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Old 11-16-2014, 01:52 PM   #51
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All hail Jeri!
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Old 11-16-2014, 01:53 PM   #52
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Celebrate Jeri's skills! But do not use the move Celebrate to do so because it costs ligth energy!
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Old 11-17-2014, 05:11 PM   #53
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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 high 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, nor are Dark Pokémon immune to its effects. This attack uses high energy.

Self-Destruct (NO) -- The user glows with extreme energy and releases the energy in a hasty, self-endangering explosion that extends 4 meters from the center. If it is near to the target it inflicts extreme damage, dealing slightly less damage to any Pokémon not in the blast's epicenter. Due to the hastiness of this attack, it is a fast attack, but also deals a great deal of recoil to the user, close to extreme, non-resisted damage. While not as destructive as Explosion, it does have some significant ability to cause collateral damage.

Explosion (NO) -- The user sacrifices a substantial amount and energy to cause an explosion centralized at the user itself. The amount of damage dealt is directly proportional to the amount of energy used for the attack, though it lessens somewhat on the fringes of the explosion, being between four and ten meters from the center, based on the power. It usually consumes about half of the total energy the Pokémon can contain, and deals damage to both itself and anything nearby. The charge time is proportional to the energy used, with Pokémon with under a Hyper Beam taking slightly more time than Self-Destruct, to those at half energy taking a number of seconds. Since Explosion involves a much higher concentration of energy, it is extremely dangerous to the user, nearly always fainting the user unless they are quite fresh, in which case they may still stay standing. Explosion will also cause more damage to the arena the more energy used, typically leaving a significant crater at the explosion site and causing high collateral damage.

Parabolic Charge (EL) - The user releases a burst of electrical energy, creating an electrical link between it and its foe that drains a heavy 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. The user may also use this to drain from two or more Pokémon at once, though energy draining will be divided equally between them, and they will also be able to choose who to drain from. 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.

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

Smack Down (RK) --The user gathers a solid orb of Rock energy, firing at its foe. This attack is very forceful, dealing decent damage, and can is likely to push the foe over. If the Pokémon is airborne, it has a good chance of knocking the foe out of the air, especially if the wings are targeted. The force of the attack is also likely to knock Pokémon who naturally levitate from the air. Pokémon knocked from the air by this attack will likely strain to regain height again for about a round, although their overall flying or levitating ability (i.e. speed, deftness, etc.) will not be affected. If a Pokémon is hit by Smack Down again, it will adapt to prevent being hit in a vulnerable place, and though it may lose height, it will not be forced to stay near the ground for a round.

Last edited by Jerichi; 11-18-2014 at 06:29 PM.
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Old 11-19-2014, 02:37 AM   #54
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Let's play defensively!

Psycho Shift (PS) -- The user consumes a good amount of energy to isolate the part of its brain that is affected by a mental status (Confusion, attraction, rage etc.) or a curse and transplants it to the same area of their opponents mind, causing the opponent to adopt the user's state. When used during confusion, this attack has at least an 85% chance of success, despite the level of confusion. This attack has no effect on physical conditions, like poison, paralysis, burn, or freeze.

Magic Coat (PS) --Using a good amount of energy, the user glows like Mirror Coat, and prevents any part of an attack which would paralyze (like Thunderwave, not like Body Slam), poison, confuse or burn and attempts to send it back at the opponent. The move will not work against direct contact moves such as Dynamicpunch. The user will still take damage from the attack itself, just not take the status effect. This move is rather quick to set up, typically beating out most other moves, and will generally linger until a move has struck the user.

Role Play (PS) -- The user consumes solid energy to attempt to mimic something unique about the opposing Pokémon. If it wants, it could attempt to levitate or use a Harden-esque technique to become more defensive like Aggron. Generally, if the target Pokémon has some sort of alteration to a particular type of move or moves using a particular body part, they will gain a slightly less potent version of that boost. Role Play´s ability should be moderate, and shouldn´t give the user amazing abilities.

Skill Swap (PS) -- The user consumes a solid amount of psychic energy to perform a sort of double Role Play, not only using Role Play on itself, but making the opponent have a characteristic of the user. The characteristic given to the victim is not chosen by the user.

Heart Stamp (PS) --The user charms its opponent, trying to distract them with their cuteness in an attempt to get close. The user then charges Psychic energy in a limb, smacking them for good damage. The rather deceptive nature of this move makes it relatively surprising, giving it a 30% chance to cause a flinch. Even if the coquetting fails, the attack still can be performed successfully.

Gravity (PS) -- The user channels a heavy amount of psychic energy to pull all flying/levitating Pokémon to the ground and making it impossible for any Pokémon to fly or levitate higher than about a foot for five rounds. Jumping is possible while Gravity is in effect, however, jumps will not achieve much height. Climbing or scaling vertical surfaces will also be hindered for the duration of the move.

Guard Swap (PS) -- The user expends significant energy to create a mental link between itself and a target, allowing them to cast a strange Psychic energy over both of them. This energy causes the user and its target to go into a Role Play-like state, swapping any defensive boosts from Species Characteristics or boosts/drops for 5 rounds.

Power Swap (PS) -- The user expends significant energy to create a mental link between itself and a target, allowing them to cast a strange Psychic energy over both of them. This energy causes the user and its target to go into a Role Play-like state, swapping any offensive boosts from Species Characteristics or boosts/drops for 5 rounds.

Wonder Room (PS) -- The user expends significant energy to create a strange, mystical space around the arena, causing all Pokémon to feel as if their defenses have been altered, swapping their defense and special defense for five rounds.

Teleport (PS) -- The user concentrates, and then disappears in a quick white flash and reappears in a similar flash at a location, to be determined by the referee, unless the trainer has directed a location to teleport to, in which case the user will teleport there. This attack uses a good amount of energy. The user can only teleport to a place which it has recently seen or detected.

Ally Switch (PS) -- Using good energy, the user uses its intense Psychic abilities to literally swap places with a partner, teleporting in their place and putting them where they just were. Because this requires a consensual mental connection, only partners can swap places with the user.

Stored Power (PS) -- The user focuses momentarily, drawing strength using solid energy from the active changes in statistics it has undergone during the course of the battle, regardless of the statistic changed. It then sends forth a burst of Psychic energy which hits the foe. This attack with no boosts or drops deals solid damage, but with any boosts or drops, it deals high damage and resets the user to have no boosts. Boosts to Special Attack do stack with this move, but the boosts will be treated as if they were stacked normally, meaning the power of the boost will be diminished for this attack.

Imprison (PS) -- The user consumes significant energy to prevent one opponent from reusing a move it's used in the last few rounds. The user must be able to use this move in order to Imprison it. Imprison can only happen if the attack is one which deals with energy (has some sort of glow). For example, a Squirtle's Body Slam can't be Imprisoned, but Skull Bash can be, due to the normal energy used in the attack. If the attack which is attempted to Imprison is of the victim's type, the energy required to use Imprison rises significantly, and the attack takes much longer to do.

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

Meditate (PS) -- The user concentrates and focuses its energy more effectively, boosting its attack power using decent energy. 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.

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

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

Nasty Plot (NO) -- The user expends a decent amount of energy and channels wicked thoughts in order to sharply improve its special attack powers.

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

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

Attack Order (BG) -- The user shoots a barrage of solid buzzing projectiles of bug energy into the target, dealing significant damage. The attack has a slight chance of leaving behind a sensitive spot that functions similarly to the mark left by Crush Claw.

Defend Order (BG) -- At a solid energy cost, the user surrounds itself with 10 spheres of bug energy. When hit with an attack, these spheres reduce the attack's impact by a light amount. Once a sphere has served to decrease the effects of an attack, it disappears.

Heal Order (BG) -- At a major energy cost, the user creates a number of spheres of Bug energy and then consumes them to restore an extreme amount of health and any phyiscal status conditions. At ref's discretion, this move will heal minor wounds such as cuts and bruises. This move counts as a Pokémon's one 'healing move' per match.

