives its special attack power a boost, but unlike the game, there is no increase in general special defense. However, with a calm mind in place, the user is less prone to be controlled by telepathy or any attacks which effect the mind.

Fly (XX) -- The user flies up very high, moving at an erratic pace in an attempt to evade attacks levied against it. The user then swoops down, smacking into the victim for solid damage. Flying-typed Pokémon may surround themselves in Flying energy for the duration of the move to deal a Flying-typed hit, also somewhat increasing the speed of their ascent.

Dig (XX) -- The user digs underground and attacks the opponent from underneath shortly after. As the digger digs, the tunnel simply collapses, leaving nary a trace. If the user is not accustomed to being underground, then they must constantly move, as the ground will collapse on them if they stay still for too long, and certain Pokémon can't handle that. Digging for a short time will only use a decent amount of energy, but Pokémon not used to being underground will have their energy usage quickly rise the longer they continue to do so. Damage dealt is usually decent, but may rise or fall depending on the size and physical strength of the user. Ground-typed Pokémon may cover their appendages (or whatever they use to dig) in Ground-typed energy, increasing the speed of their Dig somewhat as well as allowing them to deal a Ground-typed hit that averages solid damage instead of decent.

Dive (XX) -- The user dives deep down, coming back up after several seconds to deliver a solid physical blow. Water-typed Pokémon may surround themselves in Water energy for the duration of the move, increasing their movement speed and allowing them to deal Water-typed damage.

Bite (XX) -- The user simply bites the opponent, inflicting damage depending on the Pokémon. The average Pokémon will deal good damage, though Pokémon with larger or smaller mouths may deal less or more, between moderate and solid damage. Bite may cause sharp pains that may cause softer-skinned Pokémon to flinch. Dark-typed Pokémon may use Dark energy to augment this attack, dealing no extra damage but making it deal Dark damage.

Ice Beam (IC) -- The user fires a slightly erratic beam (more like a lightning bolt) of ice energy that deals significant damage. Although it only freezes the average Pokémon locally and about 10% of the time, it is effective at freezing room temperature or cold surfaces and can create sheets of ice. Ice-typed Pokémon are also able to create more complex or solid crystalline structures.

Iron Tail (ST) -- The user's tail becomes covered in a metallic silver-coloured hard shell, which it then uses to smash the opponent. Damage and accuracy can vary based on the user's tail, though on average it will deal considerable damage. The metallic casing of the tail allows it to break through some energy-based attacks with greater ease and still retain its power.

Dragon Tail (DR) -- The user charges Dragon energy into its large tail, sweeping the foe off its feet and potentially sending it flying. The amount of damage done is dependent of the size of the user's tail, though the average Pokémon will deal considerable damage.

Drill Run (GD) -- The user covers its claws, beak or horn with a coating of Ground energy. They then charge the foe, spinning like a drill or causing their horn to spin, dealing considerable damage. It can also be used as an enhanced and higher-speed method of digging, able to break through tougher ground, but it will deal only good damage if used to hit the foe.

Hone Claws (NO) --Using moderate energy, the user sharpens its claws by running them together or against a tough surface. This increases their attack somewhat and allows for more accurate blows.

Flatter (NO) -- Using moderate energy, the user glows red and moves about in an odd fashion, flattering the target and inflating their ego. This makes the target likely to disobey orders to use defensive or evasive moves. The target's Special Attack stat is raised by 10% for five rounds, with each subsequent boost to this stat being 25% less effective. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account. Techniques such as Calm Mind will diminish the effects of Flatter and reduce the boost.

Spoiler: show
Psych Up (NO) --Using good energy, the user concentrates, and then gains the opponent's mindset. This includes happiness, battle-readiness, and attractions (The Psyched Up Pokémon will be attracted to the opponent, not itself).

Rest (NO) -- The user settles down and goes to sleep in order to regain energy at a fast rate. The user will sleep for about half a minute, the same length as most rounds, and will restore x1.5 a Hyper Beam worth of energy if able to sleep for the maximum time. The user may continue sleeping in to the next round if applicable. Since Rest is self-induced sleep, it is somewhat deeper than average sleep, meaning that more damage is needed to wake the user, around heavy, and only sound moves such as Uproar that specialize in waking can disturb them. Rest may only be used once per Pokémon.

Amnesia (PS) --The user clears its mind using decent energy, forgetting the frustrations and triumphs of the battle to concentrate on other things. This mental clarity gives the user some resistance against Special Attacks, particularly mentally-affecting ones, as it is able to concentrate on defending against them, increasing Special Defense sharply. Due to the clearing of the user's mind, it is also able to clear mental blocks, mental links or other Psychic manipulations caused by moves such as Swaps, Imprison or the like.

Calm Mind (PS) -- The user meditates, using decent energy, focusing itself on its special attacks. This gives its special attack power a boost, but unlike the game, there is no increase in general special defense. However, with a calm mind in place, the user is less prone to be controlled by telepathy or any attacks which effect the mind.

Fly (XX) -- The user flies up very high, moving at an erratic pace in an attempt to evade attacks levied against it. The user then swoops down, smacking into the victim for solid damage.

Dig (XX) -- The user digs underground and attacks the opponent from underneath shortly after. As the digger digs, the tunnel simply collapses, leaving nary a trace. If the user is not accustomed to being underground, then they must constantly move, as the ground will collapse on them if they stay still for too long, and certain Pokémon can't handle that. Digging for a short time will only use a decent amount of energy, but Pokémon not used to being underground will have their energy usage quickly rise the longer they continue to do so. Damage dealt is usually decent, but may rise or fall depending on the size and physical strength of the user.

Dive (XX) -- The user dives deep down, coming back up after several seconds to deliver a solid physical blow.

Bite (XX) -- The R/B/Y version of the Bite attack. The user simply bites the opponent, inflicting damage depending on the Pokeémon. The average Pokeémon will deal good damage, though Pokeémon with larger or smaller mouths may deal less or more, between moderate and solid damage. Bite may cause sharp pains that may cause softer-skinned Pokeémon to flinch.

Ice Beam (IC) -- The user fires a slightly erratic beam (more like a lightning bolt) of ice energy that causes immediate freezing on the area of contact and deals significant damage. It has a 10% chance of completely freezing over the opponent in a large shell of ice.

Iron Tail (ST) -- The user's tail becomes covered in a metallic silver-coloured hard shell, which it then uses to smash the opponent for good damage. Damage and accuracy may vary based on the user's tail. The metallic casing of the tail allows it to break through some energy-based attacks with greater ease and still retain its power.

Dragon Tail (DR) --The user charges Dragon energy into its large tail, sweeping the foe off its feet and potentially sending it flying. The amount of damage done is dependent of the size of the user's tail, though the average Pokémon (with a tail approximating the size of a Slowking) will deal good damage.

Drill Run (GR) -- The user covers its claws, beak or horn with a coating of Ground energy. They then charge the foe, spinning like a drill or causing their horn to spin, dealing considerable damage.

Hone Claws (DK) --Using moderate energy, the user sharpens its claws by running them together or against a tough surface. This increases their attack somewhat and allows for more accurate blows.

Flatter (DK) -- Using moderate energy, the user glows red and moves about in an odd fashion, flattering the target and inflating their ego. This makes the target likely to disobey orders to use defensive or evasive moves. The target's Special Attack stat is raised by 10% for five rounds, with each subsequent boost to this stat being 25% less effective. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account. Techniques such as Calm Mind will diminish the effects of Flatter and reduce the boost.

Last edited by Jerichi; 12-24-2015 at 03:54 PM.
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Old 02-07-2016, 04:30 PM   #79
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MASSIVE DUMP INCOMING (ty to apost/RMG for saving me >>;)

Batch 1

Seed Flare (GR) -- The user draws in energy from the nature around it, sucking in any unnatural or polluting influences, before releasing them in a gigantic, explosive burst of grass energy, dealing extreme damage. Since the user draws in both positive and negative energy, this move will cause the user to suffer somewhat with multiple consecutive uses. However, it will cause any pollutants or otherwise harmful forces (e.g. fire, floods, etc.) to disappear.

Batch 2

Rock Throw (RK) - The user picks up a rock or piece of compressed land from the surrounding area and chucks it at the target. Though this move only deals decent damage, it is a relatively fast move and travels rather quickly. While non-Rock types must use earth from the arena, Rock-types can generate rocks from Rock energy. This move will typically use decent energy.

Rock Slide (RK) -- The user summons boulders from the ground in front of them and proceeds to either launch them in the form of an avalanche (the default form) or physically strike the foe. While Rock Slide usually deals considerable damage, particularly solid or large rocks may deal slightly more. Rock Slide generally uses considerable energy, but this can vary from solid-heavy depending on the arena's toughness and the availability of boulders. Rock type Pokémon may cause boulders to appear at greater distances, allowing them to attack remotely in appropriate arenas, and may also create boulders themselves using considerable energy. Non Rock types may only use this attack in arenas containing boulders.

Spikes (GD) -- The user spins around, expending good energy and spreading small spikes all over the arena. Spikes can either be localized around the opponent, where they will stay above ground, or spread around the field, where they will bury under the surface. If above the surface, they will become a hazard, making it difficult for Pokémon to walk or run without stepping on a sharp spike. If they step on a Spike, they will take light damage and be slowed temporarily. If the spikes go underground, they will act as traps. Whenever the opponent sends out a new Pokémon, they will explode, dealing good damage. Spikes can also be sent directly at the target, dealing good damage upon contact, though they will not disperse as widely and hinder the target less.

Light Screen (PS) -- In its default form, using considerable energy, the user creates a large, thin, translucent square wall of energy a short distance in front of it, relative to its size. It is large enough to protect them from attacks and will not exceed the height and width of the user. It blocks special blows very well, capable of withstanding an extreme amount of damage, but shatters easily under the pressure of physical attacks. Physical projectiles such as Mud Bomb will easily break through a Light Screen. Despite being translucent, it has reflective properties, allowing it to reflect back light-based elements of attacks. The wall will stay with the user until it is destroyed, but can be moved out of the user's way temporarily in order to attack. Alternatively, using major energy, the user briefly surrounds itself with a cubic energy shield. For the next five rounds, whenever the user is hit with a special attack, the damage received is reduced by 25%. Physical attacks will pass through unaffected and have no effect upon the shield. Regardless of the version used, if the user is switched out before the shield vanishes, the replacement Pokémon will gain the benefits.

Reflect (PS) -- In its default form, using considerable energy, the user creates a large, thin, translucent square wall of energy a short distance in front of it, relative to its size. It is large enough to protect them from attacks and will not exceed the height and width of the user. It blocks physical blows very well, capable of withstanding an extreme amount of damage, but shatters easily under the pressure of special attacks. Physical projectiles such as Mud Bomb will be easily walled by Reflect. Despite being translucent, it has reflective properties, allowing it to reflect back light-based elements of attacks. The wall will stay with the user until it is destroyed, but can be moved out of the user's way temporarily in order to attack. Alternatively, using major energy, the user briefly surrounds itself with a cubic energy shield. For the next five rounds, whenever the user is hit with a physical attack, the damage received is reduced by 25%. Special attacks will pass through unaffected and will have no effect upon the shield. Regardless of the version used, if the user is switched out before the shield vanishes, the replacement Pokémon will gain the benefits.

Barrier (PS) -- Using significant energy, the user creates a large, thin, translucent square wall of energy a short distance in front of it, relative to its size. It is large enough to protect them from attacks and will not exceed the height and width of the user. It is capable of withstanding a major amount of damage from all attacks. The wall will stay with the user until it is destroyed, but can be moved out of the user's way temporarily in order to attack. If the user is switched out before the shield vanishes, the replacement Pokémon will gain the benefits.

