UPNetwork  

Go Back   UPNetwork > Independent Forums > PASBL > Announcement Forum

Closed Thread
 
Thread Tools
Old 01-04-2014, 08:53 AM   #26
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
Secret Power (NO) -- The user glows pink and grabs or otherwise makes contact with their target, injecting a shot of energy that deals solid damage for solid energy. This attack is laced with some strange powders and energies that will cause status effects in the target 10% of the time, either poison, confusion or drowsiness.


There are other moves!
Mercutio is offline  
Old 01-08-2014, 03:53 PM   #27
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
Hey look we listen to your opinions sometimes! Well. Kind of, anyway.


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.

Iron Tail (ST) -- The user's tail becomes covered in a metallic silver-coloured hard shell, 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 considerable 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 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.
Mercutio is offline  
Old 01-08-2014, 04:30 PM   #28
Jerichi
本✚能
 
Jerichi's Avatar
 
Join Date: Mar 2007
Location: 蒸気の波の中
Posts: 14,491
Why oh why does Poison Tail do half the damage Iron Tail does in the games? GameFreak just hates Seviper.
__________________


気紛れを 許して 今更なんて思わずに急かしてよ
もっと中迄入って あたしの衝動を 突き動かしてよ

asbwffb

[jerichi]
Jerichi is offline  
Old 01-14-2014, 05:48 PM   #29
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
Right, we're very very gradually trying to diversify the number of moves people use. As thrilling as reffing various combinations of Secret Power, BoltBeam and Agility is, please enjoy this collection of rewrites. Largely implementing a chance to stat drop on moves that do that in game, with a couple of minor tweaks to other things in addition to that. For example, having made Shadow Ball better*, there was no need to order Night Shade, so we gave it a cool new mechanic. If a stat dropping move in game is not included here, it's almost certainly deliberate on our part.

Ref's discretion applies but a good choice for slightly is 5-10% and a good choice for a few rounds is three or four.

Enjoy!

Spoiler: show
Aurora Beam (IC) -- The user fires a wide, rainbow-coloured beam which expands as it travels, dealing good damage for good energy. The resulting light is rather captivating and has a 10% chance of slightly lowering the foe's physical attack for a few rounds.

Bubble (WA) -- The user spits a burst of watery bubbles which pop on contact, dealing good damage for good energy and covering the foe in a slick soapy substance. This will slow most foes down until they can get rid of the soap. Unlike Water Gun, Bubble will struggle to break through Light Screen.

Bubblebeam (WA) -- The user spits a high pressure stream of watery bubbles which pop on contact, dealing solid damage for solid energy and covering the foe in a slick soapy substance. This will slow most foes down until they can get rid of the soap. Unlike Water Gun, Bubblebeam will struggle to break through Light Screen.

Bug Buzz (BG) -- The user charges significant energy and releases a stream of red soundwaves at the opponent. Much like confuse ray, this move can be tightly focused or spread out up to 180 degrees in front of the user, with the focused version dealing significant damage. Bug Buzz has a 10% chance to slightly lower the foe's special defence stat for a few rounds.

Crunch (DK) -- The user bites the opponent fiercely, directly injecting Dark energy into their body, even if their outer body is hard. Crunch deals considerable damage for considerable energy. It has a 10% chance of slightly lowering the foe's physical defence 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 bursts, letting out a brief wind that deals significant damage to those around it. This move has a 10% chance to slightly lower the foe's special defence stat for a few rounds.

Flash Cannon (ST) -- The user charges significant Steel energy in its mouth or other opening, releasing a bright beam of Steel energy, dealing significant damage. Flash Cannon has a 10% chance of slightly lowering the foe's Special Defence for a few rounds.

Growl (XX) -- The user growls loudly at the target, scaring it slightly and possibly interrupting its action. Growl also has a 30% chance to slightly lower the foe's physical attack stat for a few round. If there is some reason that the opponent wouldn't be scared (size difference, bio, etc.) then the attack doesn't work.

Leaf Tornado (GR) – The user uses significant energy create a vortex much in the same way as Twister, releasing a flurry of leaves into the cyclone, hitting the foe and dealing significant damage, possibly blowing away gasses, lighter attacks or Pokémon in the process. The debris contained within the tornado has a chance of entering the foe's eyes and hindering their vision, possibly reducing their accuracy until it is removed.

Metal Sound (ST) -- The user makes a loud ping noise, irritating the opponent and making it lose concentration. This has a good chance to interrupt the actions of pokémon in the area as they move to cover their ears. Despite being less potent than Screech, Metal Sound's effects last for a little while longer after it has stopped, possibly causing a loud ringing in the foe's ears which can last a round and make reacting to threats more difficult. Metal Sound uses decent energy.

Moonblast (FA) - The user feeds from the magical energy of the moon, gathering power into an orb in front of them before launching it at the foe, dealing significant damage. Unlike Moonlight, this attack is not affected by the time of day nor the location of the battle arena. Moonblast has a 20% chance to slightly lower the foe's special attack stat for a few rounds.

Night Daze (DK) – The user gathers significant Dark energy into its hands, slamming them against the ground. A shockwave of dark, churning, red energy bursts forth, slamming into the foe for significant damage. If the foe is struck in the face, their eyesight may be hindered, lowering their accuracy for a few rounds.

Night Shade (GH) -- The user emits a large, black thunderbolt shape from its eyes, dealing good damage for good energy. Night Shade deals good damage regardless of any special defence buffs that the for may have, be they from a move or species characteristics. It remains affected by standard weakness and resistance.

Psychic (PS) -- In the default setting, the user directs a simple wave of force at the opponent, hitting fairly hard and sending them and anything loose in the arena such as rocks or leaves flying or rolling back. This deals significant damage for significant energy. Pokémon who are considered 'familiar' with Psychic type abilities may use Psychic in another way, using their telekinetic abilities to pick up and move any solid object, including the opponent and physical projectile attacks. The effect of this move is expected to be specified, being it moving things in the arena into the opponent, or picking up and moving or slamming the opponent. This becomes increasingly difficult if the object outweighs the user, requiring more concentration and psychic energy on larger objects.

Razor Shell (WA) -- The user charges solid water energy into its shell, slashing across the foe for solid damage. This attack has a 10% chance to slightly lower the foe's physical defence for a few rounds.

Screech (NO) -- The user screeches at a very high pitch, irritating the opponent and making it lose concentration. This has a high chance to interrupt the actions of pokémon in the area as they move to cover their ears. Screech uses decent energy.

Shadow Ball (GH) -- The user charges up and fires a ball of significant Ghost energy at the opponent. Upon impact, the ball bursts, letting out a ghostly wind that deals significant damage to those around it. This move has a 10% chance to slightly lower the foe's special defence stat for a few rounds.

Struggle Bug (BG) – The user issues a light pulse of Bug energy with a good deal of force behind it, similarly to a Psychic wave, dealing mild damage for decent energy and attempting to push back the foe. Struggle Bug has a 30% chance of slightly lowering the foe's special attack stat for a few rounds.

Tail Whip (XX) -- The user goes up to the target and whips them with an appendage, usually the tail, usually dealing only minor damage. The cute nature of this move disguises the fact that it has a 30% chance to slightly lower the foe's physical defence for a few rounds. Tail Whip uses moderate energy.


EDIT Forgot to alphabatise, sorry!

EDITed EDIT And then I did it wrong!


*Sneezey12 is hereby forbidden from complaining about anything for a period of one week.

Last edited by Mercutio; 01-14-2014 at 06:09 PM.
Mercutio is offline  
Old 01-18-2014, 03:17 PM   #30
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
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. Scary Face uses decent energy.


Patch fix, enjoy.
Mercutio is offline  
Old 02-09-2014, 08:38 AM   #31
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
Spoiler: show
Bestow (NO) -- The user uses moderate energy to give an attached item to another pokémon. The user ceases to benefit from the effects of its item for five rounds. During this time, the target pokémon gains the effects. The user can also hand over items such as Tropius's fruit for no energy cost. Mega Stones are not affected by this move.

Bug Bite (BG) -- The user bites into the target, injecting Bug energy into the wound and dealing good damage for good energy. If the target has an attached item, this move deals heavy damage.

Covet (NO) -- It then uses a good amount of energy to cause an opponent's item to disappear in a flash of light and reappear with the user, this flash dealing moderate damage. If the target has an attached badge or token, this attack negates its effect and gives it to the user for three rounds. If the target is physically holding an item, the user of Thief will steal it. Items which are particularly important to the target, such as a Marowak's bone, will be harder to steal. Mega Stones are not affected by this move.

Embargo (DK) -- The user expends a considerable amount of energy to hide the opponent's item for five rounds, rendering the item(s) unusable for that time. If the victim has an attached item, this move negates its effect. If the victim holds an item such as a Marowak's bone, this move prevents it from being used. Mega Stones are not affected by this move.

Fling (XX) -- The user throws its item. This can be a held item, such as a Cubone's bone, though if the user does not have an item it can be ordered to grab a nearby object (such as a rock or branch) and throw it. Damage dealt and energy used will depend on the size and weight of the item thrown. Alternatively, if the user has an attached item, it can throw this at the foe to deal considerable damage for considerable energy. Attack damage and type energy used will be XX unless the user is holding a type enhancing token or type based type token, in which case they will be of the appropriate type(s). If an attached item is thrown, it ceases to have any effect upon the user. Mega Stones may not be thrown.

Incinerate (FI) -- The user fires a burst of flames, hitting the foe for mild damage and using solid energy. This attack is naturally wide-spread, allowing it to burn a large area to scorch grass or plants and clear foliage, as well as hit multiple targets at once. If the target has an attached item, this move has a 50% chance to negate its effect for the remainder of the match. Mega Stones are not affected by this move.