Quash (DK) -- Using good energy, the user surrounds an appendage or limb(s) with a great deal of Dark energy, extending the energy to twice the length of their body. They then use these extended limbs to attempt to squash the foe and surpress their actions, attempting to delay their moves or movement as long as possible or prevent it from being executed at all.

Twister (FL or DG) -- The user either flaps its wings or spins very fast, creating winds that develop quickly into a tight but high cyclone and travels across the arena. The damage from it is generally significant, dealing more if the opponent is airborne when hit. The cyclone can, of course, pick up water and deal added damage that way, referee's discretion. An alternative, Dragon-energy based version of this move may be used, which can either be issued as a spiral of energy from the mouth or generated by flapping as normal.

Morning Sun (NO) -- 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 Poké's one 'healing move' per match.

Last edited by Jerichi; 11-21-2014 at 12:18 AM.
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Old 11-19-2014, 03:53 PM   #55
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Imprison should probably suffer increased energy on repeated uses (a la Protect). Other than that it all looks good to me.
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Old 11-20-2014, 11:20 PM   #56
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King's Shield (ST) - The user arms itself with its shield, expending a significant amount of energy to protect against incoming attacks. This mode can be held as long as ordered, but will expend significant energy for every subsequent move held longer than two attacks' worth. Any enemy that comes into contact with Aegislash while King's Shield is active while using an attack will suffer 25% recoil damage from the attack used, and have their physical strength reduced for the following round from the jarring impact of crashing against the shield. King's Shield will not protect against non-damaging techniques. The increase in energy is shared with Protect and Spiky Shield.

Mud Sport (XX or GD) -- The user tries to kick up a lot of mud or dirt or issues it from their body using Ground energy in an attempt to weaken the accuracy and ability of all Pokémon to use or take damage from electric attacks. This technique uses moderate energy.

Growth (NO) -- Using decent energy, the user draws energy from light in the arena or other ambient energy, boosting their special attack and attack, as well as making their moves charge slightly faster. In strong sunlight or similar circumstances, its potency is doubled.

Flower Shield (FA) - Using solid energy, the user releases a burst of magical energy, creating a flowery shield around all Grass-type Pokémon which raises their Defense. Any Grass type Pokémon that enter battle will gain a boost in Defense. This boost fades like any normal boost.

Last edited by Jerichi; 11-21-2014 at 12:56 AM.
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Old 11-26-2014, 07:55 PM   #57
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The reflective property of the screens got written out somehow. Let's fix that.

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

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

Brick Break (FT) -- An even more focused form of Rock Smash, the user concentrates their energy into their hand or other part and hits the opponent with an open-hand chop, which deals solid damage, but even more so on breakable objects such as panes due to the increase in power thanks to the follow-through. Like Rock Smash, slightly harder Pokémon will take somewhat harder damage. Brick Break is also able to more easily shatter screens (both the pane and cubic variations), dealing significant damage to the Pokémon behind the screen.

Last edited by Jerichi; 11-26-2014 at 08:32 PM.
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Old 11-27-2014, 02:26 AM   #58
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I took it out because it was detrimental but ok then.
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Old 12-09-2014, 12:09 PM   #59
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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 the user's one 'healing move' per match.

Uproar (NO) -- The user lets out a very loud scream which travels as a series of blue rings. It deals a solid amount of damage for a focused hit, and like other sound attacks can be focused or spread out to cover a wide area in front of the user. This extremely loud noise will awaken any Pokémon in the arena (including the user, if it is used via Sleep Talk) and prevent sleep for approximately a round afterwards.

Ice Ball (IC) -- The user shoots a small ball of ice at the opponent, which hits for minor damage. If Ice Ball is used consecutively, the size and power of the ball doubles each time, upon the 5th use reaching the size of a Snorlax and becoming incredibly resilient to damage. Energy use is equivalent to damage dealt and is capped at extreme damage. If Ice Ball is used for a 6th consecutive time, its size and power reverts to that of the first use.
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Old 12-16-2014, 07:50 PM   #60
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Sacred Fire (FI) -- The user surrounds itself in rosy-gold flames, either launching them at the foe in a stream of fire or charging the foe for a physical hit, both dealing heavy damage. It has a 50% chance of inflicting a burn.

There's no reason I'm changing this move. No reason at all!

Pluck (FL) ---The user charges its beak, teeth or talons with Flying energy and stabs at the foe, dealing good damage. If the user has an attached badge or token, it has a 20% chance of taking the effects from the target and granting them to the user for three rounds. Mega Stones are immune to these effects.
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Last edited by Jerichi; 01-01-2015 at 05:19 PM.
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Old 01-02-2015, 06:47 PM   #61
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Shadow Ball (GH) -- The user charges up and fires a ball of significant Ghost energy at the opponent. Upon striking the foe, the ball bursts, letting out a ghostly wind that deals significant damage to those around it. This move has a 10% chance to slightly lower the foe's special defense stat for a few rounds.

Reversal (FT) -- The user waits for its foe to use a damaging move, charging Fighting energy in its limb. As the foe begins to execute the move, the user quickly approaches and uses its weight and the energy charged to turn the move around on the user, reversing its energy and any momentum to deal damage equal to that of the damage done by the move. The success of this move is dependant on a wide variety of factors, including exhaustion, overall energy, size of the user and foe, etc., the most important of which being the Reversed move's power. Higher-damage moves like Focus Punch are very difficult to counter, while moves like Pound will be countered every time. Some moves, particularly wind-, electricity- or other similarly pure-energy moves may not be Reversable at all, while compact energy forms, such as Energy Ball, may be counterable if used close enough or in the right context. Energy use is at least that of the move Reversed, though often it will be more than that, potentially being x1.5 the move's power if the Reversal was particularly stressful.


Spoiler: show
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 defense stat for a few rounds.
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.
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Old 01-10-2015, 11:36 PM   #62
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A few more... not done yet!

Zen Headbutt (PS) -- The user clears its mind of all emotions before charging psychic energy into its head. The user then lowers his head and charges into the target, releasing the psychic energy into the cranium of the target, which has a chance of making the target flinch while doing solid damage. The mind-clearing aspect of this move can help clear confusion and other mentally-affecting afflictions.
Water Sport (WA) -- The user shoots out water all over the place attempting to weaken fire attacks using moderate energy. Fire moves used for the next 5 rounds will be 20% less effective.
Mud Sport (GD) -- The user tries to kick up a lot of mud or dirt using moderate energy in an attempt to weaken the ability of all Pokémon to use electric attacks. Electric attacks used for the next 5 rounds will be 20% less effective.
Needle Arm (GR) -- The users arm or other appendage glows with energy, as the user smacks it into the opponent for good damage. It has a 30% chance of causing a flinch.
Signal Beam (BG) -- The user shoots out a beam of bug energy which looks like Psybeam and does solid damage. It has a 10% chance of causing confusion.
Sheer Cold (IC) -- The user shoots out a very concentrated, very narrow blast of wind which may render a limb or section of the victim´s body numb on contact. This move generally deals extreme damage and is quite exhausting for the user.


Spoiler: show
Sheer Cold (IC) -- The user shoots out a very concentrated, very narrow blast of wind which attempts to deal extreme damage, and might render a limb or section of the victim´s body numb. If the victim is hit in a vulnerable area, the move might deal extreme damage.
Needle Arm (GR) -- The users arm or other appendage glows with energy, as the user smacks it into the opponent for good damage.
Signal Beam (BG) -- The user shoots out a beam of bug energy which looks like Psybeam and does solid damage.
Water Sport (WA) -- The user shoots out water all over the place attempting to weaken fire attacks.
Mud Sport (GD) -- 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.

Zen Headbutt (PS) -- The user clears its mind of all emotions before charging psychic energy into its head. The user then lowers his head and charges into the target, releasing the psychic energy into the cranium of the target, which has a chance of making the target flinch while doing good damage.