Batch 3

Ember (FI) -- The user spins around and fires fire out all around or spits out a few embers, dealing moderate damage. The fire that is released is mostly light, and does not do as much damage, because the fire is not concentrated at one point. Embers may linger for up to a round potentially causing damage if stepped on or otherwise contacted.

Powder Snow (IC) -- The user sprays a freezing snow from its mouth, covering the opponent lightly. This snow does moderate damage, but extremely chills the opponent and has a 10% of partial freezing.

Thunder Shock (EL) -- The user charges off a small burst of electricity, in numerous small tendrils that spread out in the direction fired. It is a relatively fast attack and relatively high accuracy, but low power, dealing moderate damage at best. Also has a 10% chance of inducing paralysis.

Infestation (BG) - Using significant energy, the user sends forth a wave of small, bug-like creatures made from energy to attack the foe. The creatures swarm the target, dealing mild damage, but will linger on the foe for five rounds, dealing minor damage every round and causing discomfort that will annoy and distract the foe. The foe will become used to the annoyance over the course of the move, and the distraction effect will suffer from severe diminishing returns for repeated uses on the same target. They can be cleared by moves like Rapid Spin, as well as by washing in water.

Explosion (NO) -- The user sacrifices a substantial amount and energy to cause an explosion centralized at the user itself. The amount of damage dealt is directly proportional to the amount of energy used for the attack, though it lessens somewhat on the fringes of the explosion, being between four and ten meters from the center, based on the power and the size of the user. The amount of power put into Explosion can be anywhere between one to two Hyper Beam's worth, Quick Charge being a Hyper Beam and Full Charge capping at two, with Mid Charge around one and a half. The charge time is proportional to the energy used, with a Hyper Beam's worth of energy taking a fairly short time with the full charge taking a good deal of time. Since Explosion involves a much higher concentration of energy, it is extremely dangerous to the user, possibly fainting the user. Explosion will also cause more damage to the arena the more energy used, typically leaving a significant crater at the explosion site and causing high collateral damage. Explosion will always cost more energy than damage done.

Rollout (NO/RK) -- The user curls up or tries to make themselves generally rounder in order to roll around the arena. The user can either build up speed in place for a fast, good damage and energy attack or roll around the arena to slowly gain speed. While rolling, most Pokémon are able to be relatively evasive, but they will generally be unable to perform other attacks while rolling. Although they will more easily dodge attacks, they can still be hit and may be knocked out of their roll if hit directly by an attack of good or higher damage. They can be ordered to strike the foe up to twice a round, dealing slightly more damage with each hit, starting at moderate and capping out at heavy, with each hit increasing by minor damage. Most Pokémon will expend roughly good energy per round if they do not attack and roughly good energy if they attack, though the exact energy use is variable. Rough or complicated terrain may increase energy use or make it harder to accelerate. Similarly, certain Pokémon that are naturally round, such as Voltorb, Miltank or Donphan, will gain speed more quickly and use slightly less energy. If a Pokémon performs a Defense Curl immediately before this attack, they will start at a relatively high speed, dealing good damage initially, or will deal significant damage if using the one hit version. Rock Pokémon may use Rock energy to a similar effect, making the move deal Rock-typed damage as well.

Pursuit (DK) -- The user becomes covered in a dark veil, and hits the user with a quick attack, which deals good Dark damage. The user will be able to track the foe even if they could not normally sense them, being naturally attracted to their position, but if the Pokémon is out of their normal reach, the move will end early without an attack. If the target is trying to be recalled and the attack is initiated, it will hit just as the target is turned into light and is in the process of returning to the ball. The surge of dark energy disrupts the 'pattern buffer' of the Pokéball's scan, and causes major damage to the victim.

Batch 4

Tailwind (FL) -- Using good energy, the user sends a small beam of energy skyward which harnesses the wind and causes it to change direction on the field, having the wind now blow exclusively from behind their trainer's back. This slightly increases the speed of all Pokémon moving with the wind and slightly decreases the speed of any Pokémon moving against the wind. This move will last 5 rounds.

Bounce (XX/FL) -- The user uses its own body to bounce or jump as high as possible, and landing on the opponent for solid damage, depending on the Pokémon, height of jump, etc. If the user is significantly heavier than the target (ala Body Slam), the target may become paralyzed. Flying-typed Pokémon may shroud themselves in Flying energy to achieve slightly more height and deal Flying-typed damage.

King's Shield (ST) -- The user arms itself with its shield, expending a significant amount of energy to protect against incoming attacks. This move will block the next attack that comes in contact with it, expending significant energy to do so, increasing by light energy each time it blocks an attack. Any enemy that comes into contact with Aegislash while King's Shield is active will have their physical strength reduced for the following round from the jarring impact of crashing against the shield. King's Shield will not protect against non-damaging techniques. The user of King's Shield will not be able to attack for a short time immediately after the move. The increase in energy is shared with Protect and Spiky Shield.

I also rewrote this twice so I guess I'll use this version:

Psych Up (NO) -- The user taps into the mind and body of a target using good energy, hypnotizing itself to take on the mental and physical state of their foe or ally, albeit artificially and incompletely. This copies any mental states - positive or negative - that the target may have. This includes happiness, rage, enthusiasm, focus, calmness, and even states such as drowsiness or confusion, among others. Additionally, any stat boosts or drops, physical or mental, are also copied, but will fade at twice the rate that a boost normally would (e.g., if a freshly used Nasty Plot was copied, it would fade to one stage after a round and a half and fade completely after 3 full rounds).

Spoiler: show
Seed Flare (GR) -- The user calls forth energy from the earth itself, and forms a small green seed of pure energy to float in front of its face. The user then uses a great deal of energy to slam into the seed, sending it flying towards the target. The seed grows as it flies, before slamming into the target for extreme damage.

Rock Throw (RK) -- The user slams the ground, using good energy, bringing up a chunk of rocks, which it slams, sending it towards the foe, hitting for good damage. Slightly harder or less rocky ground will cause this move to use more energy, while softer or rockier ground will allow it to use less. The user may use rocks already in the arena as well, using less energy to execute the move.

Rock Slide (RK) -- The user strikes the ground at an angle, pulling rocks from the ground, which tumble towards the foe. While it will generally deal considerable damage, arenas with particularly solid or large rocks may allow it to deal slightly more. The amount of energy needed to perform this attack is highly variable. In arenas with soft ground or abundant rocks, the energy cost will be solid, but if the ground is particularly hard, the energy cost will rise. If there are already rocks present in the arena, the user may simply use these, using slightly less energy in the attack. Rock-typed Pokeémon may also use this attack remotely, able to use rocks within roughly battling distance, including rocks on ceilings or above ground. Alternatively, the Rock type Pokeémon may use significant energy to create a boulder in front of it, before striking it to send chunks at the foe as normal.

Spikes (GD) -- The user spins around, expending good energy and spreading small spikes all over the arena, localized wherever the user wants. Spikes can be aimed as a direct attack to deal good damage, as well, although accuracy suffers like any projectile attack. Should any Pokémon step on these during the match, they will deliver moderate damage to the victim and possibly make movement painful for a number of rounds.

Light Screen (PS) -- In its default form, using considerable energy, the user creates a large, thin, translucent square wall of energy 18" in front of it. It is large enough to protect them from attacks and will not exceed the height and width of the user. It blocks special blows very well, capable of withstanding an extreme amount of damage, but shatters easily under the pressure of physical attacks. Physical projectiles such as Mud Bomb will easily break through a Light Screen. Despite being translucent, it has reflective properties, allowing it to reflect back light-based elements of attacks. The wall will stay with the user until it is destroyed, but can be moved out of the user's way temporarily in order to attack. Alternatively, using major energy, the user briefly surrounds itself with a cubic energy shield. For the next five rounds, whenever the user is hit with a special attack, the damage received is reduced by 25%. Physical attacks will pass through unaffected and have no effect upon the shield. Regardless of the version used, if the user is switched out before the shield vanishes, the replacement Pokémon will gain the benefits.

Reflect (PS) -- In its default form, using considerable energy, the user creates a large, thin, translucent square wall of energy 18" in front of it. It is large enough to protect them from attacks and will not exceed the height and width of the user. It blocks physical blows very well, capable of withstanding an extreme amount of damage, but shatters easily under the pressure of special attacks. Physical projectiles such as Mud Bomb will be easily walled by Reflect. Despite being translucent, it has reflective properties, allowing it to reflect back light-based elements of attacks. The wall will stay with the user until it is destroyed, but can be moved out of the user's way temporarily in order to attack. Alternatively, using major energy, the user briefly surrounds itself with a cubic energy shield. For the next five rounds, whenever the user is hit with a physical attack, the damage received is reduced by 25%. Special attacks will pass through unaffected and will have no effect upon the shield. Regardless of the version used, if the user is switched out before the shield vanishes, the replacement Pokémon will gain the benefits.

Barrier (PS) -- Using significant energy, the user creates a large, thin, translucent square wall of energy 18" in front of it. It is large enough to protect them from attacks and will not exceed the height and width of the user. It is capable of withstanding a major amount of damage from all attacks. The wall will stay with the user until it is destroyed, but can be moved out of the user's way temporarily in order to attack. If the user is switched out before the shield vanishes, the replacement Pokémon will gain the benefits.

Ember (FI) -- The user spins around and fires fire out all around or spits out a few embers, dealing moderate damage. The fire that is released is mostly light, and does not do as much damage, because the fire is not concentrated at one point.

Powder Snow (IC) -- The user sprays a freezing snow from its mouth, covering the opponent lightly. This snow does light damage, but extremely chills the opponent and has a 10% of partial freezing.

Thunder Shock (EL) -- The user charges off a small burst of electricity, in numerous small tendrils that spread out in the direction fired. High accuracy, but low power, dealing moderate damage at best. Also has a 10% chance of inducing paralysis.

Infestation (BG) - Using significant energy, the user sends forth a wave of small, bug-like creatures to attack the foe. The creatures swarm the target, dealing mild damage, but will linger on the foe for five rounds, dealing minor damage every round and causing discomfort that will annoy and distract the foe. The foe will become used to the annoyance over the course of the move, and the distraction effect will suffer from severe diminishing returns for repeated uses on the same target.

Explosion (NO) -- The user sacrifices a substantial amount and energy to cause an explosion centralized at the user itself. The amount of damage dealt is directly proportional to the amount of energy used for the attack, though it lessens somewhat on the fringes of the explosion, being between four and ten meters from the center, based on the power and the size of the user. The amount of power put into Explosion can be anywhere between one to two Hyper Beam's worth, Quick Charge being a Hyper Beam and Full Charge capping at two, with Mid Charge around one and a half. The charge time is proportional to the energy used, with a Hyper Beam's worth of energy taking a fairly short time with the full charge taking a good deal of time. Since Explosion involves a much higher concentration of energy, it is extremely dangerous to the user, dealing damage equal to the amount of energy expended, possibly fainting the user. Explosion will also cause more damage to the arena the more energy used, typically leaving a significant crater at the explosion site and causing high collateral damage.

Rollout (XX) -- The user curls up and rolls towards the opponent, intending to collide and deal damage. Each attempted collision will count as a move as far as round timing goes. The speed of Rollout increases with each passing of the user, as determined by the referee. Upon collision, the user will either plow over the victim(s), continuing at a slightly reduced speed, or give more of a glancing blow, knocking into the Pokémon while maintaining a steady course. The effect of the arena and attacks used against it are up to the referee, who should also take the Pokémon in question into consideration. The user may also use a move rolling around the arena, building up speed for the attack.