Knock Off (DK) -- The user strikes the target from an unexpected angle, hitting for mild damage and using solid energy. If the victim has an attached item, this move negates its effect for five rounds. If the victim holds an item such as a Marowak's bone, this move will knock it some distance away. Mega Stones are not affected by this move.

Pluck (FL) -– The user swoops or leaps over the opponent and rakes its claws charged with Flying energy over the target for good damage using good energy. This move is only effective if the user could reasonably be expected to fly or jump above the opponent’s height. If the target has an attached badge or token, this attack has a 20% chance to negate its effect and give it to the user for three rounds. Mega Stones are not affected by this move.

Recycle (NO) -- Using decent energy, the user regains the effects of an attached item which has been negated in some way. If a foe has stolen the effects of the item, Recycle will restore them to the user without taking them away from the foe. If a foe has traded the effects of its own item for the user's, Recycle will restore the effects of the user's held item without affecting the foe. Recycle can also be use to magically repair a physically held item such as a Kadabra's spoon which has been damaged in some way.

Switcheroo (DK) -- The user either collects an item on the ground or offers its own item (a Cubone’s bone etc.) in return for something the target is holding, using false words to convince the foe it's a good deal. Items which are particularly important to the target, such as a Marowak's bone, will be harder to take. Alternatively, the user uses considerable energy to exchange the effects of its attached item for the effects of another pokémon's attached item. This only works if both pokémon are under the effects of an attached item. Switcheroo's effects last for five rounds. Mega Stones are not affected by this move.

Thief (DK) -- The user uses a good amount of Dark energy to cloak themselves in a bubble of Dark energy and dart through the shadows and deal a light, dark-charged tackle attack for moderate damage, before retreating to its original location. If the target has an attached badge or token, this attack negates its effect and gives it to the user for three rounds. If the target is physically holding an item, the user of Thief will steal it. Items which are particularly important to the target, such as a Marowak's bone, will be harder to steal. Mega Stones are not affected by this move.

Trick (PS) -- The user either collects an item on the ground or offers its own item (a Cubone’s bone etc.) in return for something the target is holding, using telepathy to convince the foe it's a good deal. Items which are particularly important to the target, such as a Marowak's bone, will be harder to take. Alternatively, the user uses considerable energy to exchange the effects of its attached item for the effects of another pokémon's attached item. This only works if both pokémon are under the effects of an attached item. Trick's effects last for five rounds. Mega Stones are not affected by this move.


Item moves have now been updated. Many do what you'd expect them to do from the in game descriptions, some have been altered to compensate for differences e.g. ASB's lack of berries. Obviously, a number of these lack animé evidence, so there's more chance of them being a bit off kilter and pushing us towards game style battling (ick). If any turn out to have negative consequences we'll look again but hopefully they'll be a positive addition.

I will update the OP later today.
Mercutio is offline  
Old 03-10-2014, 07:46 PM   #32
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
So this is what happens when a number of LOs get annoyed about various moves but nothing is actually implemented until weeks after it's written.

Spoiler: show
Conversion (NO) – Using heavy energy, the user's first type becomes identical to the first type of the target and the user obtains all weaknesses and resistances of that type. This change lasts for five rounds.

Conversion2 (NO) – Using heavy energy, the user's first type becomes the most resistant type to the target's first type and the user obtains all weaknesses and resistances of that type. This change lasts for five rounds.

Aromatherapy (GR) – Using good energy, the user emits a strong fragrance. The user and all nearby Pokémon who can smell the aroma will be jolted awake from sleep, calmed out of confusion, and given a slight jolt which would slightly ease paralysis. Nearby pokémon have a chance to become infatuated with the user. The effectiveness of the attack depends on how close the target is from the user, and whether or not the target can smell the odor, etc.

Aqua Ring (WA) -- The user forms small, interlocking rings of Water energy, using a heavy amount of energy to do so. For the next five rounds, the user recovers mild health at the end of every round. This move counts as a trainer's one 'healing move' per match.

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.

Heal Order (BG) -- At a major energy cost, the user creates a number of spheres of Bug energy and then consumes them to restore their health. The amount of spheres created (and thus the amount of health restored) will vary with the energy level of the user. Fresh pokémon are able to recover an extreme amount of health but pokémon under half energy may only recover a significant amount of health. At ref's discretion, this move will heal minor wounds such as cuts and bruises, though it cannot cure status effects like poison and burns. This move counts as a trainer's one 'healing move' per match.

Heal Pulse (PS) -- The user sends out a wave of healing Psychic energy, healing a significant amount of health to any friendly party. This can either be directed at another pokémon, using major energy, or on the user itself, using significant energy. This move counts as a trainer's one 'healing move' per match.

Healing Wish (PS) -- The user makes a wish for the well being of the next ally sent out after the user has been KO'd, using massive energy. When the next friendly pokémon is sent out, status effects are instantly cured and up to an extreme amount of health will be restored. This move counts as a trainer's one 'healing move' per match.

Ingrain (GR) -- The user plants several roots or vines, attempting to restore itself. At the end of every round the user remains planted, it recovers mild health and mild energy. This move can be used only on natural terrain such as a lawn arena and will fail if used on concrete or a similar surface. Less nutritious arenas such as a Rock field will restore less than the optimum amount. Though this move does not cost the user any energy, it counts as using up a decent amount of their Grass type pool if they are not a Grass type when initiated. The user cannot move from its location whilst planted and is difficult to dislodge, but can willingly retract its roots at the cost of a move.

Milk Drink (NO) -- The user drinks some milk to heal itself. This will restore a significant amount of health, costing significant energy. Alternatively, it can give the milk to another pokémon. This move counts as a trainer's one 'healing move' per match.

Moonlight (FA) -- Using significant energy, the user calls upon moonlight to recharge itself. If the sky is clear and the moon can be seen, this move can restore major health near instantly, but in artificial light or in rain or hail, it will restore very little, recovering a decent amount at most. This move cannot be used if the moon is not out or is completely obstructed. This move counts as a trainer's one 'healing move' per match.

Morning Sun (GR) -- Using significant energy, the user calls upon sunlight to recharge itself. If the sky is clear and the sun can be seen, this move can restore major health near instantly, but in artificial light or in rain or hail, it will restore very little, recovering a decent amount at most. This move cannot be used if the sun is not out or is completely obstructed. This move counts as a trainer's one 'healing move' per match.

Recover (NO) -- The user glows white and takes a few moments to restore a major amount of their health at the cost of major energy. At ref's discretion, this move will heal minor wounds such as cuts and bruises, though it cannot cure status effects like poison and burns. This move counts as a trainer's one 'healing move' per match.

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.

Rest (PS) -- 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 an extreme amount of energy if able to sleep for the maximum time. The user may continue sleeping in to the next round if applicable. Light, cumulative damage such as poison or weak draining moves will probably not wake the sleeper, but sharper shocks may wake them up, automatically ending the energy regain. This move counts as a pokémon's one 'resting move' per match.

Roost (FL) -- The user settles on to a perch for about half a minute, the same length as most rounds, and relaxes its wings, focussing and restoring an extreme amount of health at the cost of major energy. This state is hard to pull out of, meaning that the user becomes a "sitting duck" and any attacks that hit the user are more likely to hit a vulnerable place. If the user is prevented from Roosting for the maximum amount of time, it will recover less health. This move counts as a trainer's one 'healing move' per match.

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, the same length as most rounds, 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 wake them up, 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.

Soft-Boiled (NO) -- The user concentrates extreme energy into a glowing egg and consumes it, causing instant restoration of an extreme amount of health. At ref's discretion, this move will heal minor wounds such as cuts and bruises, though it cannot cure status effects like poison and burns. Alternatively, the user can give the egg to any friendly party. This move counts as a trainer's one 'healing move' per match.

Swallow (NO) -- The user consumes any and all energy which has been stored using the move Stockpile. This restores health equal to the amount of energy stored away. At ref's discretion, this move will heal minor wounds such as cuts and bruises, though it cannot cure status effects like poison and burns. Swallow does require any other energy to be used. This move counts as a trainer's one 'healing move' per match.

Synthesis (GR) -- The user ramps up the photosynthetic process in its body, concentrating on production from sunlight using significant energy. In extremely intense sunlight, it can restore extreme health in a few seconds, but in artificial light or in rain or hail, it will restore very little, recovering a good amount at most and taking up to ten seconds to complete. This move cannot be used if the sun is not out or is completely obstructed. This move counts as a trainer's one 'healing move' per match.
----------------------------

Absorb (GR) -- The user creates a number of short green energy tendrils and drains a decent amount of energy from the target in the space of a few seconds. If the user is close to the target, it restores its own energy reserves by the same amount, with the amount recovered lessening with distance. Though this move does not cost the user any energy, it counts as using up a decent amount of their Grass type pool if they are not a Grass type. It deals no damage but its effectiveness is based upon weakness and resistance. 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.

Drain Punch (FT) -- The user strikes the opponent with a fist or other appendage, dealing considerable damage for considerable energy. The user regains an an amount of health equal to half of the damage dealt. 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.

Draining Kiss (FA) - The user coats their lips with a magical energy, lightly kissing the foe and draining decent energy from them to replenish its own reserves. Though this move does not cost the user any energy, it counts as using up a decent amount of their Fairy type pool if they are not a Fairy type. It deals no damage but its effectiveness is based upon weakness and resistance. 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.

Dream Eater (PS) -- The user eats the victim's dreams by creating a number of short purple energy tendrils, draining a heavy amount of energy from the target in the space of a few seconds. If the user is close to the target, it restores its health reserves by the same amount, with the amount recovered lessening with distance. It deals no damage but its effectiveness is based upon weakness and resistance. Though this move does not cost the user any energy, it counts as using up a heavy amount of their Psychic type pool if they are not a Psychic type. If the target is having particularly bad dreams, the user loses decent energy in exchange for healing itself. Dream Eater can only be used on targets that are completely asleep. When the move ends, targets will wake up instantly. 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.