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Old 01-11-2015, 06:03 PM   #63
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Site updated thanks to Sneasel! Everything in this thread is considered cleared!
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Old 02-16-2015, 12:37 AM   #64
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Heat Wave (FI) -- The user spends heavy energy to generate a large blast of superheated air mixed with tiny flames towards its opponent(s). Depending on the Pokémon, this can be either used as a blast of superheated air, pure energy without the force of wind, or can be generated with the user's wings, adding the force of wind. Most winged Pokémon will opt for the latter, but Pokémon capable of other Fire attacks may use either form. Damage done is in between Flamethrower and Fire Blast (heavy damage), but there isn't nearly as much of a chance for burning than either of those moves.

Spoiler: show
Heat Wave (FI) -- The user spends a lot of fire energy to shoot out a large blast of superheated air mixed with tiny flames towards its opponent(s). Damage done is in between Flamethrower and Fire Blast (heavy damage), but there isn't nearly as much of a chance for burning than either of those moves.
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Old 02-17-2015, 05:54 PM   #65
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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. Once awake, they will also gain a resistance to exhaustion for 3 rounds. 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.
Headbutt (XX) -- The user lowers its head and charges at the target, hitting it hard. Damage varies depending on the size of the Pokémon, but most will deal solid damage. Since it tends to target the gut or other areas, it may wind the opponent or distract them from a move.
Roost (XX) -- The user settles on to a perch and relaxes its wings, focussing and restoring an major amount of health at the cost of major energy. Despite the energy use, this technique is fairly restful, refreshing them somewhat, akin to a weaker version of Wish's initial effect. This move counts as a Pokémon's one 'healing move' per match. Alternatively, Flying Pokémon may use Roost to restore major energy instead of health, being refreshed with the full potency of Wish's initial effect. This version does not count as the one healing move per match.


Spoiler: show
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.

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 Poké's one 'healing move' per match.

Headbutt (XX) -- The user lowers its head and charges at the target, hitting it hard. Damage varies depending on the size of the Pokémon, but most will deal solid damage.
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Old 02-20-2015, 11:11 AM   #66
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Lots of fun stuff.

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 or until the Pokémon switches out. If used by a Pokémon other than a member of the Porygon line, it will work similar to Reflect Type, with resisted attacks being weakned and super effective attacks made stronger, but without their type changing.

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 or until the Pokémon switches out. If used by a Pokémon other than a member of the Porygon line, it will work similar to Reflect Type, with resisted attacks being weakned and super effective attacks made stronger, but without their type changing.

Waterfall (WA) -- The user twirls rapidly, creating a spiral of water that they direct towards the foe. The user may then either ride this arc to deal a physical tackle for heavy damage or send only the water portion, dealing slightly less damage. A land-based version of this move may be used for significant damage and significant energy with the user generating their own water similar to Aqua Jet to deliver a water-fueled tackle.

Mystical Fire (FI) - The user exhales a magical, dancing flame, scalding the foe for solid damage and using solid energy. Due to the mysterious nature of the fire, it lowers the foe's Special abilities.

Struggle Bug (BG) --The user issues a pulse of Bug energy with a good deal of force behind it, similarly to a Psychic wave, dealing mild damage for mild 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. Despite its low power, the wave is just about as forceful as its Psychic equivalent.

Incinerate (FI) -- The user fires a burst of flames, hitting the foe for good 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.

Covet (NO) -- The user distracts the foe with a cloying look, approaching them. 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 Covet 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.

Snarl (DK) -- The user gives a loud bark, creating a shockwave of Dark energy that hits the foe for good damage. This bark is loud and possibly frightening in a manner similar to Roar, causing foes that might be reasonably intimidated by the user to cringe and be less willing to attack.

Night Daze (DK) --The user gathers 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. This move may cause the target to be somewhat disoriented, breaking their concentration and making it difficult to retaliate for a short time.

Vice Grip (XX) -- The user clamps an appendage, usually a claw, fangs or shell, down hard on the opponent, delivering good, concentrated damage to a small area. Vice Grip will also allow the Pokémon to clamp down for a longer time, dealing mild damage every 20 seconds or so, as well as trapping the foe until they can struggle free, with rules similar to Bind.

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. Bite may cause sharp pains that may cause softer-skinned Pokémon to flinch.

Avalanche (Various) -- In a snowy environment, the user stomps the ground, causing a large rush of snow towards the target, hitting for significant damage. The piled snow may also trap and/or chill the foe if it accumulates. This attack may also be attempted in areas that lack snow or ice, using other similar grainy environmental features, but it will deal typeless damage and will not chill the foe. Ice type Pokémon may choose to use Avalanche by generating their own snow, dealing significant ice type damage and working as normal.

Stone Edge (RK) -- Using significant energy, the user generates roughly 10 sharp stones forming them from Rock energy, creating two rings that float around the user, before flinging them at the foe, dealing significant damage. Rock types may alternatively form the stones by compressing the earth in the arena, lowering the energy use to considerable and speeding up the move.

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. The energy projectiles will only solidify on contact with the ground, preventing them from bringing down flying or levitating foes. Rock type Pokémon will be able to summon Rock Tombs in nearly an environment, and their Rock Tombs will be larger, able to trap Pokémon just off the ground, as well make escape slightly more difficult. Rock Tomb will encompass the target from all sides and above.

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 scum. Bubble is somewhat widespread, likely to cover the area around the foe with a soapy substance that may cause them to slip. Unlike Water Gun, Bubble will struggle to break through Light Screen but will easily break through Reflect.

Bubble Beam (WA) -- The user spits a high pressure stream of watery bubbles which pop on contact, dealing significant 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 scum. The soapy bubbles from the beam are also likely to leave behind a soapy substance that may cause Pokémon to slip if angled downwards. Unlike Water Gun, Bubblebeam will struggle to break through Light Screen but will easily break through Reflect.

Fire Pledge (FI) --The user blows flames under its foes which erupt into three pillars of fire, dealing considerable damage. If used immediately before Grass Pledge, it creates a burning pillar of leaves and grass that surround the target for the next two rounds, dealing moderate damage at the end of the round.

Grass Pledge (GR) --The user sends a trio of spiraling energy-based leaves at the target which cut at the foe, dealing considerable damage. If used immediately before Water Pledge, it leaves a swamp of grass, leaves and mud which can hinder the movements of the foe.

Water Pledge (WA) --The user sends a trio of pulses of water energy towards the target, which erupt underneath them in bursts of energy, dealing considerable damage. If used immediately before Fire Pledge, it creates a spray of steam which in turn creates an awe-inspiring rainbow in the light, encouraging all active Pokémon to concentrate on their moves, slightly increasing the chance of secondary effects.

Seed Bomb (GR) -- The user shoots a barrage of explosive seeds that blow up on contact, dealing significant damage in all for significant energy.

Bulldoze (GD) -- The user stomps on the ground repeatedly, sending out multiple small shockwaves of Ground energy, dealing good damage overall. Unlike Earthquake, this attack shakes the ground violently, causing unstable structures to collapse and possibly starting rock slides, avalanches or other natural consequences. In particularly pliable arenas, Bulldoze may be able to destroy Stealth Rock and other entry hazards, at ref's discretion. It is also likely to cause the foe to trip, possibly interrupting an attack and dealing slightly more damage from the fall, though repeated uses will be less effective at tripping. The sustained nature of this attack makes it very difficult to use directly on the target and it can generally only be used on terrain.

Mirror Coat (NO) -- The user surrounds itself with a glowing multicolored aura, preparing to absorb any free energy that it comes in contact with. If the next move that hits it is a special attack (i.e. it is energy-based and can break through a Reflect), it will absorb its energy while still taking slightly 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.

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.

Waterfall (WA) -- The user must be swimming in a reasonably sized body of water for this attack to work. The user twirls rapidly, creating a spiral of water that they direct towards the foe. The user may then either ride this arc to deal a physical tackle for heavy damage or send only the water portion, dealing slightly less damage. If there is no such water source around for the Pokémon to swim in, then this attack cannot be used.

Mystical Fire (FI) - The user exhales a magical, dancing flame, scalding the foe for solid damage and using significant energy. Due to the mysterious nature of the fire, it lowers the foe's Special abilities.

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.

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.

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.