Tailwind (FL) --Using good energy, the user sends a small beam of energy skyward which harnesses the wind and causes it to change direction on the field, having the wind now blow exclusively from behind their trainer's back. This slightly increases the speed of all Pokémon moving with the wind and slightly decreases the speed of any Pokémon moving against the wind.

Bounce (XX) -- The user uses its own body to bounce or jump as high as possible, and landing on the opponent for solid damage, depending on the Pokémon, height of jump, etc.

King's Shield (ST) - The user arms itself with its shield, expending a significant amount of energy to protect against incoming attacks. This mode can be held as long as ordered, but will expend significant energy for every subsequent move held longer than two attacks' worth. Any enemy that comes into contact with Aegislash while King's Shield is active while using an attack will suffer 25% recoil damage from the attack used, and have their physical strength reduced for the following round from the jarring impact of crashing against the shield. King's Shield will not protect against non-damaging techniques. The increase in energy is shared with Protect and Spiky Shield.

Last edited by Jerichi; 02-07-2016 at 07:50 PM.
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Old 02-09-2016, 10:39 PM   #80
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Hyperspace Fury (DK) -- The user (always Unbound Hoopa) uses its dimensional rings to open up a number of hyperspace portals surrounding the target, using them to launch a flurry of blows that deal heavy damage for equivalent energy. Since the user employs hyperspace portals to target the foe, the attack will always hit as long as the user has an idea of the target's position, and can circumvent any defensive techniques such as Protect or Reflect. However, due to the rather intensive process of opening these portals, the user will be vulnerable for a short time after using it. Hyperspace Fury will fail if used by Pokémon other than Hoopa-Unbound.

Hyperspace Hole (PS) -- The user (always Hoopa) uses their rings to open a hyperspace portal next to the foe, allowing them to deal a quick strike for considerable damage and catch the foe off-guard. Since the user employs hyperspace portals to target the foe, the attack will always hit as long as the user has an idea of the target's position, and can circumvent any defensive techniques such as Protect or Reflect. Hyperspace Fury will fail if used by Pokémon other than Hoopa.

Steam Eruption (WA) -- The user boils the water within its body using a mild amount of Fire energy, creating a vast amount of pressure before letting the water erupt forward in a blast of steam with incredible force, dealing high damage and pushing the foe back while using a total of high energy. This steam is so hot that it has a significant chance of burning the foe, about 30% chance of painful burns forming where the steam strikes.
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Old 03-12-2016, 07:59 AM   #81
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Origin Pulse (WA) -- The user draws from the primal power of the seas and creates a number of orbs of pure water energy, each of which send forth a beam of water energy that hits the foe, dealing high damage overall.

Precipice Blades (GD) -- The user draws from the primal power of the earth and summons a number of molten spikes from the ground below the foe which create small explosions on contact, dealing high damage.

Dragon Ascent (FL) -- The user begins to glow brightly with a green aura before ascending at high speeds out of sight. After a few moments, it returns at speeds comparable to Extremespeed, diving at the foe and dealing major damage. This move is rather intensive, and will leave the user vulnerable for a short time afterward.

Pound (XX) -- The user thumps the opponent with an appendage, causing moderate damage.

Dazzling Gleam (FA) - The user releases a bright burst of magical energy, the energy dealing considerable damage to the foe and possibly lowering their accuracy for a short time, similar to Flash.

Camouflage (NO) -- Using solid energy, the user consumes some energy to blend in with their background, except for certain parts or markings which can't change (e.g. Staryu's jewel and Kecleon's stripe). The part that cannot change will generally be a marking that might otherwise blend in with the environment it may naturally be found in, or it may be something that is not naturally part of the Pokémon's body (e.g. Flabébé's flower or Sewaddle's dressings). Most Pokémon can hold Camouflage more or less indefinitely, but it does require a bit of concentration to maintain. The attack works quicker and with less energy for Kecleon, as Camouflage is a natural attack.

Weather Ball (Various) -- The user collects the current weather in a ball of energy and sends it at the victim, dealing good damage. If the weather is calm and relatively neutral, it is simply a blob of Normal energy, but in other weather conditions, it changes type and becomes stronger, dealing significant damage for solid energy. In harsh sun, it heats up significantly, becoming Fire-typed, with a small blaze of fire. In rain, it becomes a mass of water, becoming Water-typed. In hail and snow, it loses its heat, becoming a chilled mass, becoming Ice-typed. In a sandstorm, it takes up a significant amount of sand, becoming Rock-typed.

Hex (GH) -- The user creates a hazy form of purple energy above them, which quickly forms into an intimidating eye, frightening the opponent somewhat before launching waves of purple energy which deal decent damage. This attack is fueled by the user's sense of schadenfreude, and will deal significant damage for good energy if the foe is afflicted by a status effect. Repeated uses of this move while boosted will cause it to increase in energy use slightly, capping at significant energy.

Venoshock (PO) -- The user sends a burst of reactive toxins at the foe, dealing good damage. If the target is poisoned, the attack does significant damage for good energy. Repeated uses of this move while boosted will cause it to increase in energy use slightly, capping at significant energy.

Facade (XX) -- The user performs a physical rage-induced attack that is boosted if the user is or recently was affected with a status affliction, including attraction and other related mental statuses. If the user has not been affected within the past round, it will deal good damage. If the Pokémon has suffered from a status in the past round, it will deal major damage for significant energy, though subsequent uses will deal only significant damage for significant energy. Each time the Pokémon is affected with a new status, it will deal major damage before reverting back to significant. Once the status is cleared, it will deal good damage again.

Solar Beam (GR) -- The user absorbs sunlight, then fires a beam of Grass energy at the target that deals heavy damage. The power of the beam varies in relation to the length of time the attack is charged for. Grass types charge quicker than non-Grass types. The user has to be in natural light from outside to be able to charge the attack. If Sunny Day is in effect, the attack has an almost rapid fire nature. If Rain Dance is in effect, the charging time is increased. Solar Beam can be used in low-light environments or at night, but the charge time will be significantly increased. When used by a Grass Pokémon, this attack uses considerable energy, while non-Grass types use significant energy to convert the sunlight to a beam of energy.

Sandstorm (XX) -- The user begins to spin or move in such a way that it kicks up massive quantities of sand and dirt and powerful winds, usually using moderate energy but increasing in cost if the user maintains its movement. Pokémon which are not Ground, Rock, or Steel type will take light damage per round from the sand and loose stones being blown around in the wind. Rock-typed Pokémon also gain some extra benefit, as the sand will often coat their hides or skin and grant them a slight boost to their special defense as long as the sand is in the air. The winds are stronger and stone damage is greater the closer one is to the center, where the Pokémon using the Sandstorm is located, and lighter Pokémon may find it hard to maintain their footing. Many Pokémon will have their vision and hearing impaired, making it difficult to locate opponents, and Pokémon may find it harder to stay aloft if flying or levitating. The user must continue to spin/kick to maintain this attack, but if the user stops, the winds will continue for 2 rounds. The size and severity of Sandstorm can vary, based on the user's size and energy, smaller Pokémon obviously not as capable of generating the same power of storm as a larger Pokémon. Sunny Day cannot be used to cancel Sandstorm, but Rain Dance and Hail do, their effects pulling down a lot of the sand. Sandstorm will increase the charge time of Solarbeam and cut the effectiveness of light based moves much like Rain Dance. Certain Pokémon, such as Larvitar or Hippopotas, are capable of generating a Sandstorm using sand in their bodies; these Pokémon can use Sandstorm regardless of the arena and their Sandstorms will last for 5 rounds without the need to be maintained, though they may still be cancelled by use of Hail or Rain Dance as with other weather moves.

Roar Of Time (DR) -- The user lets out a time-rending bellow, which causes a distortion of time and space around the target, dealing massive damage. However, modifying time results in the time around the user being slowed for a round, reducing their speed and reaction time somewhat.

Spoiler: show
Pound (XX) -- The user punches the opponent, causing moderate damage.

Dazzling Gleam (FA) - The user releases a bright burst of magical energy, dealing considerable damage to the foe and possibly lowering their accuracy for a short time, similar to Flash.

Camouflage (NO) -- Using solid energy, the user consumes some energy to blend in with their background, except for certain parts which can't change (Staryu's jewel and Kecleon's stripe). The attack works quicker and with less energy for Kecleon, as Camouflage is a natural attack.

Weather Ball (Various) -- The user collects the current weather in a ball of energy and sends it at the victim, dealing good damage. In the sun, the energy ball is very hot, made of fire energy; in rain, it's water, etc.
Hex (GH) --The user creates a hazy form of purple energy above them, which quickly forms into an intimidating eye, frightening the opponent somewhat before launching waves of purple energy which deal decent damage. This attack is fueled by the user's sense of sadism, and will deal significant damage if the foe is afflicted by a status effect. Though it uses decent energy normally, repeated uses of this move while boosted will cause it to increase in energy use slightly, capping at solid energy.

Venoshock (PO) --The user sends a burst of reactive toxins at the foe, dealing good damage. If the target is poisoned, the attack does significant damage. Though it uses decent energy normally, repeated uses of this move while boosted will cause it to increase in energy use slightly, capping at solid energy.

Facade (XX) -- The user performs a physical rage-induced attack that is boosted if the user is or recently was affected with a status affliction, including attraction and other related mental statuses. If the user has not been affected within the last few rounds, it will deal good damage, but can deal considerable damage if it has been affected.

Solar Beam (GR) -- The user absorbs sunlight, then fires a beam of Grass energy at the target that deals heavy damage. The power of the beam varies in relation to the length of time the attack is charged for. Grass types charge quicker than non-Grass types, of course. The user has to be in natural light from outside to be able to charge the attack. If Sunny Day is in effect, the attack has an almost rapid fire nature. If Rain Dance is in effect, the charging time is increased. Solar Beam is completely ineffective at night, and during dawn and dusk periods, the charging time is slightly increased. When used by a Grass Pokémon, this attack uses considerable energy, while non-Grass types use significant energy to convert the sunlight to a beam of energy.

Sandstorm (XX) -- The user begins to spin or move in such a way that it kicks up massive quantities of sand and dirt and powerful winds, usually using moderate energy but increasing in cost if the user maintains its movement. Pokémon which are not Ground, Rock, or Steel type will take light damage per round from the sand and loose stones being blown around in the wind. The winds are stronger and stone damage is greater the closer one is to the center, where the Pokémon using the Sandstorm is located, and lighter Pokémon may find it hard to maintain their footing. Many Pokémon will have their vision and hearing impaired, making it difficult to locate opponents, and Pokémon may find it harder to stay aloft if flying or levitating. The user must continue to spin/kick to maintain this attack, but if the user stops, the winds will continue for 2 rounds. The size and severity of Sandstorm can vary, based on the user's size and energy, smaller Pokémon obviously not as capable of generating the same power of storm as a larger Pokémon. Sunny Day cannot be used to cancel Sandstorm, but Rain Dance and Hail do, their effects pulling down a lot of the sand. Sandstorm will increase the charge time of Solarbeam and cut the effectiveness of light based moves much like Rain Dance. Certain Pokémon, such as Larvitar or Hippopotas, are capable of generating a Sandstorm using sand in their bodies; these Pokémon can use Sandstorm regardless of the arena and their Sandstorms will last for 5 rounds without the need to be maintained, though they may still be cancelled by use of Hail or Rain Dance as with other weather moves.

Roar Of Time (DR) -- The user lets out a time-rending bellow, which causes a distortion of time and space around the target, dealing massive damage. However, modifying time results in the user being frozen in time for one round itself.