Giga Drain (GR) -- The user creates a number of short green energy tendrils and drains a heavy amount of energy from the target in the space of a few seconds. If the user is close to the target, it restores its own energy reserves by the same amount, with the amount recovered lessening with distance. Though this move does not cost the user any energy, it counts as using up a heavy amount of their Grass type pool if they are not a Grass type. It deals no damage but its effectiveness is based upon weakness and resistance. 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.

Horn Leech (GR) – The user charges Grass energy into its horns and rams the foe, dealing considerable damage for considerable energy. The user regains an an amount of health equal to half of the damage dealt. 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.

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 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.

Leech Seed (GR) -- The user fires a seed onto the target which releases vines and drains mild energy from the target every few rounds. The vines aren't too difficult to get off though they might hinder the opponent's movement. The user can recall the seed, eating it and gaining the stolen energy for itself. If the seed or vines are destroyed, the seed cannot be recalled and any energy sapped is lost.

Mega Drain (GR) -- The user creates a number of short green energy tendrils and drains a considerable amount of energy from the target in the space of a few seconds. If the user is close to the target, it restores its own energy reserves by the same amount, with the amount recovered lessening with distance. Though this move does not cost the user any energy, it counts as using up a considerable amount of their Grass type pool if they are not a Grass type. It deals no damage but its effectiveness is based upon weakness and resistance. 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.

Oblivion Wing (FL) - The user coats their wings in a haunting energy before firing the aura and dealing considerable damage for considerable energy. The user regains an an amount of health equal to three quarters of the damage dealt. 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.

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.

Parabolic Charge (EL) - The user releases a burst of electrical energy, creating an electrical link between it and its foe that drains a considerable amount of energy in the space of a few seconds. If the user is close to the target, it restores its own energy reserves by the same amount, with the amount recovered lessening with distance. Though this move does not cost the user any energy, it counts as using up a considerable amount of their Electric type pool if they are not an Electric type. It deals no damage but its effectiveness is based upon weakness and resistance. 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.

Rock Climb (XX) -- The user climbs up to any available high point (such as the top of a tree or large boulder) and then leaps down on top of the opponent, dealing significant damage for significant energy. If the opponent's head is struck, it may induce confusion. Alternatively, the user stomps heavily on the ground and causes a sloped mound to rise from the arena floor, to a height of about two metres, before charging at the opponent and tackling them. This version of Rock Climb also deals significant damage but costs heavy energy and cannot induce confusion. It can only be used in arenas with pliable surfaces such as Rock fields and Lawn arenas. Tougher surfaces might cause the attack to use more energy. Once the attack is over, the terrain will return to its previous state.

Surf (WA) -- The user forms a large wave that heads out to wash over the opponent, dealing heavy damage for heavy Water energy. If the user is not in a large body of water, it must create the water from thin air and the wave will be smaller than it might otherwise be, dealing only considerable damage. The user may send a Surf wave out ahead of it or choose to ride on it as it travels.

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, but the risk of choking on water will cause distress and possibly damage. 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.


I take responsibility for any mistakes in the heals. I can't put my finger on it but I'm sure we've missed something.

On Heal Bell curing the entire party, we thought about it but decided it wasn't appropriate.

EDIT: Forgot that we were going to improve Slack Off.

Last edited by Mercutio; 03-16-2014 at 10:03 AM.
Mercutio is offline  
Old 03-14-2014, 06:09 AM   #33
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
Fling (XX) -- The user throws its item. This can be a held item, such as a Cubone's bone, though if the user does not have an item it can be ordered to grab a nearby object (such as a rock or branch) and throw it. Damage dealt and energy used will depend on the size and weight of the item thrown. Alternatively, if the user has an attached item, it can throw this at the foe to deal considerable damage for considerable energy. Attack damage will be XX unless the user is holding a type enhancing token or type based type token, in which case it will be of the appropriate type(s). This will not use any type energy or affect a pokémon's total energy. If an attached item is thrown, it ceases to have any effect upon the user. Fling's damage is never boosted by type enhancing tokens. Mega Stones may not be thrown.

What happens when two LOs don't read an attack description and one trainer tries to exploit it? Rewrites!
Mercutio is offline  
Old 05-18-2014, 05:11 AM   #34
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
Spoiler: show
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. 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.

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.

Swagger (NO) -- Using moderate energy, the user glows red and moves about in a provocative fashion, enraging the target. This makes the target likely to disobey orders to use defensive or evasive moves. The target's 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 Swagger and reduce the boost.

Taunt (DK) -- Using moderate energy, the user places a curse on the victim and verbally taunts it, forcing it not to attempt to use attacks which deal no damage for the next five rounds.

Torment (DK) -- Using moderate energy, the user places a curse on the victim and verbally berates it, forcing it not to attempt the same attack twice in a row for the next five rounds.

Sucker Punch (DK) -- As the opponent is preparing their attack, the user draws a significant amount of dark energy into one of its limbs or in some other fashion, raising it over its head to draw the target’s attention to it. Then, before the target can strike, the user rushes the foe, transfers the energy into its other fist or another angle and drives it into the gut of the opponent, dealing significant damage. If the attack Sucker Punch is used against has a short charge time, is very fast, or the user and the target are a good distance from each other, this attack may fail. This attack is considered very unsporting, and will aggravate the target, and will not work on the same target more than once.

Rock Slide (RK) -- The user stomps on the ground, pulls a slab of rock from below and gives it a swift hit, sending large chunks of rock hurtling at 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 strike these, using slightly less energy in the attack. Alternatively, the user may use significant energy to create a boulder in front of it, before striking it to send chunks at the foe as normal.

Rock Tomb (RK) -- The user stomps on the ground and summons rocks which emerge from the ground and surround the victim from all sides. 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 decent, but if the ground is particularly hard, the energy cost will rise. Alternatively, the user charges considerable energy and fires a number of energy projectiles at the foe, the projectiles dealing no damage but creating a group of rocks that surround the target. Rock Tomb will encompass the target from all sides and above.

Bone Club (GD) -- The user charges good Ground energy in to their bone and hits the opponent, dealing good damage.

Bone Rush (GD) -- The user rushes forth and strikes the opponent with their bone numerous times, the total barrage dealing major damage if it hits at the cost of major energy. If the user does not naturally wield a bone, it can create one out of Ground energy.

Bonemerang (GD) -- The user charges considerable Ground energy in to their bone and throws like a boomerang that hits the opponent for decent damage, then hits again for additional decent damage as the object flies back towards the thrower.

Leech Seed (GR) -- The user charges moderate energy and fires a seed onto the target which releases vines and drains moderate energy every round. The vines aren't too difficult to get off with sustained effort, though they might hinder the opponent's movement. Energy drained is transferred to the user at the end of every round.

Grass Knot (GR) -- Using decent energy, the user pumps grass energy into the ground in order to make grass grow and snare the foe, dealing moderate damage. The grass will knot itself around their limbs, causing them to trip and fall and suffer additional damage. Heavier pokémon will take more damage, up to a total of heavy damage. Grass type pokémon can use this move on any solid surface even if it doesn't usually have any Grass i.e. a concrete floor, while other pokémon require that there is already grass present to be able to use the move.

Magnetic Flux (EL) - Using considerable energy, the user releases an electromagnetic burst, causing all friendly Electric Pokémon to be surrounded by a magnetic barrier. This barrier robs attacks of their power and momentum, effectively giving a slight boost to the Defense and Special Defense of any friendly Electric Pokémon for the next five turns, including the user.

Barrier (PS) -- 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 is capable of withstanding an extreme 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.

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. 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. 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.


Enjoy.
Mercutio is offline  
Old 05-18-2014, 05:13 PM   #35
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
Mud-Slap (XX) -- The user throws mud, or whatever available debris is around, at the target's eyes, trying to prevent them from seeing properly. This attack does moderate damage, and lowers the target's accuracy until the mud comes off.
Mercutio is offline  
Old 05-29-2014, 03:23 PM   #36
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
Taunt (DK) -- Using moderate energy, the user places a curse on the victim, forcing it not to attempt to use attacks which deal no damage for the next five rounds. If the target deals major damage to the user in that time, the Taunt will be ended.

Torment (DK) -- Using moderate energy, the user places a curse on the victim, forcing it not to attempt the same attack twice in a row for the next five rounds. If the target deals major damage to the user in that time, the Torment will be ended.
Mercutio is offline  
Old 07-11-2014, 11:27 PM   #37
Jerichi
本✚能
 
Jerichi's Avatar
 
Join Date: Mar 2007
Location: 蒸気の波の中
Posts: 14,491
Diamond Storm (RK) - The user creates four crystalline Rock-energy formations shining with a radiant power and launches them at the foe dealing heavy damage for heavy energy.
Jerichi is offline  
Old 08-10-2014, 05:13 PM   #38
Jerichi
本✚能
 
Jerichi's Avatar
 
Join Date: Mar 2007
Location: 蒸気の波の中
Posts: 14,491
Charm (FA) - The user makes itself look meek and vulnerable, attempting to look as cute and helpless as possible. The success of this move is dependent on a number of factors, including the cuteness of the user, the aggressiveness and mental state of the foe and the overall course of the battle. If successful, it will cause the foe to be hesitant to attack and reduce its Attack drastically until struck with an offensive move.
Jerichi is offline  
Old 08-10-2014, 09:29 PM   #39
Jerichi
本✚能
 
Jerichi's Avatar
 
Join Date: Mar 2007
Location: 蒸気の波の中
Posts: 14,491
Lots and lots of edits you never asked for (unless your name is Kairne)! They've already been updated on the site. Additionally, everything in this thread has been added to the site as well.