Snarl (DK) -- The user gives a loud bark, creating a shockwave of Dark energy that hits the foe for good damage. This bark is loud and possibly frightening in a manner similar to Roar, causing some foes to cringe and be less willing to attack.

Night Daze (DK) --The user gathers 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.

Vice Grip (XX) -- The user clamps an appendage, usually a claw or shell, down hard on the opponent, delivering good, concentrated damage to a small area.

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.

Avalanche (Various) -- In a snowy environment, the user stomps the ground, causing a large rush of snow towards the target, hitting for significant damage. The piled snow may also trap and/or chill the foe if it accumulates. This attack may also be attempted in areas that lack snow or ice, using other similar grainy environmental features, but it will deal typeless damage and will not chill the foe.

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.

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.

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 scum. Unlike Water Gun, Bubble will struggle to break through Light Screen but will easily break through Reflect.

Bubble Beam (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 scum. Unlike Water Gun, Bubblebeam will struggle to break through Light Screen but will easily break through Reflect.

Fire Pledge (FI) --The user blows flames under its foes which erupt into three pillars of fire, dealing considerable damage. If used immediately before Grass Pledge, it creates a burning pillar of leaves and grass that surround the target for the next two rounds, dealing moderate damage at the end of the round.

Grass Pledge (GR) --The user sends a trio of spiraling leaves at the target which cut at the foe, dealing considerable damage. If used immediately before Water Pledge, it leaves a swamp of grass, leaves and mud which can hinder the movements of the foe.

Water Pledge (WA) --The user sends a trio of pulses of pressurized water towards the target, which erupt underneath them, dealing considerable damage. If used immediately before Fire Pledge, it creates a spray of steam which in turn creates an awe-inspiring rainbow in the light, encouraging all active Pokémon to concentrate on their moves, slightly increasing the chance of secondary effects.

Seed Bomb (GR) -- The user sprays a bombardment of 10-12 large balls of grass energy (like Bullet Seeds the size of baseballs) each dealing mild damage, but the total damage can be significant.

Bulldoze (GD) --The user stomps on the ground repeatedly, sending out multiple small shockwaves of Ground energy, dealing good damage overall. Unlike Earthquake, this attack shakes the ground violently, causing unstable structures to collapse and possibly starting rock slides, avalanches or other natural consequences. In particularly pliable arenas, Bulldoze may be able to destroy Stealth Rock and other entry hazards, at ref's discretion. It is also likely to cause the foe to trip, possibly interrupting an attack and dealing slightly more damage from the fall. The sustained nature of this attack makes it very difficult to use directly on the target and it can generally only be used on terrain.

Last edited by Jerichi; 03-28-2015 at 04:16 PM.
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Old 04-08-2015, 07:52 PM   #67
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Psycho Shift (PS) -- The user employs Psychic energy to isolate the part of its brain or body that is affected by a status, both mental (Confusion, attraction, rage etc.) or physical (burn, paralysis, poison, sleep) or a curse and copies it to the same area of their opponents mind or body, causing the opponent to adopt the user's state. Curses and mental states will cost only good energy to shift, but physical statuses will cost considerable energy. If the target has no analogous area to where the status is inflicted, it will be generalized (in the case of paralysis) and somewhat weaker, or moved to the same general area of the body (e.g. upper, lower, center) for burns. When used during confusion or sleep, this attack has at least an 85% chance of success, despite the level of confusion or deepness of sleep (though this will make the foe drowsy, not put them to sleep).

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. Additionally, moves that have a secondary effect will be 5% more likely to happen during this time.

Wring Out (XX) -- The user wraps an appendage around the target and squeezes powerfully. Most of the damage done is due to the target attempting to struggle free, taking more and more damage as they continue to struggle. More tired or damaged targets will likely struggle less, taking moderate damage at the absolute minimum and causing the user to lose interest and free them, while fresher targets will struggle more, restricted for longer and taking up to heavy damage if fresh. Energy use is proportional to damage delt.

Super Fang (XX) -- The user bites down with sharp fangs, latching onto their foe and squeezing powerfully. Most of the damage done is due to the target attempting to struggle to break the user's grip, taking more and more damage as they continue to struggle. More tired or damaged targets will likely struggle less, taking moderate damage at the absolute minimum and causing the user to lose interest and free them, while fresher targets will struggle more, bitten for longer and taking up to heavy damage if fresh. Energy use is proportional to damage delt.

Crush Grip (XX) -- The user wraps its arms around the target and squeezes powerfully. Most of the damage done is due to the target attempting to struggle free, taking more and more damage as they continue to struggle. More tired or damaged targets will likely struggle less, taking moderate damage at the absolute minimum and causing the user to lose interest and free them, while fresher targets will struggle more, restricted for longer and taking up to heavy damage if fresh. Energy use is proportional to damage delt.

Spite (GH) -- The user consumes significant energy putting a curse on the opponent. After the user finishes Spiting the opponent, the victim will feel like they performed the last move they pulled off more than once. If the attack was high powered (Fire Blast, Hyper Beam), they will feel an energy drain like the last usage was instead 1.5 uses of the move. If the attack was medium powered (Thunderbolt, Flamethrower), it will seem like they used the attack twice instead of once. For low powered attacks, it will feel like they used it three times, not once. The energy drainage will be directly of the type of move last used. This move suffers diminishing returns like any draining move and will deplete other draining moves' potency.

Soak (WA) -- Using considerable energy, the user drenches its target in a deluge of water energy, 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.
Bubble Beam (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 scum. The soapy bubbles from the beam are also likely to leave behind a soapy substance that may cause Pokémon to slip if angled downwards. Unlike Water Gun, Bubble Beam will struggle to break through Light Screen but will easily break through Reflect.

Entrainment (NO) --Using good energy, the user performs a strange dance, entrancing the target. The target then begins to perform the strange dance itself while the user sends a wave of energy towards them, sending them a wave that imbues them with a selected feature of the user in a manner similar to Role Play. This works essentially as a forced Role Play with similar restrictions.

Role Play (PS) -- The user consumes solid energy to attempt to mimic something unique about the opposing Pokémon. If it wants, it could attempt to levitate or use a Harden-esque technique to become more defensive like Aggron. Generally, if the target Pokémon has some sort of alteration to a particular type of move or moves using a particular body part, they will gain a slightly less potent version of that boost. Role Play's ability should be moderate, and shouldn't give the user amazing abilities. The user of Role Play can specify the section of the SC they desire to copy.

Skill Swap (PS) -- The user consumes a significant amount of psychic energy to perform a sort of double Role Play, not only using Role Play on itself, but making the opponent have a characteristic of the user. The user may select both SC versions to give.

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

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. The scent is also very theraputic, speeding up the healing process, curing burns and poison. 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. The scent also penetrates Poké Balls of any friendly Pokémon, curing them of any status.

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 pay dearly. If the user faints this round, Ghost energy will erupt from underneath the foe, dealing extreme damage.

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

Spore (GR) -- Using decent energy, the user releases a small, very localized cloud of spores at the target. The spores are a bit denser, making them harder to clear, but are somewhat more volitile, making them flammable. When inhaled, the target falls asleep.

Magic Coat (PS) --Using a good amount of energy, the user glows like Mirror Coat, and prevents any part of an attack which would paralyze (like Thunderwave, not like Body Slam), sleep, poison, confuse or burn and attempts to send it back at the opponent. The move will not work against direct contact moves such as Dynamicpunch. The user will still take damage from the attack itself, just not take the status effect. This move is rather quick to set up, typically beating out most other moves, and will generally linger until a move has struck the user.

Dream Eater (PS) -- The user eats the victim's dreams by creating a number of short purple energy tendrils, draining a severe amount of energy from the target in the space of a few seconds. If the user is close to the target, it restores its energy reserves by the amount drained, with the amount recovered lessening with distance. It deals no damage but its effectiveness is based upon weakness and resistance. Though Dream Eater costs no energy to perform, 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 (e.g. under the effect of Nightmare or in a restless sleep), the user loses heavy energy and restores no energy. 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.