Last edited by Jerichi; 03-12-2016 at 11:00 AM.
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Old 04-12-2016, 08:20 PM   #82
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Emergency rewrite (i.e. this takes effect immediately for all ongoing battles).

Acid (PO) -- The user spits an extremely acidic substance at the target, dealing good damage on contact. It burns flesh over time and can melt weak objects such as dry wall. This burning sensation can cause irritation similar to a heat burn if left exposed over a period of time, but cannot do lasting damage or cause blindness. There is a low chance of poison associated with this move, as the acid is more for its ability to melt targets and other substances.

Acid Spray (PO) -- The user spits an orb made of an extremely acidic substance at the target, dealing moderate damage on contact. While dealing less damage than its counterpart, Acid, its effects are much more potent, dealing burns faster and able to melt substances much more quickly. This burning sensation can cause irritation similar to a heat burn if left exposed over a period of time, but cannot do lasting damage or cause blindness. It also has a low chance of poison, but is most for its ability to melt targets and other substances.

Spoiler: show
Acid (PO) -- The user spits an extremely acidic substance at the target, dealing good damage on contact. It burns flesh over time and can melt weak objects such as dry wall. There is a low chance of poison associated with this move, as the acid is more for its ability to melt flesh and other substances.

Acid Spray (PO) -- The user spits an orb made of an extremely acidic substance at the target, dealing moderate damage on contact. While dealing less damage than its counterpart, Acid, its effects are much more potent, dealing burns faster and able to melt substances much more quickly. It also has a low chance of poison, but is most for its ability to melt flesh and other substances.
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Old 04-16-2016, 05:59 PM   #83
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Defend Order (BG) -- At a solid energy cost, the user surrounds itself with 10 spheres of bug energy. When hit with an attack, a sphere will reduce the attack's impact by a light amount, disappearing after it has. Pokémon other than Vespiquen will only be able to produce 6 spheres.

Emergency rewrite.
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Old 05-18-2016, 07:29 PM   #84
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05/15/2016

Slack Off (NO) -- The user takes a break, entering a relaxed state in order to regain energy at a fast rate. After about half a round of time, it will restore an extreme amount of energy, after which the user will automatically focus up, feeling refreshed and energetic. While in this state, the Pokémon is still aware of its surroundings and its foe and can break out of this state early (though they will restore less energy as a consequence). Pokémon will generally be able to react to oncoming attacks even in this state, but will have a slower reaction time and reacting to attacks may cause the overall energy restored to be lower in spite of having taken the whole time. This move will also reset the user's mental state and make them slightly more resistant to mental or emotional effects for the next few rounds.

Muddy Water (GD/WT) -- The user shoots out a very powerful, but dirty, stream of water, which does considerable damage and might lower the opponent(s) accuracy if it hits in their eyes. Since it is both Ground and Water, its type-effectiveness is slightly different, dealing super effective hits to Poison, Steel, Ground, Electric, Rock and Fire types, while being resisted by Water, Dragon, Grass and Bug types. The damage from Muddy Water will never be doubly effective or doubly ineffective against a single-typed Pokémon. This move uses considerable Ground and Water energy.

Sludge Wave (PO/WA) --The user issues a huge watery wave of toxic sludge, washing over the foe for significant damage. The large size of the wave allows it to hit multiple targets at once. This attack has a 10% chance of poisoning. Since it uses half Poison and half Water energy, its type-effectiveness is slightly different, dealing super effective hits to Fire and Fairy, while being resisted by Dragon, Ghost, Poison and Water. Steel types are considered resistant in the same way they resist moves such as Sludge Bomb. The damage from Sludge Wave will never be doubly effective or doubly ineffective against a single-typed Pokémon.This move uses significant Poison and Water energy.

Flying Press (FT/FL) - The user leaps into the air, coming down on top of the target with its full weight, dealing considerable damage. Since this move is half Flying and half Fighting, its type-effectiveness is slightly different, dealing super effective damage to Normal, Fighting, Ice, Dark and Grass Pokeémon and resisted damage to Electric, Flying, Poison, Psychic and Fairy Pokeémon. The damage from Flying Press will never be doubly effective or doubly ineffective against a single-typed Pokémon. This move uses considerable Flying and Fighting energy.

Dragon Rage (Various) -- The user summons a powerful attack which is dependent on the arena. If there is water present between the two Pokeémon, the user summons a spiral of energy, which is quickly sent at the opponent, sucking up the water in the arena to deal significant Water-typed damage for significant energy. If there isn't water, it's a large fireball which deals heavy damage in a mix of dragon and fire energy, dealing Super Effective damage on Bug, Grass and Ice-types and Not Very Effective damage on Fire and Fairy types. This move uses considerable Dragon and Fire energy.The fireball may be used in an aqueous environment, but the water version is arena-dependent.

Sludge Bomb (PO) -- The user fires a large ball of poison energy at the foe, which bursts upon contact in a wave of sludge for significant damage. The sludge is highly toxic, and has a 30% chance of poisoning the foe. This attack may also be used in a scattershot variation, where multiple small balls are launched at the foe, which can be spread out or focused as desired. This version also deals significant damage in total, with each ball dealing roughly moderate damage.

Glare (NO) -- Using decent energy, the user gives the opponent a look that, upon eye contact, freezes the target in place for a few seconds. This move is somewhat hypnotic, taking advantage of the user's snake-like charms, and somewhat effective even on Pokémon that would not otherwise be intimidated.
This is really more of a snake-hypnosis move than just an initimidating stare so it should be made a bit better.

Leer (NO) -- Using light energy, the user glowers at the opponent while its eyes glow brightly, trying to spook the opponent. When eye contact occurs, the opponent will freeze in place for a moment, potentially interrupting their attack and lowering their defense temporarily. The accuracy of this attack depends on the distance apart the two Pokémon are, as there needs to be close to moderate range for this attack to work.

Scary Face (NO) -- The user makes a face that scares the target, using moderate energy to distort their features and cause their eyes to glow. Foes who are intimidated by this will move and act slowly and cautiously as they watch for attacks from all sides, dropping their speed significantly. This move is slightly more initimidating than others of its kind, making it work slightly more effectively on Pokémon who may not normally be intimidated by the user.

Fake Tears (DK) -- Using moderate energy, the user pretends to cry, which may leave the victim(s) open to being attacked. It also can be somewhat distracting and can fluster the foe, distracting them from the battle and lowering their special defense significantly. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.

Substitute (NO) -- The user creates a copy of itself. Its trainer first specifies a power level between good and extreme (the default level is significant) and the user sacrifices that amount of health and 1.25x that amount of energy to form the copy. The copy will have the amount of health sacrificed to create it and will fade once this is depleted. Upon creating the copy, the user tricks opponents in to focusing on it and prevents them from deliberately targeting their true location under any circumstances. The user will move around to avoid attacks automatically, though indirect or arena wide damage such as Hail or Earthquake may still affect both the copy and the user. The user will still perform attacks - the Substitute is simply a very convincing distraction. The copy is immune to all status conditions. Maintaining the copy costs no energy but sustained usage will cause the user to become fatigued at a faster rate than normal.

Extreme Speed (XX) -- The user consumes a significant amount of energy to move as quickly as it possibly can, striking the opponent for solid physical damage, which is boosted thanks to the increased momentum. It is also much more difficult to control direction. Additionally, unlike other moves, it is very straining to use this move over long distances. Extremespeed is faster and more powerful than Quick Attack, but uses a lot more energy.

Spoiler: show
Slack Off (NO) -- The user sits down and enters a lazy state in order to regain energy at a fast rate. The user will loll for about half a minute and will restore an extreme amount of energy if able to rest for the maximum time. Slack Off leaves the user feeling much more refreshed and energetic than Rest. The user may continue lolling in to the next round if applicable. Light, cumulative damage such as poison or weak draining moves will probably not interrupt the user, but sharper shocks may shock them out of their relaxed state, automatically ending the energy regain. Because the user is not fully asleep, they may be able to avoid slow moving attacks or adopt a defensive stance as needed, but they won't be able to attack while using the move.

Muddy Water (GD/WT) -- The user shoots out a very powerful, but dirty, stream of water, which does considerable damage and might lower the opponent(s) accuracy if it hits in their eyes. Since it uses half Ground and Water energy, its type-effectiveness is slightly different, dealing super effective hits to Poison, Steel, Ground, Electric, Rock and Fire types, while being resisted by Water, Dragon, Grass and Bug types. The damage from Muddy Water will never be doubly effective or doubly ineffective against a single-typed Pokémon.

Sludge Wave (PO/WA) --The user issues a huge watery wave of toxic sludge, washing over the foe for significant damage. The large size of the wave allows it to hit multiple targets at once. This attack has a 10% chance of poisoning. Since it uses half Poison and half Water energy, its type-effectiveness is slightly different, dealing super effective hits to Fire and Fairy, while being resisted by Dragon, Ghost, Poison and Water. Steel types are considered resistant in the same way they resist moves such as Sludge Bomb. The damage from Sludge Wave will never be doubly effective or doubly ineffective against a single-typed Pokémon.

Flying Press (FT/FL) - The user leaps into the air, coming down on top of the target with its full weight, dealing considerable damage. Since this move is half Flying and half Fighting, its type-effectiveness is slightly different, dealing super effective damage to Normal, Fighting, Ice, Dark and Grass Pokeémon and resisted damage to Electric, Flying, Poison, Psychic and Fairy Pokeémon. The damage from Flying Press will never be doubly effective or doubly ineffective against a single-typed Pokeémon.

Dragon Rage (Various) -- The user summons a powerful attack which is dependent on the arena. If there is water present between the two Pokeémon, the user summons a spiral of energy, which is quickly sent at the opponent, sucking up the water in the arena to deal significant Water-typed damage for significant energy. If there isn't water, it's a large fireball which deals heavy damage in a mix of dragon and fire energy, dealing Super Effective damage on Bug, Grass and Ice-types and Not Very Effective damage on Fire and Fairy types. The fireball may be used in an aqueous environment, but the water version is arena-dependent.

Sludge Bomb (PO) -- The user fires a few large round 'bubbles' of sludge at the target. The bubble itself becomes hard in mid-flight, then explodes on contact like a tiny bomb. The sludge inside is very reactive, which is cause for the explosion. They can be fired either in a tight cluster or spread out to hit multiple targets. Each bomb deals moderate damage, and if most or all hit, it deals significant damage. The sludge is highly toxic, and has a 30% chance of poisoning the foe.

Glare (NO) -- Using decent energy, the user gives the opponent a look that, upon eye contact, freezes the target in place for a few seconds.

Leer (NO) -- Using light energy, the user stares the opponent down, and when eye contact occurs, the opponent becomes completely immobile, as though under the effect of a Glare attack, though only for 2 or 3 seconds, while the user can escape or prepare an attack. The accuracy of this attack depends on the distance apart the two Pokémon are, as there needs to be close to moderate range for this attack to work.

Scary Face (NO) -- The user makes a face that scares the target, causing them to move and act slowly and cautiously as they watch for attacks from all sides. If the opponent could not reasonably be scared of the user, this attack will fail. If the Pokémon is not naturally intimidating, they may use decent energy to enhance their features with glowing eyes and project a larger image of their face.

Fake Tears (DK) -- Using moderate energy, the user pretends to cry, which may leave the victim(s) open to being attacked. Success rate is akin to Charm, in that the victim's mental state and the current battle must be taken into account.