Spoiler: show
Arm Thrust (FT) -- The user gives 3-5 quick open-palm (if applicable) thrusts depending on overall energy, which each deal light damage for equivalent energy.

Assist (NO) -- The user's hand or paw glows with energy, and shoots out a random projectile attack from a random one of its trainer's other Pokémon which were brought to battle. It cannot select from fainted Pokémon’s attacks, nor Pokémon who are on the field with it at the time the attack is used. There is no limit to what will come out of the hand: Bulbasaur vines, String Shot, etc. are all possible to come from the "cat's hand." The randomly selected attack is usually of the type of the Pokémon the user emulates, and is usually a good or higher-level attack.)

Barrage (NO) -- The user creates dozens of balls of energy, and lobs them at their opponent. Each ball bursts on contact, covering a large area in front of the foe with a number of small explosions. If most of balls hit, this attack can do heavy damage, though it can vary somewhat, and costs significant energy.

Block (NO) -- The user uses good energy to perform an anticipatory action, moving with abnormal speed to cut off or interrupt the movement of its target. If the target is attempting to switch, the user will position itself to intercept the recall beam or interrupt the switching move. Because of the nature of Baton Pass, it cannot be interrupted this way.

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.

Bone Rush (GD) -- The user rushes forth and batters the opponent with their earthen bone before delivering a hard final blow, dealing between good and significant damage, depending on the length of the initial attack. The final blow has significant force behind it, allowing the user to push back or send the target flying if relatively light. If the user does not naturally wield a bone, it can create one out of Ground energy. This attack uses between good and significant energy overall.

Bullet Seed (GR) -- The user sprays a large number of fast-moving golden "seeds" of grass energy at the target, dealing considerable damage for considerable energy.

Comet Punch (NO) -- The user throws a lightning-fast barrage of 15-25 punches in sets of 5, depending on overall energy, which each set dealing light damage for equivalent energy.

Constrict (XX) -- The user binds its foe with tentacles, vines or similar appendages, squeezing them for good damage and then flinging them away. Unlike Wrap or Bind, Constrict's use of appendages allows the user to more easily manipulate their foe.

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.

Double Hit (XX) -- The user strikes the opponent with two appendages in succession, each dealing moderate damage.

Double Kick (FT) -- The user performs either two successive kicks or a bucking kick with both legs, dealing moderate damage with the kick from each leg.

Double Slap (XX) -- The user hits the opponent in a fury of 3-5 slaps depending on overall energy levels, each hit for light damage using equivalent energy.

Draining Kiss (FA) - The user coats their lips with a magical energy, lightly kissing the foe. The energy saps a good amount of health from the foe, restoring 3/4's of it to the user. 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.

Egg Bomb (NO) -- The user fires out a significant amount of egg-shaped energy that explodes upon contact with the target to deal heavy damage. For the same amount of energy, it may also be split into 10-12 smaller eggs, dealing more widespread damage, but slightly less damage to a single target.

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.

Final Gambit (XX) --In a final attempt to damage the foe, the user gathers together all its life force and power, charging the foe for an extremely risky tackle, possibly inflicting great harm to itself in the process. This attack deals damage equivalent to the user’s remaining health as long as it is lower than its energy. If it is not, it will deal damage equal to its remaining energy. If the Pokémon is over a Hyper Beam of health, this move will take a significant amount of time to charge. Over 1.5 Hyper Beams of health, this move may fail. When the user finishes the attack, they faint.

Fury Attack (FL) -- The user rushes the opponent and throws an assault of 3-5 hard beak or horn stabs, each hitting for light damage for equivalent energy.

Fury Swipes (XX) -- The user swipes at the opponent 3-5 times depending on overall energy levels, usually with claws or something sharp. Each swipe deals light damage for equivalent energy, though these wounds can bleed in Realistic matches.

Gear Grind (ST) --The user (always Klink, Klang or Klinklang) grinds the foe between its gears, dealing considerable damage.

Head Smash (RK) -- The user lowers its head and charges headfirst into the opponent, dealing a massive amount of damage. Because of the blow to the skull, the user takes decent recoil damage.

Heat Crash (FI) --The user surrounds itself with an intense ball of flame, leaping into the air and coming crashing down upon the foe. Generally, it will deal solid damage, but it can deal heavy damage if there is a great contrast or moderate damage if there is only a slight difference in weight. This move uses solid energy.

Heavy Slam (ST) --The user surrounds its body with Steel energy, ramming into the foe. The lighter the target is in comparison with the user, the more damage is done. Generally, it will deal solid damage, but it can deal heavy damage if there is a great contrast or moderate damage if there is only a slight difference in weight. This move uses solid energy.

Ice Punch (IC) -- The user punches the target hard with a fist charged with ice energy dealing solid damage, which has a 50% chance of a local area freeze.

Minimize (NO) -- The user shrinks to nearly half its size, decreasing its physical Attack and Defense slightly while its speed and special powers remain constant. Due to its now decreased size, it can much more easily evade attacks, though attacks that involve crushing, stomping or the weight of the user (e.g. Stomp, Wring Out, Body Slam, Heavy Slam) will deal significantly more damage. The move uses significant energy, and lasts about 4-5 rounds.

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.

Pin Missile (BG) -- The user fires a barrage of greenish-white spikes from its body using considerable energy, which rapidly converge on the target for considerable damage, possibly piercing the skin of softer Pokémon.

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.

Reversal (FT) -- If used in desperation when the user is at a disadvantage (not necessarily health-wise), the power of Reversal goes up a great deal. If successful, the brunt of whatever attack the opponent used is reversed in such a way that the original attacker suffers far worse than the Reversal-using victim. Reversal can either be ordered as a way to use the momentum of the attacker against itself (such as throwing a Pokémon as it runs towards you, catching a punch or kick, or redirecting the momentum of a Body Slam) OR a Flail-like attack. Accuracy varies depending on the situation, as a Pikachu cannot Reversal while being under a Snorlax. Damage is highly variable, ranging anywhere from a moderate hit if the attack is easily Reversed, to heavy if there is a great deal of force applied. Reversal is usually very tiring, and it is not always possible to counterattack, since not all attacks lend themselves to being reversed.

Rock Blast (RK) -- The user gathers considerable rock energy in the form of two small waves, sending them in an arc at the foe one by one for considerable damage overall.

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.

Spike Cannon (NO) --The user fires a barrage of white spikes from its body using considerable energy, which rapidly converge on the target for considerable damage, possibly piercing the skin of softer Pokémon.

Steamroller (BG) --The user curls into a ball, coating its body with a layer of fine Bug energy. The user then rolls into its foe at a high speed, attempting to run them down. Generally, it deals good damage, but if the Pokémon is small or light enough to run over due to natural size or Minimize, it deals significant damage.

Submission (FT) -- The user grabs the foe, somersaults and slams them into the ground or puts them into a stress position by holding their limbs or contorting their body. If used offensively, this move generally deals significant damage, but if used defensively, it may deal less damage in exchange for a prolonged hold. The offensive variant uses significant damage, though defensive variants may use more energy over time if the hold is sustained.

Synchronoise (PS) --The user releases an enhanced brain wave, targeting thought patterns of Pokémon. Due to the attack targeting how Pokémon think, it will deal heavy damage to all Pokémon, enemy, friend or otherwise, who share at least one type with the user. If the target does not share a type with the user, they will take light damage instead. Since this move targets the Pokémon's brainwaves directly, it is not resisted by Psychic Pokémon. This attack uses heavy energy.

Tri Attack (NO) -- The user charges significant energy in the form of a triangle, with each of the points powered by a trio of mysterious energies. These energies can either cause burn, local freeze or paralysis, with a roughly 30% chance of inflicting one of these three effects. This attack does significant damage.

Triple Kick (FT) -- The user delivers three fast kicks, the first dealing mild damage and each increasing in power by a minor amount if the previous kick has hit.

Wing Attack (FL) -- The user dive-bombs and strikes the opponent with an extended wing for good, quick damage.
Jerichi is offline  
Old 08-11-2014, 03:24 PM   #40
Jerichi
本✚能
 
Jerichi's Avatar
 
Join Date: Mar 2007
Location: 蒸気の波の中
Posts: 14,491
Attract (NO) -- The user attempts to make itself look more attractive to the opposing Pokémon. In order to be effective, both Pokémon must be of opposite genders or the opposing Pokémon must be of a compatible sexuality (as specified in the bio, if at all). Success of the move is dependent on a number of factors, including mental state and the length of the battle, with mechanics similar to Charm. However, unlike Charm and similar moves, Attract also is dependent on the physical similarity between the user and its foe. Pokémon of the same species or closely tied species (e.g. Plusle and Minun) will easily fall for the Attract, with Pokémon of similar body shapes having fairly high success and very dissimilar Pokémon being unlikely to fall for the move. Attract may be performed on or by non-breeding, gendered Pokémon (e.g. babies), though the execution will focus more on maternal/paternal attraction, rather than sexual. Genderless Pokémon can neither perform nor fall prey to this move. Once Attracted, the affected foe will be calmed considerably. Its attacks will be considerably weaker and it will hesitate to perform any actions that will harm the user. Once the affected foe is struck by an attack from the user, the illusion will break and the Attraction will end. Subsequent uses will be ineffective.

The rewrite that has been desperately needed for a long, long time.

Thunder Wave (EL) -- Using good energy, the user sends out numerous tendrils of electricity with which it attempts to bind the opponent. They will only suffer long-term (i.e. after the move is over) paralysis if Thunder Wave is held for a good amount of time. The user of Thunder Wave must concentrate while maintaining the attack, but they can use other attacks concurrently for a higher amount of energy.
__________________


気紛れを 許して 今更なんて思わずに急かしてよ
もっと中迄入って あたしの衝動を 突き動かしてよ

asbwffb

[jerichi]

Last edited by Jerichi; 08-11-2014 at 04:44 PM.
Jerichi is offline  
Old 08-11-2014, 05:14 PM   #41
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
Muyo used Thunder Wave! Kush used Taunt!
Mercutio is offline  
Old 08-24-2014, 05:41 PM   #42
DaveTheFishGuy
Primordial Fishbeast
 
DaveTheFishGuy's Avatar
 
Join Date: Jun 2010
Posts: 12,257
Send a message via Skype™ to DaveTheFishGuy
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.