Grudge (GH) -- The user, summoning power akin to Destiny Bond, accepts defeat and gives up all of its Ghost energy, absorbing the final attack and fainting. Upon fainting, the energy is immediately transferred to the Pokémon who KO'ed it (If multiple Pokémon KO it at once, both Pokémon are affected half as much). If the move has any kind of energy attached to it, the target loses all the energy of that type if not Normal/XX/STAB and loses major overall energy, or loses extreme energy if Normal/XX/STAB. The user must have at least major Ghost (and overall) energy remaining to reap the full effects of this attack - any less will cause the energy drained to be equivalent, though they will still lose all the type energy.

Spoiler: show

Psycho Shift (PS) -- The user consumes a good amount of energy to isolate the part of its brain that is affected by a mental status (Confusion, attraction, rage etc.) or a curse and transplants it to the same area of their opponents mind, causing the opponent to adopt the user's state. When used during confusion, this attack has at least an 85% chance of success, despite the level of confusion. This attack has no effect on physical conditions, like poison, paralysis, burn, or freeze.

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.

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.

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.

Super Fang (XX) -- The user bites the opponent for solid damage.

Spite (GH) -- The user consumes significant energy putting a sort of "Curse" on the opponent. After the user finishes Spiting the opponent, the victim will feel like they performed the last move they pulled off more than once. If the attack was high powered (Fire Blast, Hyper Beam), they will feel an energy drain like the last usage was instead 1.5 uses of the move. If the attack was medium powered (Thunderbolt, Flamethrower), it will seem like they used the attack twice instead of once. For low powered attacks, it will feel like they used it three times, not once. The energy drainage will be directly of the type of move last used.

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.

Bubble Beam (WA) -- The user spits a high pressure stream of watery bubbles which pop on contact, dealing significant 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 scum. The soapy bubbles from the beam are also likely to leave behind a soapy substance that may cause Pokémon to slip if angled downwards. Unlike Water Gun, Bubblebeam will struggle to break through Light Screen but will easily break through Reflect.

Entrainment (NO) --Using significant energy, the user performs a strange dance, which catches the attention of the target. The target then begins to perform the strange dance itself while the user sends a wave of energy towards them, altering their mental state to match the user's. This works essentially as a reverse Psych Up, causing the target to adopt the mental state of the user. Success of this attack is governed by the same rules as Charm.

Role Play (PS) -- The user consumes solid energy to attempt to mimic something unique about the opposing Pokémon. If it wants, it could attempt to levitate or use a Harden-esque technique to become more defensive like Aggron. Generally, if the target Pokémon has some sort of alteration to a particular type of move or moves using a particular body part, they will gain a slightly less potent version of that boost. Role Play's ability should be moderate, and shouldn't give the user amazing abilities.

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.

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.

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.

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

Spore (GR) -- Using decent energy, the user releases a small, very localized mist that heads for the target. When inhaled, the target falls asleep.

Magic Coat (PS) --Using a good amount of energy, the user glows like Mirror Coat, and prevents any part of an attack which would paralyze (like Thunderwave, not like Body Slam), poison, confuse or burn and attempts to send it back at the opponent. The move will not work against direct contact moves such as Dynamicpunch. The user will still take damage from the attack itself, just not take the status effect. This move is rather quick to set up, typically beating out most other moves, and will generally linger until a move has struck the user.

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.

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

Last edited by Jerichi; 04-19-2015 at 07:34 PM.
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Old 04-28-2015, 09:04 PM   #68
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EMERGENCY REWRITE (i.e. it goes into effect immediately for all battles)

Flying Press (FT/FL) - The user leaps into the air, coming down on top of the target with its full weight, dealing considerable damage. Since this move is half Flying and half Fighting, its type-effectiveness is slightly different, dealing super effective damage to Normal, Fighting, Ice, Dark and Grass Pokémon and resisted damage to Electric, Flying, Poison, Psychic and Fairy Pokémon. The damage from Flying Press will never be doubly effective or doubly ineffective against a single-typed Pokémon.
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Old 05-17-2015, 11:53 PM   #69
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Cut (XX) -- The user draws a large cut across the target's body, dealing good damage.

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 Mimicker 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. Only one attack may be Mimicked per Pokémon per battle.

Spoiler: show
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.

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.

Last edited by Jerichi; 06-03-2015 at 09:04 AM.
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Old 06-20-2015, 09:26 PM   #70
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Horn Attack (XX) -- The user jabs at the opponent with its horn(s), and inflicts moderate to considerable damage for equivalent energy, depending on the size of the horn, with a Pokémon like Nidoran Male doing considerably less damage tha a Pokémon like Mamoswine.

Present (NO) -- The user creates a ball of energy and releases it towards the opponent. The effect level varies, from moderate, near harmless damage to a heavy amount of damage, and may even restore some health (solid health for solid energy) to the opponent. Energy use will be equivalent to the amount of damage dealt or health healed.

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 Rock type Pokémon may use significant energy to create a boulder in front of it, before striking it to send chunks at the foe as normal.

Baton Pass (NO) -- Using good energy, the user concentrates for a few moments before returning to its Pokéball. Its trainer immediately sends out a new Pokémon, who must be released at the user's original location. When the new Pokémon is sent out, it gains the exact physical and psychological mindset of the user. While things like poison and physical injuries are not carried over, boosts and mental conditions such as confusion or fatigue will be passed to the new Pokémon. Baton Pass can be used even in Switch = KO battles, with the user able to be sent out later in the battle. It can be blocked by moves like Mean Look and will trigger the secondary effects of moves like Pursuit and Stealth Rock.

Volt Switch (EL) -- The user charges large amount of electricity and flings some of it at the target to deal moderate damage. It then uses the rest of the charge to return to its Pokéball. Its trainer immediately sends out a new Pokémon, who must be released at the user's original location. Unlike Baton Pass, Volt Switch will not pass boosts or mental conditions from the user to the new Pokémon. Volt Switch can be used even in Switch = KO battles, with the user able to be sent out later in the battle. It can be blocked by moves like Mean Look and will trigger the secondary effects of moves like Pursuit and Stealth Rock. If Volt Switch damages a Pokémon, it uses considerable energy. If it fails to inflict damage, it uses heavy energy.

U-Turn (BG) -- The user charges large amount of power and tackles the target to deal moderate damage. It then uses the rest of the power to return to its Pokéball. Its trainer immediately sends out a new Pokémon, who must be released at the user's original location. Unlike Baton Pass, U-Turn will not pass boosts or mental conditions from the user to the new Pokémon. U-Turn can be used even in Switch = KO battles, with the user able to be sent out later in the battle. It can be blocked by moves like Mean Look and will trigger the secondary effects of moves like Pursuit and Stealth Rock. If U-Turn damages a Pokémon, it uses considerable energy. If it fails to inflict damage, it uses heavy energy.

Parting Shot (DK) - The user charges large amount of power and taunts the foe in a menacing fashion, causing them to suffer a drop in their Attack and Special Attack. It then uses the rest of the power to return to its Pokéball. Its trainer immediately sends out a new Pokémon, who must be released at the user's original location. Unlike Baton Pass, Parting Shot will not pass boosts or mental conditions from the user to the new Pokémon. Parting Shot can be used even in Switch = KO battles, with the user able to be sent out later in the battle. It can be blocked by moves like Mean Look and will trigger the secondary effects of moves like Pursuit and Stealth Rock. If Parting Shot lowers a Pokémon's stats, it uses considerable energy. If it fails to affect the foe, it uses heavy energy.

Crabhammer (WA) -- The user smashes either the ground or the water, sending a shockwave of water energy that deals significant damage towards the opponent, emanating from the inside of the pincer. If the user hits water with it, the attack will be much more powerful, dealing high damage for high energy. The attack can also be used directly on an opponent, which deals significant, physical damage by sending a shockwave of energy into the opponent.

Cross Poison (PN) -- The user charges both of its forelimbs with poison and swings them forward into the target, dealing solid damage, [with a slight chance of poisoning the target]. For slightly more energy, the X created by the crossed limbs can be sent towards the enemy as a ranged attack, with the energy having a near solid-like quality but without the chance to poison.