Substitute (NO) -- The user creates a copy of itself. Its trainer first specifies a power level between good and extreme (the default level is significant) and the user sacrifices that amount of health and 1.25x that amount of energy to form the copy. The copy will have the amount of health sacrificed to create it and will fade once this is depleted. Upon creating the copy, the user tricks opponents in to focusing on it and prevents them from deliberately targeting their true location under any circumstances. The user will move around to avoid attacks automatically, though indirect or arena wide damage such as Hail or Earthquake may still affect both the copy and the user. The copy is immune to all status conditions. Maintaining the copy costs no energy but sustained usage will cause the user to become fatigued at a faster rate than normal.

Extreme Speed (XX) -- The user consumes a significant amount of energy to move as quickly as it possibly can, striking the opponent for solid physical damage, which is boosted thanks to the increased momentum. Extremespeed is faster and more powerful than Quick Attack, but uses a lot more energy.
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Old 07-24-2016, 07:57 PM   #85
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Brine (WA) -- The user spits out a stream of water laced with salts at the foe. The move normally does good damage, but if the foe has any sore spots, burns, or open wounds, the salt will aggravate them and may deal up to considerable damage. Due to the irritating nature of the salt water, it can cause the target discomfort if it gets in their mouth, eyes or other sensitive organ. This may stun them temporarily or, if it gets in their eyes, reduce their sight in a manner similar to Flash unless flushed out. The more tired the Pokémon is, the more potent the effects are. Sea-dwelling Pokémon or those used to high salinity levels are immune to these irritating effects, but may still take increased damage. Water-familiar Pokémon may use a variation of this move by pulling from water around them to create a briny surf. This surf radiates out approximately 15 feet from them before pulling them back in. This variation retains the same properties as the projectile version with the added benefit of pulling in Pokémon at a distance. Pokémon who are fresh will be able to easily break free of the surf, but those who are more tired will struggle to be free of the pull.

Refresh (NO) -- The user fills its body with a bright green energy, expending good energy to cure itself of all status effects and curses. Alternatively, it can transfer this energy to any allies to cure them of status ailments instead.

Heal Bell (NO) -- Using good energy, the user magically creates a lulling chime from its body that soothes and assists all who hear it and cures the user of burn, paralysis, freezing and poison, as well as curses. Hearing the bell will put nearby Pokémon in a more relaxed state of mind, curing confusion, rage and even sleep. Alternatively, the user can direct the energy to cure another Pokémon of burn, paralysis, freezing and poison. The effectiveness of the attack depends on how close the target is from the user, and whether or not the target can hear the chime, etc. The sound of the chime also penetrates Poké Balls of any friendly Pokémon, curing them of any status.


Spoiler: show
Refresh (NO) -- The user fills its body with a bright green energy, expending good energy to cure itself of all status effects. Alternatively, it can transfer this energy to any allies to cure them of status ailments instead.

Heal Bell (NO) -- Using good energy, the user magically creates a lulling chime from its body that soothes and assists all who hear it and cures the user of burn, paralysis, freezing and poison. Hearing the bell will put nearby Pokémon in a more relaxed state of mind, curing confusion, rage and even sleep. Alternatively, the user can direct the energy to cure another Pokémon of burn, paralysis, freezing and poison. The effectiveness of the attack depends on how close the target is from the user, and whether or not the target can hear the chime, etc. The sound of the chime also penetrates Poké Balls of any friendly Pokémon, curing them of any status.

Brine (WA) -- The user spits out a stream of water laced with salts at the foe. The move normally does good damage, but if the foe has any sore spots, burns, or open wounds, the salt will aggravate them and may deal up to considerable damage. Due to the irritating nature of the salt water, it can cause the target discomfort if it gets in their mouth, eyes or other sensitive organ. This may stun them temporarily or, if it gets in their eyes, reduce their sight in a manner similar to Flash unless flushed out. Sea-dwelling Pokémon or those used to high salinity levels are immune to these irritating effects, but may still take increased damage.
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Old 07-31-2016, 02:39 PM   #86
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Dragon Rage (Various) -- The user summons a powerful attack which is dependent on the arena. If there is water present between the two Pokémon, the user summons a spiral of energy, which is quickly sent at the opponent, sucking up the water in the arena to deal significant Water-typed damage for significant energy. If there isn't water, it's a large fireball which deals significant damage in a mix of dragon and fire energy, dealing Super Effective damage on Bug, Grass and Ice-types and Not Very Effective damage on Fire and Fairy types. The fireball variant move uses significant Dragon and Fire energy. The fireball may be used in an aqueous environment, but the water version is arena-dependent.
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Old 09-30-2016, 08:59 PM   #87
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Draining/Energy Recovery Moves - All draining moves which drain energy and recover it from the foe work similarly, restoring about half the energy drained from the target (unless otherwise stated). Multiple uses of draining moves will cause diminished effects, effecting not only the move used, but other draining moves. However, low-power draining moves such as Leech Life and Absorb are not subject to this. Draining moves will contribute to overall exhaustion, though less so than an average move. If a draining move fails, it will use good energy or the maximum possible energy it can drain, whichever is less. Additionally, any moves that directly recover energy (e.g. Wish, Rest) will suffer from diminishing returns for multiple uses, especially if they are consecutively or within a few rounds.

Blaze Kick (FI) -- The user ignites its foot or similar limb and performs a fast, sweeping kick, dealing significant damage with a 10% chance of inflicting a burn.

Dragon Rush (DG) -- The user surrounds themself in a glow of energy and rushes at the foe, slamming into them for heavy damage and following through if possible, retaining their momentum to keep moving. It also has a low chance to cause a flinch.

Horn Drill (NO) -- The user's horn is encased in a glow of energy and spins round at high speed, like a drill. The user then rams their horn into the target, dealing heavy damage, potentially leaving a sore spot. This move can cause significant lasting injury and easily pierce skin in Realistic, but only if the attack hits squarely.

Payback (DK) -- The user surrounds themselves in a dark energy that lingers around them for an entire round. Each time they are hit with a move, the aura grows. Before the end of the round, they rush the foe with a tackle, smashing into them with the dark aura. If they are hit with one move, the attack will deal good damage. If they are hit with two, it deals heavy damage. If they are hit with three, it deals extreme damage. While the aura is active, the Pokémon is able to move and perform actions without restrictions. If the Pokémon is KO'd by the last move of the round used against it, the aura will burst outward and deal damage instead. This move will fail if the Pokémon sustains no direct damage. Energy use is slightly higher than proportional to damage dealt. This move suffers from diminishing returns if used repeatedly.

Revenge (FT) -- The user surrounds themselves in a glowing aura that lingers around them for an entire round. Each time they are hit with a move, the aura grows. Before the end of the round, they rush the foe with a tackle, smashing into them with the glowing aura. If they are hit with one move, the attack will deal good damage. If they are hit with two, it deals heavy damage. If they are hit with three, it deals extreme damage. While the aura is active, the Pokémon is able to move and perform actions without restrictions. If the Pokémon is KO'd by the last move of the round used against it, the aura will burst outward and deal damage instead. This move will fail if the Pokémon sustains no direct damage. Energy use is slightly higher than proportional to damage dealt. This move suffers from diminishing returns if used repeatedly.

Shadow Sneak (GH) -- The user expends moderate energy to animate their shadow with spiritual energy, which immediately causes the shadow to stretch out at high speed towards the target running against the ground, before smacking the opponent with the ghostly energy left over from animating the shadow, dealing moderate damage. Since this attack literally animates their shadow, it allows the move to bypass screens and barriers that hover off the ground.

Defog (FL) -- Using good energy, the user slashes the air, sending a pair of bursts laced with energy that stir up the air. This move may be targeted one of three ways. If sent undirected into the arena, it will clear fogs, mists, gases, and smogs that fill the arena. If focused on the user's side, it will clear out any entry hazards, webs, snares or lingering powders or spores. If targeted at the foe, it can be used eliminate screens and barriers, both panes and cubic forms, blow away spore or powder moves or counter wind-based moves.

Light Screen (PS) -- In its default form, using considerable energy, the user creates a large, thin, translucent square wall of energy a short distance in front of it, relative to its size. It is large enough to protect them from attacks and will not exceed the height and width of the user. It blocks special blows very well, capable of withstanding an extreme amount of damage, but shatters easily under the pressure of physical attacks. Physical projectiles such as Mud Bomb will easily break through a Light Screen. Despite being translucent, it has reflective properties, allowing it to reflect back light-based elements of attacks. The wall will stay with the user until it is destroyed, but can be moved out of the user's way temporarily in order to attack. Alternatively, using major energy, the user briefly surrounds itself with a cubic energy shield, which is transparent when undisturbed. For the next three rounds, whenever the user is hit with a special attack, the screen reappears and absorbs 25% of the base damage of the attack. Physical attacks will pass through unaffected and have no effect upon the shield. Regardless of the version used, if the user is switched out before the shield vanishes, the replacement Pokémon will gain the benefits. You may not have both versions active simultaneously.

Reflect (PS) -- In its default form, using considerable energy, the user creates a large, thin, translucent square wall of energy a short distance in front of it, relative to its size. It is large enough to protect them from attacks and will not exceed the height and width of the user. It blocks physical blows very well, capable of withstanding an extreme amount of damage, but shatters easily under the pressure of special attacks. Physical projectiles such as Mud Bomb will be easily walled by Reflect. Despite being translucent, it has reflective properties, allowing it to reflect back light-based elements of attacks. The wall will stay with the user until it is destroyed, but can be moved out of the user's way temporarily in order to attack. Alternatively, using major energy, the user briefly surrounds itself with a cubic energy shield, which is transparent when undisturbted. For the next three rounds, whenever the user is hit with a physical attack, the screen reappears and absorbs 25% of the base damage of the attack. Special attacks will pass through unaffected and will have no effect upon the shield. Regardless of the version used, if the user is switched out before the shield vanishes, the replacement Pokémon will gain the benefits. You may not have both versions active simultaneously.

Topsy-Turvy (DK) - The user afflicts the foe with a strange curse using significant energy, reversing the effectiveness of any temporary boosts or cubic screens they currently have.

Snatch (DK) -- Using good energy, the user places a curse on the opponent which steals the effects of any recovery moves, status boosting attacks or screens on themselves for the next few rounds. If the victim does use one, then the Snatch-er gains the benefits. Snatch is relatively fast and will generally be able to snatch away any boost used around the same time as Snatch.

Brick Break (FT) -- An even more focused form of Rock Smash, the user concentrates their energy into their hand or other part and hits the opponent with an open-hand chop, which deals solid damage, but even more so on breakable objects such as panes due to the increase in power thanks to the follow-through. Like Rock Smash, Pokémon with harder bodies will take slightly more damage. If the target has any screens up, pane or cubic, the attack will shatter the screens, causing them to fade, and deal heavy damage. If it is used to break a screen, it will never deal resisted damage.

Aqua Tail (WA) -- The user wraps its tail in water energy, which it then uses to smash into the target. Damage dealt and accuracy is dependent on the user's tail; the average Pokémon (with the tail the size of roughly Dragonite's) will deal considerable damage, though no more than major damage. Aqua Tail uses considerable energy.

Dragon Tail (DR) -- The user charges Dragon energy into its large tail, sweeping the foe off its feet and potentially sending it flying. Damage dealt and accuracy is dependent on the user's tail; the average Pokémon (with the tail the size of roughly Dragonite's) will deal considerable damage, though no more than major damage. Dragon Tail uses considerable energy.

Iron Tail (ST) -- The user's tail becomes covered in a metallic silver-coloured hard shell, which it then uses to smash the opponent. Damage dealt and accuracy is dependent on the user's tail; the average Pokémon (with the tail the size of roughly Dragonite's) will deal considerable damage, though no more than major damage. Iron Tail uses considerable energy. The metallic casing of the tail allows it to break through some energy-based attacks with greater ease and still retain its power.