Now maybe people will not hate Barrier!
DaveTheFishGuy is offline  
Old 08-29-2014, 06:45 AM   #43
DaveTheFishGuy
Primordial Fishbeast
 
DaveTheFishGuy's Avatar
 
Join Date: Jun 2010
Posts: 12,257
Send a message via Skype™ to DaveTheFishGuy
To go with the new SCs:

Psychic (PS) -- In the default setting, the user directs a simple wave of force at the opponent, hitting fairly hard and sending them and anything loose in the arena such as rocks or leaves flying or rolling back. This deals significant damage for significant energy. Alternatively, the user channels telekinetic abilities to pick up and move any solid object, including the opponent and physical projectile attacks. The effect of this move is expected to be specified, being it moving things in the arena into the opponent, or picking up and moving or slamming the opponent. The user's proficiency with telekinesis is dictated by their level, evolutionary state, freshness and focus. Psychic types are more proficient than other Pokémon. Size and weight are not that important, but in general telekinesis will not be able to launch foes a huge distance.

Sketch (NO) -- The user quickly copies the last attack that was made against it, learning it permanently. Sketch uses decent energy.

Transform (NO) -- The user transforms itself into the target Pokémon or any object it can see. It gains the type of the target if it is a Pokémon, as well as physical characteristics of its targets e.g. a Charizard’s flight and burning tail or a Seaking’s enhanced swimming ability, but does not gain special characteristics such as type familiarity. It uses decent energy, rising by minor energy each time it is used to a maximum of heavy energy. Transform cannot be selected by moves like Metronome, cannot be copied by moves like Sketch and may never be added to another Pokémon by signature.
DaveTheFishGuy is offline  
Old 08-29-2014, 06:49 AM   #44
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
Thanks Dave.
Mercutio is offline  
Old 09-03-2014, 03:37 PM   #45
Jerichi
本✚能
 
Jerichi's Avatar
 
Join Date: Mar 2007
Location: 蒸気の波の中
Posts: 14,491
Moonlight (FA) -- Using significant energy, the user calls upon moonlight to recharge itself. If the sky is clear and the moon can be seen, this move can restore major health near instantly, but in artificial light or in rain or hail, it will restore very little, recovering a decent amount at most. This move cannot be used if the moon is not out or is completely obstructed, though it may be used during the day if the moon is visible (which is often the case). This move counts as a Pokémon's one 'healing move' per match.
Jerichi is offline  
Old 09-14-2014, 09:22 AM   #46
DaveTheFishGuy
Primordial Fishbeast
 
DaveTheFishGuy's Avatar
 
Join Date: Jun 2010
Posts: 12,257
Send a message via Skype™ to DaveTheFishGuy
Focus Blast (FT) -- The user charges a mass of fighting spirit into a large ball of energy which is then fired at the opponent, dealing a major amount of damage. If used by a Fighting-type, they are able to regulate their fighting spirit and use a lower power version of this attack that deals considerable damage instead.
DaveTheFishGuy is offline  
Old 09-14-2014, 04:03 PM   #47
Jerichi
本✚能
 
Jerichi's Avatar
 
Join Date: Mar 2007
Location: 蒸気の波の中
Posts: 14,491
Some Extra Rules (not really any changes here, just clarifications/codifications).

Physical and Special Moves - Like in the games, damage-dealing moves fall into two general categories, Physical and Special. However, in the ASB, due to the nature of some moves, there are often instances where the relationship between generating these moves and the type of damage they do or properties they have does not always coincide. Physically generated moves tend to be moves that are performed through physical action, such as direct melee attacks or attacks that involve throwing or propelling objects (such as Rock Slide or Stone Edge). Specially generated moves tend to be moves that are formed from energy or are propelled or altered with energy (such as Water Gun or Ominous Wind). However, there are a number of cases where moves that are specially generated have physical qualities, and some vice versa. Generally, Mud-based moves, Sludge and Acid-based moves, Water moves (not counting moves such as Water Pulse, Bubblebeam or Hidden Power [Water]) and some Wind Moves (see the Wind Moves rules) will break through Light Screen but be stopped by Reflect and be returned by Counter. Additionally, some Physical moves (such as Elemental Punches) will have Special energy elements that will make them slightly more effective against Reflect, though they will not trigger Mirror Coat or be weakened by Light Screen.

Wind Attacks - Attacks involving wind and air interact with Screens and other similar defensive techniques depending on a variety of factors. Moves that are primarily air-based (generally, Flying-typed wind attacks, such as Razor Wind, Air Cutter or Gust) tend to be fairly "solid", meaning that they will be resisted by Reflect but will break through Light Screen, while energy-based wind attacks (such as Silver Wind, Fairy Wind, Ominous Wind, etc.) will be easily blocked by Light Screen but will break through a Reflect. Ice-based winds fall somewhere between these two categories, being partially absorbed by either screen while still weakening them significantly, due to their blend of forceful wind, energy, and in the case of Blizzard, actual ice. Despite this variability, all wind attacks are boosted by moves that boost Special Attack.

Stone Edge (RK) -- Using significant energy, the user generates roughly 10 sharp stones by compressing the earth in the arena or forming them from Rock energy, forming two rings that float around the user, before flinging them at the foe, dealing significant damage.

Fairy Wind (FA) - The user stirs up an enchanted wind laced with magical energy, sending it at the foe for good damage.

Disarming Voice (FA) - The user lets out a coaxing cry, casting magical energy into the arena in the form of a stream of pink soundwaves. Much like confuse ray, this move can be tightly focused or spread out up to 180 degrees in front of the user (which weakens its potency), with the focused version dealing good damage.

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.

Snore (NO) -- While asleep, the user snores very loud so that it creates a shockwave of sound, capable of delivering good damage for moderate energy. Because Snore is used only while sleeping, it does not contribute to short-term exhaustion. The sound of the snore may also startle the foe.

Sleep Talk (NO) -- When asleep, the user begins to talk in its sleep, causing its subconscious to rouse them from their sleep. In this semi-conscious state, the user executes a random damage-dealing attack from their moveset, between moderate and major damage. Only moves of the user's original type or Normal/Typeless damaging moves will be used. Due to being asleep, this attack will contribute less to short-term exhaustion.

Megahorn (BG) -- The user smashes a horn glowing with bug energy, into the target, dealing major damage.

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.

Fury Cutter (BG) -- The user strikes the opponent in a fury of slashes, each hit becoming more powerful than the previous, as the user devotes itself to a battle frenzy. If a hit misses, the userfs hits become weak again. The damage starts light, but can get increasingly powerful as the move goes on, dealing up to heavy damage in total if let to continue. The chance of the target escaping or the move missing increases with each hit, becoming very easy to evade after the first few hits. It can inflict increasingly large cut wounds. Since this move sends the user into a frenzy, it will leave it a little winded for a brief time if it does full damage.

Blast Burn (FI) -- The user generates a huge number of flames that radiate out from it, before collecting them and sending a gigantic fireball towards the foe, which explodes in a massive flare, dealing extreme damage. Due to the intense nature of this attack, the user must replenish its flame for the next round, preventing the use of any fire attacks during that time.

Hydro Cannon (WA) -- The user charges a large, churning orb of water, firing it at an incredibly high speed and force at the opponent, bursting in a huge spray of water, dealing extreme damage. This move drains the user's Water reserves temporarily, requiring a round to restore them before it can use further Water attacks.

Frenzy Plant (GR) -- The user slams its forelimbs into the ground, sending several large thorned vines through the ground at a fairly high speed, before all bursting back through the surface together in front of the target, lashing them for extreme damage. Energy usage is extreme as well, and after using Frenzy Plant, the user must remain still for the next round to retract the vines completely.


Detect (NO) -- The user uses good energy to intensely focus on their foes' location. With the user's complete focus fixed on their location(s), this allows them to react much faster and allows them to dodge the foes' attacks. While Detect is active, the Pokémon may not use any other techniques, lest they break their concentration. Because the user is focused entirely on their foe(s), they will be less able to dodge attacks or dangers from the environment. Any direct damage will break their focus and Detect will end. Detect may also be used to detect the location of a foe, due to invisibility, low visibility, or hiding. They may also use the attack to see through a Substitute, though the actions performed by the Substitute will be harder to dodge. Multiple uses of Detect within approximately a minute will cause each subsequent use to be significantly less effective.

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 reduce 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 physical attack (i.e. it is energy-based and can break through a Reflect), it will absorb its energy while still taking slightly reduce 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.

Metal Burst (ST) -- The user surrounds itself with a glowing silvery aura, preparing to absorb any energy that it comes in contact with. When the next attack hits it, it will absorb its energy while still taking slightly reduce damage. This causes the aura to condense and fire back a beam of Steel energy, dealing exactly x1.5 times the damage of the power of the move levied against it (NOT taking into account any type modifiers). This move uses moderate energy plus 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.


Gyro Ball (ST) --The user charges orbs of Steel energy into its extremities before spinning extremely quickly, flying towards the foe and dealing good damage. The steel orbs' solid nature allows it to break through some energy-based attacks with greater ease and still retain its power.