Curse (NO) -- If the user is not a Ghost type Pokémon, the user sacrifices speed for power. The user concentrates its energy into its muscles, usually by tightening them up, like flexing, using good energy. By tightening their muscles, they are able to deliver more power with their physical attacks as well as take more physical damage. However, thanks to this, they don't move as quickly. If the user does not have "muscles," they simply focus their energy into their attack and physical defense, which takes away from their speed. Attack and defense will increase by two stages, but the Pokémon will move more slowly and react a bit more slowly as well. Multiple curses can be used, but the effects will not be seen nearly as much. The attack wears off after several rounds, or if the user is lulled into a dazed, confused or sleeping state.

Electroweb (EL/BU) -- Using good energy Bug energy and light Electric energy, the user shoots out a web charged with electricity. It ensnares the foe, greatly hindering its movement, and dealing minor electrical damage every round, though it deals no Bug damage. Because of the energy coursing through the web, it is somewhat weaker than Spider Web and lacks its blocking abilities.

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

False Swipe (XX) -- The user basically feigns an attack, hitting for the bare minimum of damage, and never able to knock out the opponent. The user will greatly exaggerate their attack attempt, which will often force a response from the opponent and cause them to perform any defensive techniques or possibly flinch them out of an attack. Multiple uses of this move will be less effective.

Hold Back (XX) -- The user hits the target with a swift, but controlled strike, dealing light damage for light energy. This move will never cause a Pokémon to faint. The user will greatly exaggerate their attack attempt, which will often force a response from the opponent and cause them to perform any defensive techniques or possibly flinch them out of an attack. Multiple uses of this move will be less effective.

Fire Spin (FI) -- Using good energy, the user fires a stream of spiraling flame towards the opponent that develops into a large 20-foot high cyclone of flame, which will linger on average for about half a round, though it may be dispelled earlier. Pokémon trapped inside the tornado will sustain light fire damage, but trying to escape from it will deal good fire damage.

Guillotine (XX) -- The user attempts to trap the opponent in the strongest part of its pincers, the base, where the damage would be greatest, and then subsequently clamp down on the opponent. This move relies on putting the opponent in a position where their pincer will get the best leverage - tired, paralyzed, sleeping or otherwise incapacitated opponents will take heavy damage, while more energetic, aware and more nimble opponents may take only good damage. This move will use considerable energy on average, but multiple uses of this move will increase its energy use slightly due to the strain on the user's pincers.

Hyper Beam (NO) -- The user fires a powerful orange beam of energy, capable of causing extreme damage or destruction. It takes an extreme amount of energy, and leaves the user very drained for a period immediately afterwards. The user may try to attack during this time, but success is less likely. An alternate to this is more of a "quick-charge" Hyper Beam, which deals good damage, but uses less energy and no recharge time. In reality, this attack can run the gamut from minimal charge, which would do quick, but only good damage, to mid charge, dealing significant damage for significant energy, to the fully charged version, which deals extreme damage for extreme energy.

Leech Seed (GR) -- The user charges good energy and fires a seed onto the target which releases vines and drains mild energy every round. These vines are rather thick and can snare the foe, and will plant themselves in the ground if the ground is soft. Each round the vines will sap light energy from the target and restore an equal amount to the user. The vines can be easily uprooted, but they are somewhat difficult to break and can restrict movement somewhat, but are vulnerable to Fire and slashing attacks.

Nature Power (Various) -- The user performs a move that would be helped out by the arena, with a slight boost in power. The exact attack is up to the referee, though it must be reasonable for the Pokémon to use it (e.g. no Water Gunning Cyndaquils). If the arena is a sandy one, perhaps Earth Power; in a mountain area, Rock Slide, etc. Moves pulled by this move will range between good and significant damage.


Psycho Boost (PS) -- The user shoots out a very concentrated beam of psychic energy which does massive damage, but leaves the user very tired afterwards and lower on psychic energy for a significant amount of time.

Return (XX) -- The user relates to its current happiness state, becoming 'energized' depending on how content it is and how well it's doing in the battle. It then uses this energy to deliver a strong hit, dealing more damage the happier it is, ranging between good and significant damage for equivalent energy.

Rage Powder (BG) -- 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.

Slash (XX) -- The user scratches at the target with its claws to deal solid damage. Since Slash targets weak points, it is more likely to deal extra damage from Burns or Crush Claw-like soft spots, and will also deal slightly more damage against a Pokémon with a defensive boost than other physical moves.


Sludge (PO) -- The user fires a large mass of sludge at its target that splatters on contact, dealing solid damage. The sludge has a high chance (~30%) for poison on contact.

Struggle (XX) -- If the user finds itself trapped, pinned or in an otherwise perlious situation, it can struggle, where the user tries to inflict as much damage as possible to the target to free them from their situation, without caring about getting its movements timed right. It does significant damage, but 1/4 of the damage done to the target is given back to the user as recoil. Attempting to Struggle multiple times will make its chances of success lower with each use.

Wake-up Slap (FT) -- The user strikes the target across the face (or as close as the target has) with an open palm, dealing moderate damage. If the opponent is asleep at the time, the power use of this slap is doubled to considerable for solid energy as a sharp stinging blow instantly disrupts the target's sleep; however the target suffers no drowsiness as a result of being woken up.


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


Karate Chop (FT) -- The user chops at the target, dealing decent damage. Karate Chop is a very precision move, allowing the user to strike burns and Crush Claw-like weak points more easily, and giving it a slight boost against targets with a defense boost.


Rock Smash (FT) -- The user uses a karate chop or punch which focuses the momentum to a single spot, which is designed to do damage based on how hard and sturdy the target is. The majority of Pokémon are relatively soft, thus taking only around moderate damage for equivalent energy, and are not rooted into the ground, so they are pushed back to lower damage further. Parts of the arena, such as walls and pillars, are both hard and fixed in location, therefore this attack will do lots of damage to these type of objects, usually breaking them. Some Pokémon, such as Golem, Onix, Steelix, etc, are rather hard and fairly immobile, and therefore suffer a fairly hard hit, around considerable damage for equivalent energy, and, like fixed objects, could suffer serious injuries (cracks/breaks).

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 for equivalent energy.

Spoiler: show

Rock Smash (FT) -- The user uses a karate chop or punch which focuses the momentum to a single spot, which is designed to do damage based on how hard and sturdy the target is. The majority of Pokémon are relatively soft, thus taking less damage, and are not rooted into the ground, so they are pushed back to lower damage further. Parts of the arena, such as walls and pillars, are both hard and fixed in location, therefore this attack will do lots of damage to these type of objects, usually breaking them. Some Pokémon, such as Golem, Onix, Steelix, etc, are rather hard and fairly immobile, and therefore suffer a fairly hard hit, and, like fixed objects, could suffer serious injuries (cracks/breaks).

Horn Attack (XX) -- The user jabs at the opponent with its horn(s), and inflicts minor to heavy damage, depending on the amount of contact and momentum.

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.

Present (NO) -- The user creates a ball of energy and releases it towards the opponent. The effect level varies, from light, near harmless damage to a heavy hit, and may even restore some health to the opponent.
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.
Crabhammer (WA) -- The user smashes either the ground or the water, sending a shockwave of water energy that deals significant damage towards the opponent, emanating from the inside of the pincer. If the user hits water with it, the attack will be much more powerful, dealing high damage for high energy. The attack can also be used directly on an opponent, which deals considerable, physical damage by sending a shockwave of energy into the opponent.

Cross Poison (PN) -- The user charges both of its forelimbs with poison and swings them forward into the target, dealing solid damage, with a high chance of a critical hit and a slight chance of poisoning the target. For slightly more energy, the X created by the crossed limbs can be sent towards the enemy as a ranged attack, with the energy having a near solid-like quality but without the chance to poison.
Baton Pass (NO) -- The user concentrates, using a good deal of energy, and focuses on creating a "baton" of energy. The Pokémon then, by itself, returns into its Pokeball, and the trainer sends out another Pokémon, who is sent out directly onto the "baton." The bar itself cannot be touched by any other Pokémon, as a forcefield larger than the size of the incoming Pokémon is created especially for the new Pokémon sent out. When the new Pokémon is sent out, it gains the exact physical and psychological mindset of the Baton Passer. While things such as poison and physical injuries are NOT carried over, attacks like Curse (Normal Vers.), Agility and mental conditions such as Confusion and Berserk will be passed. Aside from U-turn and Volt Switch, this is the only way a trainer can switch Pokémon in a Switch=KO battle.