Poison Tail (PO) -- The user's tail becomes covered in a venomous purple-coloured sheath, which it then uses to smash into the target. Damage dealt and accuracy is dependent on the user's tail; the average Pokémon (with the tail the size of roughly Dragonite's) will deal considerable damage, though no more than major damage. Poison Tail uses considerable energy. It has a 10% chance to poison the target.

Headbutt (XX) -- The user lowers its head and charges at the target, hitting it hard. Damage varies depending on the size of the Pokémon, but most will deal solid damage, though it deals no more than heavy damage. Headbutt uses solid energy.

Low Kick (FT) -- The user delivers a kick to the opponent's legs or lower extremities in hopes of causing it to trip or lose its balance. Though the kick itself deals moderate damage, most of the damage is dealt in the fall, which can vary based on the target's size and weight from minor for extremely small Pokémon to heavy for the largest of Pokémon. The fall itself does not involve any transference of energy, so it is not affected by type modifiers. This attack uses solid energy.

Assurance (DK) -- The user surrounds itself with a dark aura of wicked thoughts and intentions of doing harm before hurtling toward the target, smacking into them for decent dark type damage. If the target is afflicted by a condition or an environment which is already doing them harm however, the dark aura will be stronger and the user will be more reckless in the attack dealing twice as much damage as normal for considerable energy, with repeated uses raising the energy by a minor amount each time.

Electro Ball (EL) --The user charges an orb of electrical energy, using the built up kinetic energy in their body, converting it to electricity and launching the orb at the foe. Because this move works primarily on kinetic energy, faster, lighter Pokémon will deal higher damage, up to major damage, where slower, heavier Pokémon will deal good damage, dealing significant damage on average, with energy use proportional to the damage. The speed it travels will also be proportional to the Pokémon's top speed, with Electrode's attack traveling extremely quickly while Magnezone's will move fairly slowly.

Brave Bird (FL) -- The user gains some height, charging intense energy, before diving to the ground to gain speed, leveling out just before making contact, and slamming into the foe for major damage, incurring light damage dealt in recoil.

Double-Edge (XX) -- The user slams into the opponent hard, in a fashion to maximize the damage dealt, dealing major damage, but also in a rather painful way to use, taking light recoil damage.

Flare Blitz (FI) -- The user covers its body in flames and charges into the opponent at a high speed, dealing major damage. Because of the intensity of the strike and the flames surrounding the user's body, the user will take light recoil damage. It has a 10% chance to inflict a burn on the target.

Head Charge (NO) -- The user focuses energy into its large, hairy head, charging the foe. They ram into the foe, dealing a hit that does major damage and throwing back Pokémon who are lighter than the user. The user suffers light recoil from the attack, though some of the force is absorbed by the user's protective layer of hair. If this move is used via Metronome, the user will suffer slightly higher recoil.

Cross Chop (FT) -- Like a 'Mega Punch' version of 'Karate Chop', the user's hand glows white as it delivers a hard chop down onto the opponent for heavy damage. While the attack isn't as accurate as Karate Chop, it deals much more damage.

High Jump Kick (FT) -- The user jumps very high into the air, then falls down towards them with a foot extended to deal a hard kick for high damage. If it misses, decent damage is taken to the leg as it lands with its full weight on the one leg.

Take Down (XX) -- The user tackles the opponent hard and drives them to the ground, delivering heavy damage and taking light recoil damage. The user of the attack will usually knock the opponent down with this move, but only as long as the target is less than 3 times heavier than the user.

Wild Charge (EL) --The user surrounds itself with electricity, recklessly charging into the target and dealing significant damage. This deals minor recoil to the user as well due to the haphazard nature of the attack.

Fire Blast (FI) -- The user fires a stream of flame that quickly takes the form of the Japanese kanji for "large" (the shape of a stick figure person). The attack is made of compressed flame, and gains a semi-physical property, allowing it to deal a bit of a 'physical' hit as it smashes into its target, causing major damage with a 30% chance of burning the target

Thunder (EL) -- The user fires a massive burst of electricity which arcs high into the air before hitting the foe, dealing major damage. This attack has a high chance (30%) of paralyzing the target.

Blizzard (IC) -- The user inhales deeply or flaps vigorously and produces a powerful burst of cold air, ice and snow/freezing rain, which hit the opponent for major damage, although it is concentrated. The material comes from either the user's mouth (non-bird Pokémon) or wings (Delibird, Articuno, etc.). There is a 10% chance of a full-body freeze on the opponent.

Hurricane (FL) --The user whips up an extremely violent wind storm, creating a huge group of cyclones which lift the foe and throw them around violently, dealing major damage. This attack leaves the foe disoriented due to the intensity of the winds and being thrown about by them.

Petal Dance (GR) -- The user begins to dance in a very intricate pattern, which involves a lot of spinning. While doing so, several sharp petals are flung at the opponent, dealing major damage. The high-speed and erratic nature of the attack make it somewhat more difficult to dodge than other attacks of this caliber. The dynamic and erratic nature of this attack will cause the Pokémon to be temporarily winded for about half a round after.

Outrage (DG) -- The user goes on a battling frenzy for a short period of time, beating on the opponent relentlessly both with physical blows and bursts of blue dragon flame for an extended period of time, usually until a strong hit is delivered that separates the two out of immediate reach or one is knocked over. This move often varies in the amount of damage dealt based on how tired the target is and the position the target is in; it deals between considerable and massive but will deal high damage on average. Energy is proportional to damage dealt. The dynamic and erratic nature of this attack will cause the Pokémon to be temporarily winded for about half a round after.

Spoiler: show
Draining/Energy Recovery Moves - All draining moves which drain energy and recover it from the foe work similarly, restoring about half the energy drained from the target (unless otherwise stated). Multiple uses of draining moves will cause diminished effects, effecting not only the move used, but other draining moves. However, low-power draining moves such as Leech Life and Absorb are not subject to this. Additionally, any moves that directly recover energy (e.g. Wish, Rest) will suffer from diminishing returns for multiple uses, especially if they are consecutively or within a few rounds.
Blaze Kick (FI) -- The user's leg becomes covered in flames a la Fire Punch, and the user deals a powerful kick which does considerable damage.
Dragon Rush (DR) -- The user begins to glow with dragon energy and charges towards the opponent, striking them for quite significant damage and possibly making the opponent flinch.
Horn Drill (XX) -- The user's horn spins round at high speed, like a drill. If the horn hits the target completely, it pierces the target, dealing heavy damage.
Payback (DK) -- This move is only usable when the user is going second. The user waits for the opponent to finish all of its attacks for the round, and then surrounds themselves in a dark aura before slamming back into the target. For every attack that the user was struck with, the power of the dark aura increases, dealing good damage if it is hit with one move, dealing heavy damage if it is hit with a two move combo, and dealing massive damage if it is hit with a three move combo. Energy usage is proportional to the aura's power.
Revenge (FT) -- This move is only usable when the user is going second. The user waits for the opponent to finish all of its attacks for the round, and then surrounds themselves in a glowing red aura before slamming back into the target. For every attack that the user was struck with, the power of the aura increases, dealing good damage if it is hit with one move, dealing heavy damage if it is hit with a two move combo, and dealing massive damage if it is hit with a three move combo. Energy usage is proportional to the aura's power.
Defog (FL) -- Using good energy, the user slashes the air, sending a pair of bursts laced with energy that stir up the air. This move may be targeted one of three ways. If sent undirected into the arena, it will clear fogs, mists, gases, and smogs that fill the arena. If focused on the user's side, it will clear out any entry hazards, webs, snares or lingering powders or spores. If targeted at the foe, it can be used to weaken fresh screens or destroy weak ones, blow away spore or powder moves or counter wind-based moves.
Light Screen (PS) -- In its default form, using considerable energy, the user creates a large, thin, translucent square wall of energy a short distance in front of it, relative to its size. It is large enough to protect them from attacks and will not exceed the height and width of the user. It blocks special blows very well, capable of withstanding an extreme amount of damage, but shatters easily under the pressure of physical attacks. Physical projectiles such as Mud Bomb will easily break through a Light Screen. Despite being translucent, it has reflective properties, allowing it to reflect back light-based elements of attacks. The wall will stay with the user until it is destroyed, but can be moved out of the user's way temporarily in order to attack. Alternatively, using major energy, the user briefly surrounds itself with a cubic energy shield. For the next five rounds, whenever the user is hit with a special attack, the damage received is reduced by 25%. Physical attacks will pass through unaffected and have no effect upon the shield. Regardless of the version used, if the user is switched out before the shield vanishes, the replacement Pokémon will gain the benefits.
Reflect (PS) -- In its default form, using considerable energy, the user creates a large, thin, translucent square wall of energy a short distance in front of it, relative to its size. It is large enough to protect them from attacks and will not exceed the height and width of the user. It blocks physical blows very well, capable of withstanding an extreme amount of damage, but shatters easily under the pressure of special attacks. Physical projectiles such as Mud Bomb will be easily walled by Reflect. Despite being translucent, it has reflective properties, allowing it to reflect back light-based elements of attacks. The wall will stay with the user until it is destroyed, but can be moved out of the user's way temporarily in order to attack. Alternatively, using major energy, the user briefly surrounds itself with a cubic energy shield. For the next five rounds, whenever the user is hit with a physical attack, the damage received is reduced by 25%. Special attacks will pass through unaffected and will have no effect upon the shield. Regardless of the version used, if the user is switched out before the shield vanishes, the replacement Pokémon will gain the benefits.

Topsy-Turvy (DK) - The user afflicts the foe with a strange curse using significant energy, reversing the effectiveness of any boosts or cubic screens they currently have.

Snatch (DK) -- Using good energy, the user places a curse on the opponent which steals the effects of any recovery moves or status boosting attacks on themselves for the next few rounds. If the victim does use one, then the Snatch-er gains the benefits. Snatch is relatively fast and will generally be able to snatch away any boost used around the same time as Snatch.

Brick Break (FT) -- An even more focused form of Rock Smash, the user concentrates their energy into their hand or other part and hits the opponent with an open-hand chop, which deals solid damage, but even more so on breakable objects such as panes due to the increase in power thanks to the follow-through. Like Rock Smash, slightly harder Pokémon will take somewhat harder damage. Brick Break is also able to more easily shatter screens (both the pane and cubic variations), dealing significant damage to the Pokémon behind the screen.
Aqua Tail (WA) -- The user wraps its tail in water energy, which it then uses to smash into the target. Damage dealt and accuracy is dependent on the user's tail but the average Pokémon will deal considerable damage. Aqua Tail uses considerable energy.

Body Slam (XX) -- The user runs towards the opponent and throws their full body weight at them, using significant energy to do so. "Paralysis" only occurs if the user weighs significantly more than the opponent, and they are pinned underneath, with a varying chance of escaping. Paralysis can also come from severe damage from the attack, referee's discretion. Damage dealt is usually significant for Pokémon of similar size and weight, and scales quickly upwards if the target is much smaller than the user, as well as scaling downwards similarly if the target is much larger than the user.

Dragon Tail (DR) -- The user charges Dragon energy into its large tail, sweeping the foe off its feet and potentially sending it flying. The amount of damage done is dependent of the size of the user's tail, though the average Pokémon will deal considerable damage.

Headbutt (XX) -- The user lowers its head and charges at the target, hitting it hard. Damage varies depending on the size of the Pokémon, but most will deal solid damage.