EDIT: *dumps more*

Wish (NO) -- The user "wishes on a star" in an attempt to rejuvenate themselves. Gaining confidence, the user feels instantly refreshed. Two to three rounds later, it gains up to a good amount of energy. If the user has been replaced with another friendly pokémon in the interim, the new pokémon will instead receive this energy regain. Repeated uses will diminish the effectiveness of the energy gain and multiple uses over a few rounds may cause the move to fail. While this move will generally mitigate exhaustion, it will not entirely mitigate exhaustion caused by high-energy moves such as Hyper Beam or Bide.

Lucky Chant (NO) --Using good energy, the user chants a magical prayer to the heavens that aims to increase their fortune. As a result, for five rounds, moves that would generally hit a weak point are diverted by the heavens ever so slightly away from the vulnerable spot to an area where the target takes normal damage. However, the heavens take a toll of a Thundershock's worth of energy from the user for every critical hit diverted in this way. Additionally, moves that have a secondary effect will be 5% more likely to happen during this time.

Bite (XX) -- The R/B/Y version of the Bite attack. 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.

Cut (XX) -- The user draws a large cut across the target's body, dealing good damage. If it is a critical hit, it can deal a grave hit that can lead to the target being forced out of the battle for emergency treatment.

Last edited by Jerichi; 09-20-2014 at 03:25 PM.
Jerichi is offline  
Old 09-20-2014, 03:39 PM   #48
Jerichi
本✚能
 
Jerichi's Avatar
 
Join Date: Mar 2007
Location: 蒸気の波の中
Posts: 14,491
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 Pokémon may also use this attack remotely, able to use rocks within roughly battling distance, including rocks on ceilings or above ground. Alternatively, the user may use significant energy to create a boulder in front of it, before striking it to send chunks at the foe as normal.

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 Climb (XX) -- The user extends its claws, hands or limbs with energy and uses it to climb up to any available high point (such as the top of a tree or large boulder) and then leaps down on top of the opponent, dealing significant damage for significant energy. If the opponent's head is struck, it may induce confusion. Alternatively, the user stomps heavily on the ground and causes a sloped mound to rise from the arena floor, to a height of about two metres, before using it to perform the tackle. This version of Rock Climb also deals significant damage but costs heavy energy and cannot induce confusion. It can only be used in arenas with pliable surfaces such as Rock fields and Lawn arenas. Tougher surfaces might cause the attack to use more energy. Once the attack is over, the terrain will return to its previous state.

Pay Day (NO) -- The user creates coins that fly at the opponent to deal a good hit, similar to Swift, yet the coins remain in the arena and can be used for other things later in the battle.

Site Update Imminent!

EDIT: *dumps more onto the pile*

Acrobatics (FL) -- The user uses a burst of energy to rush at a high speed, darting back and forth over them and striking it with each pass by raking it with claws, talons or beak. This attack deals solid damage for solid energy. If the target has an attatched item and the user does not, this move deals considerable damage.

Aerial Ace (FL) --The user runs towards its foe, gaining speed as it surrounds itself with Flying energy. Right before hitting its foe, it makes a quick, unpredictable move around the side of the foe, dealing a good hit. Though difficult to dodge, it does not always hit, and can be interrupted mid-charge or countered. Due to the fast and acrobatic nature of the attack, Pokémon that can fly will be able to execute this faster than normal, making it harder to dodge.

Gunk Shot (PO) -- The user hurls a large amount of poisonous slime at the opponent, dealing a major amount of damage and potentially poisoning the opponent.

Extrasensory (PS) -- The user shoots out a beam of golden psychic energy which deals considerable damage, but also attacks one of their senses at random, which can startle, irritate or confuse the victim.

Poison Jab (PO) -- The user jams its horn or claws into the opponent for considerable damage. This move has a 35% chance of poisoning the foe.

Fissure (GD) -- The user focusses for a few moments before hitting the ground so hard that it splits in a practically straight line, starting from right in front of the user and going straight out for several metres, depending on the mass and skill of the user and the arena and splitting further on unstable or soft ground. The width and depth of the crevasse is similarly determined, splitting as much as a metre at most. Ground type pokémon are the most proficient with Fissure. Most pokémon will easily escape from a Fissure. Due to the sudden and dramatic effects of this attack, pokémon which fall in to the fissure can take up to major damage depending on the size of the crevasse. The amount of energy used is dependent on the size of the crevasse but will be considerable at a minimum. Fissure cannot be used directly on a target pokémon like Earthquake. In the ASB, this attack is not a 'one hit KO' move.

Heavy Slam (ST) --The user surrounds its body with Steel energy, ramming into the foe. The lighter the target is in comparison with the user, the more damage is done. Generally, it will deal solid damage, but it can deal major damage if there is a great contrast or moderate damage if there is only a slight difference in weight. This move uses solid energy.

Gyro Ball (ST) --The user charges orbs of Steel energy into its extremities before spinning extremely quickly, flying towards the foe and grinding into them. Because this move works primarily on centripidal force, heavier, slower Pokémon will deal higher damage, up to major damage, where faster, lighter Pokémon will deal good damage, dealing significant damage on average, with energy use proportional to the damage. The steel orbs' solid nature allows it to break through some energy-based attacks with greater ease and still retain its power.

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.

Volt Tackle (EL) -- The user surrounds itself with a ball of volatile Electrical energy, charging at the foe at a high speed and delivering a hard tackle, dealing heavy damage for heavy energy.

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.

Jump Kick (FT) -- The user jumps into the air in front of the target, thrusting their knee forward to hit the upper regions of the foe's body, dealing significant damage. If it misses, the momentum of the kick can flip the user partially, resulting in a poor, unbalanced landing or not on its feet at all, thus taking some damage.

Magnet Bomb (ST) -- The user shoots a ball of steel energy at the opponent, dealing solid damage for a solid amount of energy. The energy ball has a charge which attracts it to the target, causing it to follow the target until the attack hits.

Incinerate (FI) -- The user fires a burst of flames, hitting the foe for moderate damage and using solid energy. This attack is naturally wide-spread, allowing it to burn a large area to scorch grass or plants and clear foliage, as well as hit multiple targets at once. If the target has an attached item, this move has a 50% chance to negate its effect for the remainder of the match. Mega Stones are not affected by this move.

Charge Beam (EL) -- The user charges a solid amount of electric energy inside, and shoots a thin beam of electricity into the target to deal decent damage. The excess build-up of energy can raise the power of future special attacks as well. This also gives the temporary effect of a weakened Charge.

Mud Shot (GD) -- The user spits out orbs of Ground energy, which burst into mud upon contact, dealing good damage. This mud is rather thick and gooey, possibly slowing down the foe if it accumulates.

Last edited by Jerichi; 09-20-2014 at 09:06 PM.
Jerichi is offline  
Old 09-21-2014, 03:11 PM   #49
Jerichi
本✚能
 
Jerichi's Avatar
 
Join Date: Mar 2007
Location: 蒸気の波の中
Posts: 14,491
Doubles Rewrites are incoming!

Round (NO) -- The user sings a sharp, echoing note which spreads as a cone of multi-coloured soundwaves in front of it, dealing good damage for good energy. If two rounds cross, both attacks will deal considerable damage. After striking a foe, the sound will immediately fade, preventing it from hitting multiple targets.
Wide Guard (XX) --The user creates a broad forcefield that protects both it and its allies. Due to the widespread nature of this attack, it excels in blocking moves that are spread in nature or effect most of the arena. This move uses energy proportional to the attacks it blocks.
Quick Guard (XX) --The user concentrates on the movements of a single foe, focusing on reacting to its opponent's actions. Right as the target begins to move, the user reacts, moving in the path of the attack and erecting a forcefield to stop the attack. The speed of the attack allows it to even intercept attacks like Extremespeed and Quick Attack. This can be used to intercept attacks aimed at allies (or friendly fire on the opponent's side) in Doubles. This move costs the energy of the attack guarded x1.25 and increases by 25% of the energy of the attack guarded with each use.
Jerichi is offline  
Old 11-16-2014, 11:20 AM   #50
Jerichi
本✚能
 
Jerichi's Avatar
 
Join Date: Mar 2007
Location: 蒸気の波の中
Posts: 14,491
Spoiler: show
Quote:
After You (NO) -- The user uses a decent amount of energy to encourage its partner in a double battle in a manner similar to Helping Hand, increasing its speed and reaction time instead of attacking power to allow it to outspeed its foes. This allows the target of this attack to get priority on its next attack or to reduce its charge time slightly.

Amnesia (PS) -- Using moderate energy, the user clears its mind, 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.

Attract (NO) -- Using light energy, the user attempts to make itself look more attractive to the opposing Pokémon. In order to be effective, both Pokémon must be of opposite genders or the opposing Pokémon must be of a compatible sexuality (as specified in the bio, if at all). Success of the move is dependent on a number of factors, including mental state and the length of the battle, with mechanics similar to Charm. However, unlike Charm and similar moves, Attract also is dependent on the physical similarity between the user and its foe. Pokémon of the same species or closely tied species (e.g. Plusle and Minun) will easily fall for the Attract, with Pokémon of similar body shapes having fairly high success and very dissimilar Pokémon being unlikely to fall for the move. Attract may be performed on or by non-breeding, gendered Pokémon (e.g. babies), though the execution will focus more on maternal/paternal attraction, rather than sexual. Genderless Pokémon can neither perform nor fall prey to this move. Once Attracted, the affected foe will be calmed considerably. Its attacks will be considerably weaker and it will hesitate to perform any actions that will harm the user. Once the affected foe is struck by an attack from the user, the illusion will break and the Attraction will end. Subsequent uses will be ineffective.

Autotomize (ST) -- The user grinds down large, excessive parts of its body, making itself 10% lighter, using moderate energy to do so. This newfound lightness makes it more agile and somewhat faster.