Parting Shot (DK) - Using significant energy, the user surrounds itself in a dark aura, while taunting the foe in a menacing fashion. Due to the Dark aura surround the user, the user is able to more easily deride the foe, causing the target to suffer a drop in their Attack and Special Attack. Following this taunting, the Dark energy will allow the user to retreat to their Pokéall, with the next Pokémon being sent out into the field. When the new Pokémon is sent out, it gains the exact physical and psychological mindset of the user. While things such as poison and physical injuries are NOT carried over, attacks like Curse (Normal version), Agility and mental conditions such as Confusion and Berserk will be passed. Alongside other switching moves, this is the only way a trainer can switch Pokémon in a Switch=KO battle.

U-turn (BG) -- The user concentrates, using a significant amount of energy to surround itself in an aura of bug energy. The user then charges into the target, releasing part of the energy into the opponent to deal moderate damage before using the rest to return to its pokeball, with the next Pokémon being sent out into the aura. When the new Pokémon is sent out, it gains the exact physical and psychological mindset of the U-turner. While things such as poison and physical injuries are NOT carried over, attacks like Curse (Normal version), Agility and mental conditions such as Confusion and Berserk will be passed. Aside from Baton Pass and Volt Switch, this is the only way a trainer can switch Pokémon in a Switch=KO battle.

Volt Switch (EL) -- The user concentrates, using a significant amount of electrical energy to surround itself in an intense magnetic field. The user then flings this energy at the target to deal moderate damage before using the rest to return to its pokeball, with the next Pokémon being sent out into the field. When the new Pokémon is sent out, it gains the exact physical and psychological mindset of the Volt Changer. While things such as poison and physical injuries are NOT carried over, attacks like Curse (Normal version), Agility and mental conditions such as Confusion and Berserk will be passed. Aside from Baton Pass and U-Turn, this is the only way a trainer can switch Pokémon in a Switch=KO battle.

Curse (NO) -- If the user is not a Ghost type Pokémon, the user sacrifices speed for power. The user concentrates its energy into its muscles, usually by tightening them up, like flexing, using good energy. By tightening their muscles, they are able to deliver more power with their physical attacks as well as take more physical damage. However, thanks to this, they don't move as quickly. If the user does not have "muscles," they simply focus their energy into their attack and physical defense, which takes away from their speed. The amount of change in status is up to the referee, although it usually will be about 1/3 increase in defense and attack, with a 1/2 reduction in speed. Multiple curses can be used, but the effects will not be seen nearly as much. The attack wears off after several rounds, or if the user is lulled into a dazed, confused or sleeping state.

Electroweb (EL/BU) --Using good energy, the user shoots out a web charged with electricity. It ensnares the foe, greatly hindering its movement, and dealing minor electrical damage every round. Because of the energy coursing through the web, it is somewhat weaker than Spider Web and lacks its blocking abilities.

Explosion (NO) -- The user sacrifices a substantial amount and energy to cause an explosion centralized at the user itself. The amount of damage dealt is directly proportional to the amount of energy used for the attack, though it lessens somewhat on the fringes of the explosion, being between four and ten meters from the center, based on the power. It usually consumes about half of the total energy the Pokémon can contain, and deals damage to both itself and anything nearby. The charge time is proportional to the energy used, with Pokémon with under a Hyper Beam taking slightly more time than Self-Destruct, to those at half energy taking a number of seconds. Since Explosion involves a much higher concentration of energy, it is extremely dangerous to the user, nearly always fainting the user unless they are quite fresh, in which case they may still stay standing. Explosion will also cause more damage to the arena the more energy used, typically leaving a significant crater at the explosion site and causing high collateral damage.

False Swipe (XX) -- The user basically feigns an attack, hitting for the bare minimum of damage, and never able to knock out the opponent. This can be used to intimidate or to force the opponent to use a defensive tactic.

Hold Back (XX) -- The user hits the target with a swift, but controlled strike, dealing light damage for light energy. This move will never cause a Pokémon to faint, but is threatening enough that it may evoke a reaction.

Fire Spin (FI) --Using good energy, the user fires a stream of spiraling flame towards the opponent that develops into a large 20-foot high cyclone of flame, trapping the opponent inside for anywhere from 5 to 30 seconds, depending on the severity of the hit and the amount of flame used into the tornado. Damage done while inside is light, with the most damage coming from the opponent trying to escape.

Guillotine (XX) -- The user attempts to trap the opponent in the strongest part of its pincers, the base, where the damage would be greatest, and then subsequently clamp down on the opponent. This move requires great care to place the opponent in the correct spot, and since the user can't close its pincer to hold the opponent in place until the opponent is in the correct spot, an alert and cautious opponent can usually wriggle its way out of the grip before the pincer closes. If properly executed, it can deal heavy damage, but poorly placed hits will deal only good damage at best.

Hyper Beam (NO) -- The user fires a powerful orange beam of energy, capable of causing extreme damage or destruction. It takes an extreme amount of energy, and leaves the user very drained for a period immediately afterwards. The user may try to attack during this time, but success is less likely. An alternate to this is more of a "quick-charge" Hyper Beam, which deals good damage, but uses less energy and no recharge time. In reality, this attack can run the gamut from minimal charge, which would do quick, but only good damage, to the fully charged version, which deals extreme damage.

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.


Nature Power (Various) -- The user performs a move that would be helped out by the arena, with a slight boost in power. The exact attack is up to the referee, though it must be reasonable for the Pokémon to use it (e.g. no Water Gunning Cyndaquils). If the arena is a sandy one, perhaps Sandstorm; in a mountain area, Rock Slide, etc. Moves pulled by this move will range between good and significant damage.

Psycho Boost (PS) -- The user shoots out a very concentrated beam of psychic energy which does heavy damage, but leaves the user very tired afterwards and lower on psychic energy for a significant amount of time

Return (XX) -- The user relates to its current happiness state, becoming 'energized' depending on how content it is and how well it's doing in the battle. It then uses this energy to deliver a strong hit, dealing more damage the happier it is.


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.

Slash (XX) -- The user scratches at the target with its claws to deal solid damage, and has a very high probability of hitting a weak spot


Sludge (PO) -- The user fires a large mass of sludge at its target that splatters on contact, dealing solid damage. The sludge has a high chance for poison on contact.

Wake-up Slap (FT) -- The user strikes the target across the face (or as close as the target has) with an open palm, dealing moderate damage. If the opponent is asleep at the time, the power of this slap is greatly increased as a sharp stinging blow instantly disrupts the target's sleep, however the target suffers no drowsiness as a result of being woken up.


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.


Karate Chop (FT) -- The user chops at the target, dealing decent damage.

Last edited by Jerichi; 06-20-2015 at 09:36 PM.
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Old 06-29-2015, 04:52 PM   #71
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Dragon Rage (Various) -- The user summons a powerful attack which is dependent on the arena. If there is water present between the two Pokémon, the user summons a spiral of energy, which is quickly sent at the opponent, sucking up the water in the arena to deal significant Water-typed damage for significant energy. If there isn't water, it's a large fireball which deals heavy damage in a mix of dragon and fire energy, dealing Super Effective damage on Bug, Grass and Ice-types and Not Very Effective damage on Fire and Fairy types. The fireball may be used in an aqueous environment, but the water version is arena-dependent.


Spoiler: show
Dragon Rage (Various) -- The user summons a powerful attack which is dependent on the arena. If there is water present between the two Pokémon, the user summons a Twister, which is quickly sent at the opponent, dealing heavy Water-typed damage. If there isn't water, it's a large fireball which deals heavy damage in a mix of dragon and fire energy. The fireball may be used in an aqueous environment, but the water version is arena-dependent.