Iron Tail (ST) -- The user's tail becomes covered in a metallic silver-coloured hard shell, which it then uses to smash the opponent. Damage and accuracy can vary based on the user's tail, though on average it will deal considerable damage. The metallic casing of the tail allows it to break through some energy-based attacks with greater ease and still retain its power.

Low Kick (FT) -- The user delivers a kick to the opponent's legs or lower extremities in hopes of causing it to trip or lose its balance. Though the kick itself deals moderate damage, most of the damage is dealt in the fall, which can vary based on the target's size and weight.

Poison Tail (PO) -- The user's tail becomes covered in a venomous purple-coloured sheath, which it then uses to smash into the target. Damage and accuracy may vary based on the user's tail but the average Pokémon will deal good damage. Poison Tail uses good energy. It has a 10% chance to poison the target.

Assurance (DK) -- The user surrounds itself with a dark aura of wicked thoughts and intentions of doing harm before hurtling toward the target, smacking into them for decent dark type damage. If the target is afflicted by a condition or an environment which is already doing them harm however, the dark aura will be stronger and the target will be more reckless in the attack dealing twice as much damage as normal.

Electro Ball (EL) --The user charges a ball of electricity which was built up as a result of the user's movement. The longer the Pokémon is in battle and moving (that is, not asleep, frozen or paralyzed), the more damage it does, starting at minor damage and dealing up to considerable damage, increasing slightly for every round the Pokémon is active. When returned to the ball, the charge is released and the strength of the move reverts back to its original level.

Brave Bird (FL) -- The user gains some height, charging intense energy, before diving to the ground to gain speed, leveling out just before making contact, and slamming into the foe for major damage, incurring minor damage dealt in recoil.

Double-Edge (XX) -- The user slams into the opponent hard, in a fashion to maximize the damage dealt, dealing major damage, but also in a rather painful way to use, taking minor recoil damage.

Flare Blitz (FI) -- The user covers its body in flames and charges into the opponent at a high speed, dealing major damage. Because of the intensity of the strike and the flames surrounding the user's body, the user will take mild recoil damage. It has a 10% chance to inflict a burn on the target.

Head Charge (NO) -- The user focuses energy into its large, hairy head, charging the foe. They ram into the foe, dealing a hit that does major damage and throwing back Pokémon who are lighter than the user. The user suffers some moderate recoil from the attack, though some of the force is absorbed by the user's protective layer of hair. If this move is used via Metronome, the user will suffer slightly higher recoil.

Cross Chop (FT) -- Like a 'Mega Punch' version of 'Karate Chop', the user's hand glows white as it delivers a hard chop down onto the opponent for heavy damage. While the attack isn't as accurate as Karate Chop, it deals much more damage. However, there is a chance for recoil if the user is not accustomed to using the side of their hands, or the target is unique (Onix, Jolteon, etc.).

High Jump Kick (FT) -- The user jumps very high into the air, then falls down towards them with a foot extended to deal a hard kick for high damage. If it misses, some damage is taken to the leg as it lands with its full weight on the one leg.

Take Down (XX) -- The user tackles the opponent hard and drives them to the ground, delivering heavy damage and taking some recoil damage. The user of the attack will usually knock the opponent down with this move, but only as long as the target is less than 3 times heavier than the user.

Wild Charge (EL) --The user surrounds itself with electricity, recklessly charging into the target and dealing significant damage. This deals some recoil to the user as well due to the haphazard nature of the attack.

Fire Blast (FI) -- The user fires a stream of flame that quickly takes the form of the Japanese kanji for "large" (the shape of a stick figure person). The attack is made of compressed flame, and gains a semi-physical property, allowing it to deal a bit of a 'physical' hit as it smashes into its target, causing major damage with a 30% chance of burning the target. Due to the charging time and relatively slow motion of this attack (as compared to a direct, quicker flamethrower), it's not amazingly difficult to avoid.

Blizzard (IC) -- The user inhales deeply or flaps vigorously and produces a powerful burst of cold air, ice and snow/freezing rain, which hit the opponent for major damage, although it is concentrated. The material comes from either the user's mouth (non-bird Pokémon) or wings (Delibird, Articuno, etc.). There is a 10% chance of a full-body freeze on the opponent. Though the attack is fast and powerful, the build-up may take some time and will leave the user a little winded immediately afterwards.

Thunder (EL) -- The user fires a massive burst of electricity which arcs high into the air before hitting the foe, dealing major damage. This attack has a high chance (30%) of paralyzing the target. Since this attack requires a massive discharge of electrical energy, it will leave the Pokémon a little drained for a short period of time afterwards.

Hurricane (FL) --The user whips up an extremely violent wind storm, creating a huge group of cyclones which lift the foe and throw them around violently, dealing major damage. This attack leaves the foe disoriented due to the intensity of the winds and being thrown about by them and the user tired due to the effort required to create such a violent storm. The user's flying ability may also be impaired somewhat after the attack.

Petal Dance (GR) -- The user begins to dance in a very intricate pattern, which involves a lot of spinning. While doing so, several sharp petals are flung at the opponent, dealing major damage. The high-speed and erratic nature of the attack make it somewhat more difficult to dodge than other attacks of this caliber. The attack is basically a higher powered Razor Leaf, but thanks to the dancing and moving involved, the user will be disoriented for a short time after the move is over.
Outrage (DG) -- The user goes on a battling frenzy for a short period of time, beating on the opponent relentlessly both with physical blows and bursts of blue dragon flame for an extended period of time, usually until a strong hit is delivered that separates the two out of immediate reach or one is knocked over. After the Outrage is over, the user might be stunned for a while, trying to regain its bearings. This move often varies in the amount of damage dealt, but it deals high damage on average.

Last edited by Jerichi; 09-30-2016 at 09:04 PM.
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Old 10-09-2016, 08:00 PM   #88
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Shadow Ball (GH) -- The user charges up and fires a ball of significant Ghost energy at the opponent. Upon striking the foe, the ball bursts, letting out a ghostly wind that deals significant damage to foes around it. This move has a 10% chance to slightly lower the foe's special defense stat for a few rounds.

Energy Ball (GR) -- The user charges up and fires a ball of significant Grass energy at the opponent. Upon impact, the ball deals significant damage to the target. This move has a 10% chance to slightly lower the foe's special defense stat for a few rounds.

Iron Defense (NO) -- Using decent energy, the user steels itself, tightening its muscles to close gaps in its natural defenses, as well as imbuing itself with energy to protect its hard body. This raises its defense by two stages.

Bulk Up (NO) -- The user toughens up, using good energy, focusing energy on boosting the power of physical attacks, and they are able to take physical punishment slightly better. The increases are less than Curse, but there is not a significant loss of speed.

Coil (NO) -- Using good energy, the user coils its long and sinewy body, tightening its muscles and focusing on the battle. This increases their attacking abilities and defense abilities in a manner similar to Bulk Up and increases their accuracy due to their focused state.

Dragon Dance (NO) -- Using decent energy, the user performs a Swords Dance-esque spin, which increases their speed significantly, increasing their attack somewhat as well. All movement done after Dragon Dance, like Agility, will consume slightly more energy.

Meditate (NO) -- The user concentrates and focuses its energy more effectively, boosting its attack power using decent energy. This focused state makes the user less prone to be controlled by telepathy or any attacks which effect the mind and can help to clear any negative mental states.

emergency rewrite

Last edited by Jerichi; 10-10-2016 at 07:05 PM. Reason: You forgot to put the edited version Jeri :c
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Old 12-07-2016, 02:42 PM   #89
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Electric Terrain (EL) -- For decent energy the user sends a powerful electric charge into the ground, causing it to surge with electricity for five turns. The charge energizes any Pokémon in contact with the ground, preventing them from falling asleep and also makes Electric-type moves significantly stronger. Nature Power will become Thunderbolt while this move is in effect, and Weather Ball will become Electric-typed when used by a grounded Pokémon.

Grassy Terrain (GR) -- For decent energy the user spreads invigorating Grass energy along the ground, causing grass and flowers to sprout in even the most rugged environments. This super invigorated grass will restore some (~light) energy to all Pokémon touching the ground for the next five rounds, until the energy fades. The energy also makes Grass-type significantly stronger. Nature Power will become Seed Bomb while this move is in effect, and Weather Ball will become Grass-typed when used by a grounded Pokémon.

Misty Terrain (FA) -- For decent energy the user spreads magical Fairy energy along the ground, causing a low pink mist to rise up. This strange mist protects any Pokémon making contact with ground from being afflicted by statuses for five rounds, as well as strengthening Fairy-type a significant amount while making Dragon-type moves slightly weaker. Nature Power will become Moonblast while this move is in effect, and Weather Ball will become Fairy-typed when used by a grounded Pokémon.

Rapid Spin (NO) -- The user spins round very quickly and charges at the target, dealing decent damage for decent energy. The spinning action may act to deflect attacks directed at the user, reducing damage slightly, and prevent foes from grappling or entrapping it with moves like Fire Spin or Leech Seed. Alternatively, using considerable energy, the user spins rapidly in one place and emanates an aura of energy that clears the user's side of all enemy entry hazards, such as Stealth Rock, and clears away other obstacles like Spikes and eliminates any active Terrains. If the user is caught in attacks such as Wrap or Leech Seed, it will escape if it can pull off the attack. This version of Rapid Spin deals no damage.

Posting changes decided upon here with very minor clarification (significantly instead of 'two levels').
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Old 12-24-2016, 08:49 AM   #90
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More stuff which should have but never hit Errata.

Bind (XX) -- The user wraps itself or an appendage, i.e. tail, around the target, and squeezes tightly. Probability of the opponent escaping depends on the conditions of the match. For example, a Pikachu which is tired stands no chance of getting out of a fresh Onix's bind, even after a few rounds. The opponent's and user's move selections during this time are hampered at the ref's discretion. The squeezing will usually do around decent damage over the course of a round, but may vary depending on how much the target struggles or size difference between the user and the target. Energy use scales similarly, with even a docile and small target taking a mild amount of energy to squeeze for a round, and stronger targets that struggle a lot taking potentially an extreme amount of energy to successfully hold for a full round. As the Pokémon tightly binds themselves around the target, they will generally be able to position themselves in a way that interferes with conventional switches as long as they are bound to the foe, provided there is not a massive difference in size (i.e. an Inkay Binding an Onix).

Clamp (WA) -- The user grabs the target with its jaws or shell, squeezing tightly. Pokémon with longer bodies may also wrap themselves around to tighten their grip. Rules applying to how long this attack lasts are the same as "Bind" with damage and energy over the course of a round being solid on average and scaling similarly. As they are clamped down tightly to the foe, the user can generally position themselves in a way that interferes with conventional switching as long as they are bound to the foe, provided there is not a massive difference in size (i.e. an Clamperl clamping an Onix).

Fire Spin (FI) -- Using good energy, the user fires a stream of spiraling flame towards the opponent that develops into a large 20-foot high cyclone of flame, which will linger on average for about half a round, though it may be dispelled earlier. Pokeémon trapped inside the tornado will sustain light fire damage, but trying to escape from it will deal good fire damage. The pillar of fire will interfere with the buffering pattern from Poké Balls, preventing the target from switching conventionally as long as the move is active.

Infestation (BG) - Using significant energy, the user sends forth a wave of small, bug-like creatures to attack the foe. The creatures swarm the target, dealing mild damage, but will linger on the foe for five rounds, dealing minor damage every round and causing discomfort that will annoy and distract the foe. The foe will become used to the annoyance over the course of the move, and the distraction effect will suffer from severe diminishing returns for repeated uses on the same target. The energy from the "bugs" interferes with the buffering pattern from Poké Balls, preventing the target from switching conventionally while the move is active.