Belly Drum (NO) -- Using mild initial energy, the user slams its fists into its belly, mentally psyching itself up for battle. The user reaches a sort of battle frenzy, totally ignoring all defense in favor of crushing the opponent with highly-buffed attacks. This is the strongest attack buff in the game, but the user cannot even attempt to dodge or reduce damage from enemy attacks. Also, the user will consume energy at a more rapid pace due to the frenzy, and is more likely to miss with its physical blows.

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.

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 Pokemon 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.

Captivate (NO) -- Using mild energy, the user appeals to an opposite sex Pokémon, trying to be as alluring as possible, to convince the target that they would do better in close combat, reducing the targets enthusiasm, and thus, effectiveness in special attacks. This lasts until the user attacks the target.

Celebrate (XX) -- Using ligth energy, the user celebrates a positive event, increasing their enthusiasm and possibly lessening the effects of anger-related moves, as well as increasing the power of their next move.

Charm (FA) -- Using mild energy, the user makes itself look meek and vulnerable, attempting to look as cute and helpless as possible. The success of this move is dependent on a number of factors, including the cuteness of the user, the aggressiveness and mental state of the foe and the overall course of the battle. If successful, it will cause the foe to be hesitant to attack and reduce its Attack drastically until struck with an offensive move.

Clamp (WA) -- The user grabs the target with its jaws or shell, squeezing tightly. 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.

Confide (XX) - Using mild energy, the user communicates a frightening, embarrassing or enraging secret to the foe, causing them to become distracted and lose their concentration, lowering their Special Attack temporarily. If the target has already had a couple of focus or mental boosts, this attack is less likely to work. Confide, like Fake Tears, may also make the opponent reconsider attacking. The victim's mental state and the current battle must be taken into account, and repeat uses are highly unlikely to interrupt.

Crush Grip (XX) -- The user wraps its arms around the target and squeezes powerfully, using significant energy to hold them. Most of the damage done is due to the target attempting to struggle free, so fresher targets will take more damage, up to a massive amount, while more exhausted targets will take as low as moderate damage before being let go.

Defense Curl (NO) -- Using light energy, the user curls up into a defensive position, causing physical blows to deal slightly reduced damage.

Destiny Bond (GH) -- Using considerable energy, the user attempts to seal the target's fate by making sure that if it faints this round, the opponent will also faint too. Trainers who are supposed to go second may instead choose to go first if using this move, however trainers supposed to go first must do so. It has a 70% chance of working if the trainer goes first and the user is knocked out that round. If the trainer goes second, it's only a 25% chance. Destiny Bond must be used as a single move, never in a combo. Each Pokémon may use this technique only once per battle. Those base percentages are changed considerably against fresh Pokémon, as their attack could come in before the user can concentrate on the Destiny Bond.

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.

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.

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.

Feather Dance (FL) -- The user performs an intricate dance, using decent energy in an attempt to calm the victim, lowering its attack power if successful.

Focus Energy (NO) -- Using decent energy, the user concentrates on the battle, and attempts to shed any sort of mind-altering effects (charm, berserk, etc.). If the user has no current negative effects, its senses are heightened, and accuracy, attack, and evade increases. With multiple uses of this move, the benefits decrease greatly.

Follow Me (NO) -- Using good energy, the user taunts the opponent(s), putting them in a (non-curse) Taunt-like state, coaxing them to attack the user instead of anything else. This will stop moves targeted at the target's partner and cause them to use any extended moves in a focused form, targeted at the user. Success rate is akin to Taunt, in that the victim's mental state and the current battle must be taken into account.

Forest's Curse (GR) - The user uses solid energy to tap into the power of nature, placing a strange curse on a Pokémon. For the next few rounds, the target will take less damage from Grass, Ground, Water and Electric attacks, but will be vulnerable to Bug, Fire, Ice, Flying and Poison attacks.

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.

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.

Growl (XX) -- Using mild energy, the user growls loudly at the target, scaring it slightly and possibly interrupting its action. Growl also has a 30% chance to slightly lower the foe's physical attack stat for a few round. If there is some reason that the opponent wouldn't be scared (size difference, bio, etc.), Growl will fail.

Heart Swap (PS) -- Using considerable energy, the user focuses on empathizing with the opponent, developing a great understanding of the opponent's being and mindset. This allows the user to experience and exchange all changes to the opponent's stats and forces the opponent to feel as the user feels.

Helping Hand (NO) -- Using moderate energy, the user encourages the target(s), which increases their confidence, which in turn increases their attack/special attack power.

Howl (NO) -- Using light energy, the user howls, increasing their confidence in battle. which in turn increases their attack/special attack power, and can also boost the confidence of their partner(s). Also, the Howl can intimidate foe(s) much like Scary Face, with the same rules.

Hypnosis (PS) -- Using good energy, the user carefully focuses and releases slow-moving, hypnotic waves that can either put the opponent to sleep or implant false visions in their mind (Trainer's choice), which can be somewhat distracting to the foe. In order for the visions to work or the victim to fall asleep, eye contact is absolutely necessary. A lack of eye contact can result in the attack leaving the victim drowsy or confused.

Icy Wind (IC) -- The user sends a freezing gust of wind at the opponent (origin of attack follows the same rules as Blizzard), dealing good damage and causing them to become chilled. This attack is capable of blowing around lighter objects and Pokémon. It is a weak version of Blizzard, as it doesn't contain the snow, ice and freezing rain of its more powerful counterpart.

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.

Lock-On (NO) -- Using solid energy, the user focuses totally on its opponent, following its every movement. This will greatly increase the accuracy of most attacks, although attacks which take longer to set up or aim (Fissure and Guillotine, among others) will only be given a slight boost in accuracy. Lock-On lasts for 1-2 rounds. While in use, the user moves much slower than normal, both in physical movement and attack charge time, as it uses a lot of concentration on its opponent´s whereabouts.

Lovely Kiss (NO) -- Using decent energy, the user kisses the target or sends a few heart shaped pieces of energy, which lulls the opponent into a drowsy daze, possibly putting them to sleep.

Mat Block (FT) -- The user pulls up a chunk of the ground, using it to protect it and any nearby allies from a single move. The effectiveness and energy use depends on the type of terrain the user is standing on; soft, loamy ground will not create an effective shield but only use a moderate amount of energy, while hard, rocky ground or metallic ground will defend against a wide array of attacks but use up to a heavy amount of energy.

Meditate (PS) -- Using decent energy, the user concentrates and focuses its energy more effectively, boosting its attack power. This focused state makes the user is less prone to be controlled by telepathy or any attacks which effect the mind and can help to clear any negative mental states.

Mimic (NO) -- Using good energy, the user copies the technique that the target last used (barring signature moves), and now has the ability to use that attack for the rest of the battle, though not always at normal power, if at all. If the attack is, say, a water technique, and the Mimicer is a fire type, it won´t work. This technique does not perform the attack itself, the additional order must be given for the attack to be used. After the battle, the user forgets the attack.

Mind Reader (NO) -- Using solid energy, the user reads the mind of its opponent, following its every movement. This will greatly increase the accuracy of most attacks, although attacks which take longer to set up or aim (Fissure and Guillotine, among others) will only be given a slight boost in accuracy. Mind Reader lasts for 1-2 rounds. While in use, the user moves much slower than normal, both in physical movement and attack charge time, as it uses a lot of concentration on its opponent´s whereabouts. Also, similar to Detect, this move can see through DT clones, due to the increased focus.

Mud Sport (GD) -- Using mild energy, the user tries to kick up a lot of mud or dirt in an attempt to weaken the accuracy and ability of all Pokémon to use or take damage from electric attacks.

Nightmare (GH) -- Using decent energy, the user causes its sleeping opponent to have a nightmare, which forces them to lose on average good energy every round, and can leave the victim scared, disoriented, and possibly confused when they awaken. Nightmare does not wake the opponent from sleep itself, it occurs on its own just as it would awaken from normal sleep. Nightmare's effects continue on in the next round if the user does not awaken. This Nightmare taints the targets thoughts, and any attempt to leech their thoughts may be damaging to the leecher.

Noble Roar (XX) -- Using mild energy, the user lets out throaty, noble roar, attempting to intimidate the foe to discourage them from attacking, slightly lowering both their Attack and Special Attack. This move will only work if the foe would be reasonably intimidated by the user. The debuff fades like a normal boost.

Odor Sleuth (NO) -- Using moderate energy, the user attempts to sniff out where its opponent is. This will allow the user to find the real target through Double Team and other deceptive moves, or track its target through an area it can't see.

Perish Song (NO) -- The user sings a haunting song, during which the course of the battle will certainly be affected. The move must be used for 3 full rounds in order to be complete, with the user singing the entire time, using a considerable amount of energy for each round the user continues to sing. During this time, the victim(s) are slowly incapacitated. Sleeping Pokémon will automatically be woken up by the melody. Black lightning crackles through its victims during the process of the attack, as long as it is successful. During the first full round of Perish Song, there is a 50% chance of each victim breaking free and being able to attack. During the second full round, there is a 30% chance, and the third round holds a 20% chance of each victim breaking free. These percentages are modified by energy and level as usual, at the referee´s discretion. Once the user of Perish Song loses concentration, the move fails, though even if the foe breaks out of the grip of the attack, it can still continue. If the user sings for the full 3 rounds, the affected Pokémon and the user faint. The Pokémon who would be deemed affected by this attack must be able to hear the attack clearly and be close to the user (within a normal battling distance).

Play Nice (XX) -- Using mild energy, the user acts playfully, attempting to dissuade their foe from battle. If successful, the foe will become friendlier and calmer, lowering its Attack. The victim's mental state and the current battle must be taken into account.

Poison Gas (PO) -- Using decent energy, the user spits a cloud of weak, light, poisonous gas. This gas will probably poison anything that breathes it in, and Pokémon that attempt to attack while breathing it will use more energy than normal due to the fact that they´re getting insufficient oxygen. This attack is not flammable.

Poison Powder (PO) -- Using moderate energy, the user releases a cloud of poisonous dust that poisons when inhaled. If the powder stays on the opponent´s skin for too long, there´s a slight chance of the user becoming poisoned from it.

Power Trick (PS) -- The user consumes a high amount of energy to place a psychic barrier in its mind, redirecting the energies in its body that correspond to attacking and being attacked. As a result, Pokémon which tend to have better defenses will expend more energy in physical attacks and do more damage as a result while their physical ability to receive blows drops by the same amount, and vice versa for Pokémon with a higher ability to attack.

Quash (DK) -- The user holds down, distracts, overpowers or forces down the foe in order to delay their attack as long as possible. It may also be used to attempt to prevent a move from being executed, at the risk of taking damage from potential backfire or interference. Energy use and effectiveness is dependent on the strength of the user and the target as well as levels of exhaustion, with a fresh, large user holding down a tired, weaker target requiring only a mild amount of energy and the opposite requiring a potential severe amount.

Rage Powder (GR) -- Using decent energy, the user releases a powder that angers the foe, causing them to believe that the user is the biggest threat. The target will focus solely on the user for the remainder of the round, directing all attacks towards it.

Roar (NO) -- Using mild energy, the user roars loudly, scaring most opponents (unless they have no reason to fear a roar from the user, such as a large size advantage) and distracting them from the battle.

Rock Polish (RK) -- Using good energy, he user grinds any and every particularly pointy and un-aerodynamic part of its body into the ground, smoothing itself and decreasing wind resistance to its movements. However, the user is then able to move with less resistance, thus using less energy to move from place to place via any means (apart from teleportation). The effects only last until the end of the battle.

Safeguard (NO) -- Using solid energy, the user creates a dome of pure white energy around it, which absorbs any attack, prevents noise or wind from hitting it, and prevents visual attacks such as Flash, Taunt and the like. Unlike Protect, Safeguard is usually set up right before the attack would make contact, but Safeguard can be expanded to whatever size the user wishes, protecting allies at a quick increase in energy cost depending on the distance covered. As the aura starts within the body, all Pokémon which the user does not want in the Safeguard will be pushed away as if being hit by a moving wall.

Sand Attack (GD) -- Using light energy, the user kicks up sand or grit into the target's face, making it harder for them to see and so reduces the target's accuracy.

Sharpen (NO) -- The user concentrates, sharpening its attack power greatly at good energy cost. It can also possibly use this to alter its physical form, but any alteration costs extreme amounts of energy. This form can only be used by the Porygon line.

Shell Smash (NO) -- The user surround itself with good energy then immediately smashes its shell with its claw, arm or by hitting it on the ground. This cracks its shell, creating a weak point and lowering its defense somewhat. The jagged portions and residual energy, however, increase the damage from its physical attacks and the energy used increases its special abilities, also making them a bit lighter when they lose a portion of their shell, increasing their speed. This attack cannot be used more than once a battle considering the extreme measures of this attack and if the shell is badly damaged, a Pokémon Centre stay of one battle may be required. Those without shells can still perform this technique, using the energy to boost their attacks, though the speed boost will be slightly less.

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.

Sleep Powder (GR) -- Using decent energy, the user releases a fine powder, which if inhaled, causes the target to go to sleep.

Smokescreen (PO) -- Using mild energy, the user exhales a light smoke that fills the arena to greatly inhibit sight. The smoke is mostly harmless, and does little other than reduce visibility to about two or three feet. Unlike Smog, it is not combustible.

Soak (WA) -- Using considerable energy, the user drenches its target in a massive amount of water, soaking them. For the next few rounds or until the target dries, they will be more vulnerable to Electricity and Grass attacks, but it acts as a buffer against Ice, Fire and Water attacks.

Sonic Boom (NO) -- Using decent energy, the user darts forward a short distance of a few inches, and in the process creates a small sonic boom, creating a loud noise and a small force that shoots forward to hit the opponent. Like a short very powerful gust of wind, it only does mild damage, rather just disrupting the target, and on smaller ones, possibly knocking them over. If the opponent is too close, the loud noise could hurt their ears. The shockwave of sound can have other effects, such as breaking glass, etc.

Stomp (XX) -- The user jumps on the opponent, smashing hard with its feet. Damage is higher if the opponent is already knocked down, and also deals more damage the heavier the user is, but on average will deal solid damage.

Strength (XX) -- The user picks up the specified target, opponent or object in arena, and smashes it to the ground or throws it at the opponent for considerable damage. This move has a lift limit of approximately 5 times the user's weight, but as low as 1 or as high as 7 depending on the body build of the user. Armless Pokémon that are incapable of lifting the target by other means will simply slam into the target to knock it over.

Stun Spore (GR) -- Using decent energy, the user releases a cloud of spores that paralyzes the opponent if inhaled. If the spore simply comes into contact with the opponent but is not breathed in, it has a 33% chance of paralyzing if it isn't shaken or washed off fairly quickly.

Sweet Kiss (FA) -- Using decent energy, the user kisses the target or sends a few heart shaped pieces of energy, which confuses the victim.

Sweet Scent (NO) -- Using decent energy, the user secretes a strong scent that infatuates the target, possibly even inducing hallucinations, and overall resulting in it being slower to move away from attacks being directed at it.

Switcheroo (DK) -- The user either collects an item on the ground or offers its own item (a Cubone's bone etc.) in return for something the target is holding, using false words to convince the foe it's a good deal. Items which are particularly important to the target, such as a Marowak's bone, will be harder to take, resulting in higher energy use, but on average moderate energy will be used. Alternatively, the user uses considerable energy to exchange the effects of its attached item for the effects of another Pokémon's attached item. This only works if both Pokémon are under the effects of an attached item. Switcheroo's effects last for five rounds. Mega Stones are not affected by this move.

Tackle (XX) -- The user runs straight towards opponent and knocks into them to deal damage dependent on the situation and the size of both Pokémon, dealing moderate damage on average.

Tail Glow (BG) -- Using decent energy, the user´s tail glows, as they concentrate more on their Special Attack ability, increasing its power.

Telekinesis (PS) -- Using good energy, the user uses telekinetic abilities in a manner similar to Psychic to lift the foe into the air and throw them. Unlike Psychic, this move is a much weaker form of telekinesis, only allowing for momentary movement and to pick up objects and Pokémon smaller than themselves, regardless of their familiarity with Psychic.

Thrash (XX) -- The user flails its body around violently, bludgeoning any nearby opponent repeatedly with various appropriate limbs. Continuing to Thrash too long may cause dizziness, but as long as it lasts it is not wise to stray too close. On average this attack will deal major damage.

Tickle (XX) -- Using light energy, the user tickles the opponent, attempting to lower its attack and defense.

Trick (PS) -- The user either collects an item on the ground or offers its own item (a Cubone's bone etc.) in return for something the target is holding, using telepathy to convince the foe it's a good deal. Items which are particularly important to the target, such as a Marowak's bone, will be harder to take, resulting in higher energy use, but on average moderate energy will be used. Alternatively, the user uses considerable energy to exchange the effects of its attached item for the effects of another pokémon's attached item. This only works if both pokémon are under the effects of an attached item. Trick's effects last for five rounds. Mega Stones are not affected by this move.

Water Sport (WA) -- Using mild energy, the user shoots out water all over the place attempting to weaken fire attacks.

Whirlwind (FL) -- Using decent energy, the user flaps its wings or blows hard to generate powerful winds, used to blow opponents around the arena. The wind can blow most opponents across the arena, provided they are about the same size and weight or less than the user. Most damage caused with this move is from collision damage as the user is being blown into pillars/walls, and it is rare for the collisions to cause more than moderate total damage to the target.

Wide Guard (XX) -- Using good energy, the user extends itself to protect a wide space, guarding their allies against attacks by intercepting attacks that cover a wide area. It is somewhat vulnerable to concentrated blows and will fail to defend against moves that target only one Pokémon.

Withdraw (WA) -- Using light energy, the user retracts into its shell to hide from an attack, taking the hit on its shell where in most cases it will do less damage.

Worry Seed (GR) -- Using decent energy, the user produces a small seed of energy and shoots it into the cranium of the target, which sprouts, wrapping and constricting the sleep center of the brain. For the rest of the match, the target will not be able to sleep under any circumstance.

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.

Wring Out (XX) -- The user wraps an appendage around the target and squeezes powerfully, using good energy to hold them. Most of the damage done is due to the target attempting to struggle free, so fresher targets will take more damage, up to a considerable amount, while more exhausted targets will take as low as moderate damage before being let go.

Yawn (NO) -- Using moderate energy, the user yawns, creating a few pink bubbles which drift towards the foe, popping and causing them to become drowsy.


Psywave (PS) -- The user emits powerful waves of mental energy in the direction of the target that take the form of a number of rings, about the size of the user and then becoming progressively smaller. The number of rings generated varies randomly between 3 and 7, though if the user is concentrating on the attack hard, it will often generate a number of rings in the larger end. Each ring generated does light damage for light energy, and will cause some mental disorientation and pain to the average target, with a higher chance the more rings are generated.

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, it's 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.

Rage Powder (GR) -- The user releases a powder that angers the foe upon ingestion using good energy, putting them into a (non-curse) Taunt-like state and causing them to believe that the user is the biggest threat. The target will focus solely on the user for the remainder of the round, directing all attacks towards it. This will stop moves targeted at the target's partner and cause them to use any extended moves in a focused form, targeted at the user.

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.


Here's the errata I was sitting on. It's mostly the energy specifications Sneasel did, but there's also a few rewrites, including the new multitype moves.
Jerichi is offline  
Closed Thread

Lower Navigation
Go Back   UPNetwork > Independent Forums > PASBL > Announcement Forum


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:19 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2017, vBulletin Solutions, Inc.