Magma Storm (FI) -- The user fires a spray of lava that covers the opponent and surrounds them, keeping them confined to the area within the ring of lava and dealing extreme damage. The lava will cool after about 3 rounds. The energy from the lava radiates around the foe, making them somewhat uncomfortable if not used to heat and interfering with the buffering pattern in Poké Balls, preventing conventional switching as long as the lava is still hot.

Sand Tomb (GD) -- The user churns up a great deal of sand, either issuing it from its body or using the dirt or ground in the arena. This sand or dirt is sent at the foe, enveloping it in a low swirl of grating sand. The sand deals light damage without direct contact, though if the Pokémon attempts to pass through the vortex, it will suffer good damage. It also reduces line of sight somewhat for the Pokémon in it. If the arena is sandy, the vortex will be more of a whirlpool of sand, causing the foe to sink into it, making it harder to break from. The sand vortex also prevents the foe from being returned. Sand Tomb generally will last about a round after its use. Sand Tomb uses considerable energy. While the Pokémon is trapped in the sand pit or vortex, the sand will interfere with the buffering pattern of Poké Balls, preventing conventional switching while they are trapped.

Whirlpool (WA) -- The user swims in rapid circles underwater, creating a set of strong spiraling downward currents that can easily trap most Pokémon. Only minor direct damage is caused each round trapped, but the risk of choking on water will cause distress. The user may also use a land-based version of the attack, creating a Whirlpool out of water energy above their heads, which they use to trap their foe for a brief time, similar to Fire Spin. If the user is in water, this attack uses decent energy. If not, it uses heavy energy. While the whirlpool is active, the constant rush of water will refract the buffering pattern of Poké Balls and prevent the target from switching conventionally.

Wrap (XX) -- The user wraps an appendage around the target, usually a tail or vine, and squeezes hard, not letting go. Rules for this attack are the same as Bind with damage and energy usage being mild on average. As the Pokémon tightly wraps themselves around the target, they will generally be able to position themselves in a way that interferes with conventional switches as long as they are wrapped around the foe, provided there is not a massive difference in size (i.e. a Tentacool Wrapping around an Onix).

Mean Look (NO) -- Using good energy, the user glares at the opponent, covering it in a blue glow for a moment which quickly fades, placing a Curse on the opponent. This move makes the victim unable to be recalled until it has fainted, including with the use of switching moves like Baton Pass. It also can intimidate the opponent in a fashion similar to Leer. Mean Look lasts 5 rounds and each subsequent use will last 2 fewer rounds and fail after 3 uses. When the user switches out via convention switching or methods other Baton Pass, the curse will automatically fade.
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Old 01-09-2017, 10:14 PM   #91
Jerichi
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Leech Life (BG) -- The user bites or hooks the target and holds on, dealing considerable damage for considerable energy. The user recovers health equal to half the damage dealt. This move counts as a 'draining move' and contributes towards diminishing returns.

Spoiler: show
Leech Life (BG) -- The user bites the target and holds on, dealing moderate damage for moderate energy. The user recovers health equal to half the damage dealt. This move does not count as a 'draining move' and does not contribute towards diminishing returns.
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Old 01-11-2017, 06:06 PM   #92
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Fleur Cannon (FA) -- The user gathers a great deal of Fairy energy and fires a huge beam of energy at the foe for severe damage. The user will suffer a drop in Special Attack as a result of its use, due to the massive amount of energy employed.

Light of Ruin (FA) -- The user gathers a great deal of Fairy energy and fires a huge beam of energy at the foe for massive damage. This attack draws straight from the life force of the user, who suffers moderate recoil.
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Old 05-02-2017, 04:16 PM   #93
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Spectral Thief (GH) -- Upon use the user vanishes into the shadow of their opponent, hiding there as the user steals any stat or SC boosts the opponent has, keeping the stat boosts for as long as they would have lasted otherwise. Any SC boost stolen is retained for three rounds, and the opponent will see no benefits from it until it returns, and even if Spectral Thief is used again on the same target, the SC boosts can only be stolen once. Once the theft has occurred, the user rises up out of the shadows and delivers a painful blow to the foe, dealing significant damage. This technique uses heavy energy.
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Old 05-07-2017, 02:29 PM   #94
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Counter (NO) -- The user surrounds itself with a glowing red aura, preparing to absorb any kinetic energy that it comes in contact with. If the next move that hits it is a physical attack (i.e. it is solid and can break through a Light Screen), it will absorb its energy while still taking slightly reduced damage. This causes the aura to condense and fuel an extremely forceful typeless counter move, using the user's weight and the force to immediately strike back, dealing exactly x2 times the damage of the power of the move levied against it (NOT taking into account any type modifiers). If the user is damaged by a Special attack during this period, the attack will fail. This move uses light energy plus energy proportional to roughly x1.75 times the damage of the attack reflected. Repeated uses of this move will make it likely to fail, with each use roughly 25% more likely to fail.

Mirror Coat (NO) -- The user surrounds itself with a glowing multicolored aura, preparing to absorb any free energy that it comes in contact with. If the next move that hits it is a special attack (i.e. it is energy-based and can break through a Reflect), it will absorb its energy while still taking slightly reduced damage. This causes the aura to condense and burst forth in a wave of typeless energy that is directed right at the foe, dealing exactly x2 times the damage of the power of the move levied against it (NOT taking into account any type modifiers). If the user is damaged by a Physical attack during this period, the attack will fail. This move uses light energy plus energy proportional to roughly x1.75 times the damage of the attack reflected. Repeated uses of this move will make it likely to fail, with each use roughly 25% more likely to fail.

Memento (DK) -- The user exhausts its remaining energy to place a vindictive curse on its opponent, which severely lowers their offensive abilities. The curse lowers the attack and special attack of the target by 25%, and will last as many rounds as the user has Hyper Beams of remaining energy (rounded down), plus one, fading each round (e.g. if the user has 3 Hyper Beams remaining, the debuff will last four rounds). When the move is completed, the user always faints.

Venom Drench (PO) - Using significant energy, the user spits a peculiar toxin onto the target, which rapidly soaks into their skin. If the target is poisoned, the toxin will have a reaction that will ravage their body, causing their whole body to weaken significantly, slightly dropping their Attack, Special Attack and Speed for the duration of a normal boost. Repeated uses of this move will lessen its effectiveness. If the target is cured of poison while this move is active, the debuff will fade immediately.

Cosmic Power (NO) -- Consuming a decent amount of energy, the user calls upon the heavens to gain a blessing, mysteriously gaining one stage increases in their physical defense and ability to resist damage from special attacks. This cosmic energy lingers longer than the normal boost, staying at full strength for 5 rounds before fading entirely.

Pain Split (NO) -- The user creates a direct link between itself and the victim, attempting to balance the health between the two. Health is stolen in clumps from the victim, a mild amount being transferred every few seconds, and up to an extreme amount of health may be stolen at an equal energy cost to the user. The health stolen is used to replenish the user's own health levels. Although this move deals damage, it will not break statuses normally, and only cause them to fade faster than normal. If the user and the victim's health become equal at any point during the drain, the link is automatically terminated. This move requires a good deal of concentration, and if the user's concentration is broken, either through distraction or good or more damage, the link will end. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost.

Endure (NO) -- The user steels itself, putting extra effort into lessening damage levied against it and keeping conscious. During the round it is used, all damage inflicted will be reduced by half. Further, if the user would otherwise faint due to damage during the round Endure is active, it will not faint until all its ordered actions have been completed. This move uses solid energy, and each additional move used by the user will use additional moderate energy. As this move takes significant effort to execute, the user will generally take longer to execute a move and will lose priority. Further, moves that require significant charging time, such as Last Resort, may fail due to strain on the user. Multiple uses will lessen the defensive boosts granted by this move.

Spoiler: show
Counter (NO) -- The user surrounds itself with a glowing red aura, preparing to absorb any kinetic energy that it comes in contact with. If the next move that hits it is a physical attack (i.e. it is solid and can break through a Light Screen), it will absorb its energy while still taking slightly reduced damage. This causes the aura to condense and fuel an extremely forceful typeless counter move, using the user's weight and the force to immediately strike back, dealing exactly x2 times the damage of the power of the move levied against it (NOT taking into account any type modifiers). If the user is damaged by a Special attack during this period, the attack will fail. This move uses light energy plus roughly x1.75 times the energy of the attack reflected. Repeated uses of this move will make it likely to fail, with each use roughly 25% more likely to fail.

Mirror Coat (NO) -- The user surrounds itself with a glowing multicolored aura, preparing to absorb any free energy that it comes in contact with. If the next move that hits it is a special attack (i.e. it is energy-based and can break through a Reflect), it will absorb its energy while still taking slightly reduced damage. This causes the aura to condense and burst forth in a wave of typeless energy that is directed right at the foe, dealing exactly x2 times the damage of the power of the move levied against it (NOT taking into account any type modifiers). If the user is damaged by a Physical attack during this period, the attack will fail. This move uses light energy plus roughly x1.75 times the energy of the attack reflected. Repeated uses of this move will make it likely to fail, with each use roughly 25% more likely to fail.

Explosion (NO) -- The user sacrifices a substantial amount and energy to cause an explosion centralized at the user itself. The amount of damage dealt is directly proportional to the amount of energy used for the attack, though it lessens somewhat on the fringes of the explosion, being between four and ten meters from the center, based on the power and the size of the user. The amount of power put into Explosion can be anywhere between one to two Hyper Beam's worth, Quick Charge being a Hyper Beam and Full Charge capping at two, with Mid Charge around one and a half. The charge time is proportional to the energy used, with a Hyper Beam's worth of energy taking a fairly short time with the full charge taking a good deal of time. Since Explosion involves a much higher concentration of energy, it is extremely dangerous to the user, possibly fainting the user. Explosion will also cause more damage to the arena the more energy used, typically leaving a significant crater at the explosion site and causing high collateral damage. Explosion will always cost more energy than damage done.

Memento (DK) -- The user attempts to lower the ability of one of its opponents by fainting, and placing a curse on the victim. The curse lowers the attack and special attack of the user, dropping abilities by anywhere from 10-25%, depending on energy left when the move was used. When the move is completed, the user always faints.

Venom Drench (PO) - Using significant energy, the user spits a peculiar toxin onto the target, which rapidly soaks into their skin. If the target is poisoned, the toxin will have a reaction that will ravage their body, causing their whole body to weaken significantly, slightly dropping their Attack, Special Attack and Speed for the duration of a normal boost.

Cosmic Power (NO)-- Consuming a decent amount of energy, the user calls upon the heavens to gain a blessing, mysteriously gaining solid increases in their physical defense and ability to resist damage from special attacks. This cosmic energy lingers longer than the normal boost, staying at full strength for 5 rounds before fading entirely.

Pain Split (NO) -- The user creates a direct link between itself and the victim, attempting to balance the health between the two. Health is stolen in clumps from the victim, a mild amount being transferred every few seconds, and up to an extreme amount of health may be stolen at an equal energy cost to the user. The health stolen is used to replenish the user's own health levels. If the user and the victim's health become equal at any point during the drain, the link is automatically terminated. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost.

Endure (NO) -- The user grits its teeth (so to speak), and bears down for the remainder of the round, simply trying to lessen damage against it, or possibly stay conscious for the duration. Energy usage for the move starts out at relatively little, but increases depending on the damage it would have taken. Multiple uses lowers the success rate, by much more if the previous Endure(s) lasted through significant damage. Any attack that is used in conjunction with Endure has a much lower chance of working, with modifiers dependent on the energy usage consumed during Endure.


Last edited by Jerichi; 05-07-2017 at 06:01 PM.
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