Last edited by Jerichi; 06-29-2015 at 04:58 PM.
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Old 07-15-2015, 12:18 PM   #72
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Hidden Power (Various) --The user's eyes glow briefly before creating a large amount of orbs which spiral around them. After a few moments, the orbs all fly towards the foe, dealing solid damage. The type of the attack is determined by the primary type of the Pokémon (Normal/X Pokémon will take their secondary typing). A Pokémon may be trained to change their Hidden Power to be any type in the Squad Maintenance subforums. Once changed, Pokémon have the type energy for a single use of Hidden Power if they don't already have a move of that type. If they do already have a move of that type, Hidden Power counts as one more for the purposes of working out how much energy the Pokémon gets. If the Hidden Power of a Pokémon is of their secondary type, the move is treated as STAB and can be used unlimitedly. Pokémon can only be given one Hidden Power type. If a Pokémon changes types (with the exception of type changes via Transform), the type of the unspecified Hidden Power will stay the same.

Soak (WA) -- Using considerable energy, the user drenches its target in a deluge of water energy, 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. Water types and other naturally "wet" Pokémon are immune to Soak's effects.

Spoiler: show
Hidden Power (Various) --The user's eyes glow briefly before creating a large amount of orbs which spiral around them. After a few moments, the orbs all fly towards the foe, dealing solid damage. The type of the attack is determined by the primary type of the Pokémon (Normal/X Pokémon will take their secondary typing). A Pokémon may be trained to change their Hidden Power to be any type in the Squad Maintenance subforums. Once changed, Pokémon have the type energy for a single use of Hidden Power if they don't already have a move of that type. If they do already have a move of that type, Hidden Power counts as one more for the purposes of working out how much energy the Pokémon gets. If the Hidden Power of a Pokémon is of their secondary type, the move is treated as STAB and can be used unlimitedly. Pokémon can only be given one Hidden Power type.

Soak (WA) -- Using considerable energy, the user drenches its target in a deluge of water energy, 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.
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Old 07-27-2015, 11:31 AM   #73
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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 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.

Covet (NO) -- The user distracts the foe with a cloying look, approaching them. 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 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 Covet 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.

Last edited by Jerichi; 07-27-2015 at 03:31 PM.
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Old 07-30-2015, 08:48 PM   #74
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Leech Seed (GR) -- The user charges good energy and fires a seed onto the target which releases vines which drain energy from the target. These vines are rather thick and can snare the foe, and will plant themselves in the ground if the ground is soft. Each round the vines will sap light energy from the target and restore an equal amount to the user. The vines can be easily uprooted, but they are somewhat difficult to break and can restrict movement somewhat, but are vulnerable to Fire and slashing attacks.
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Old 08-29-2015, 10:24 AM   #75
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Location: 蒸気の波の中
Posts: 14,534
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. The move is enchanted with strange energies that attempt to manipulate and charm the foe, making them somewhat less likely to attack. Success is akin to Charm.

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

Horn Drill (XX) -- The user's horn spins round at high speed, like a drill. If the horn hits the target completely, it pierces the target, dealing heavy damage.

Wake-up Slap (FT) -- The user strikes the target across the face (or as close as the target has) with an open palm, dealing good damage. If the opponent is asleep at the time, the power use of this slap is doubled to major for good energy as a sharp stinging blow instantly disrupts the target's sleep; however the target suffers no drowsiness as a result of being woken up and is made instantly more alert.

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 for good energy, but if the Pokémon is small or light enough to run over due to natural size or Minimize, it deals significant damage. If its power is increased, it will initially use good energy, but each subsequent use will have it use an extra light energy each use, capping at significant.

Knock Off (DK) -- The user strikes the target from an unexpected angle, hitting for good damage and using solid energy. If the victim has an attached item, this move negates its effect for five rounds, dealing significant damage for solid energy. 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.

Iron Defense (ST) -- Using decent energy, the user steels itself, tightening its muscles to close gaps in its natural defenses, as well as imbuing itself with Steel energy to protect its hard body. This raises its defense by two stages.

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. Since this move works on anger and emotion, mentally-clearing moves (Calm Mind, Amnesia, Focus Energy, Zen Headbutt, etc.) can shorten the effect of this move, but will also clear the associated boost. The effects will also end after the user has dealt at least major damage to the foe since the beginning of Swagger.

Rototiller (GD) - The user tills the soil by spinning or digging rapidly using good energy, bringing up fresh nutrients from underneath. Any Grass Pokémon that come into contact with the ground will be able to reap its nutrients, giving them a boost to their Attack and Special Attack as long as they have contact with the ground. The leftover energy from tilling the ground will give the user an equivalent boost that does not require contact with the ground, but if they are not Grass-typed or lose contact, it will fade normally. This may only be used on terrain with soil, dirt or sand. It can be used in arenas with clay or other, harder ground types, but it will require more energy and be possibly less effective.

Tickle (XX) -- Using light energy, the user tickles the opponent, breaking the foe's concentration. This lowers their Attack and Defense.

Tail Whip (XX) -- The user goes up to the target and whips them with their tail or backside, usually dealing only minor damage. The cute nature of this move will cause most Pokémon to lower their guard and will slightly lower physical defense for a few rounds, with success rate akin to Charm. Tail Whip uses light energy.

Magical Leaf (GR) -- The user sends a grass type Swift at the opponent, as little leaf-shaped bits of grass energy are used, dealing good damage. This attack has a slight homing effect, making it slightly harder to dodge.

Stockpile (NO) -- The user glows with a faint golden light, separating a mild amount of its energy into its gut for storage. Every round the user has the energy stockpiled inside, the energy grows slightly, light per round (though no extra energy is used), before being spit up or swallowed. The energy cannot be accessed in any other way. This energy can be stacked, allowing for three uses of the move before it fails, capping at an extreme amount of stored energy. Each use will grant a slight, temporary boost to overall defense which will fade when Spit Up or Swallow are used. If this energy is left to sit for too long (a few rounds) without an additional Stockpile or being Spit Up or Swallowed, it and the associated boosts will begin to fade.

Spit Up (NO) -- The user shoots out a beam of energy comprised of the energy taken during Stockpile. Since it pulls from already partitioned energy, Spit Up will not contribute to exhaustion as significantly, exhausting the Pokémon roughly half as much as a move of equivalent power.

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, as well as superficial statuses like burns and poison. If major or more energy is invested, that energy will also break active curses. Swallow doesn't require any other energy outside of the energy that was Stockpiled to be used. This move counts as a Pokémon's one 'healing move' per match.

Meteor Mash (ST) -- The user's fist or claw becomes covered in very condensed steel energy, and the user deals a powerful blow, for heavy damage. The metallic casing of the claw or fist allows it to break through some energy-based attacks with greater ease and still retain its power. The lingering Steel energy has a 20% chance of remaining, increasing the users attack by one stage.

Charge Beam (EL) -- The user charges a good 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, roughly 2/3rds of the time. This also gives the temporary effect of a weakened Charge, improving the charge time of Electric attacks.

Telekinesis (PS) -- Using decent 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 smaller than themselves, regardless of their familiarity with Psychic. It can also be used to pick up Pokémon smaller than the user and toss them, but if used on Pokémon larger than the user, it can only be used to divert attacks or change their momentum.

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. Telekinetic Psychic will use solid energy, but also has considerably more control and stopping power than Telekinesis.

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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.

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

Horn Drill (XX) -- The user's horn spins round at high speed, like a drill. If the horn hits the target completely, (which is rare, as the user usually moves slower than usual during the attack), it pierces the target, dealing heavy damage. It is NOT a one hit KO in ASB.

Wake-up Slap (FT) -- The user strikes the target across the face (or as close as the target has) with an open palm, dealing moderate damage. If the opponent is asleep at the time, the power use of this slap is doubled to considerable for solid energy as a sharp stinging blow instantly disrupts the target's sleep; however the target suffers no drowsiness as a result of being woken up.

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 Pokeémon is small or light enough to run over due to natural size or Minimize, it deals significant damage for equivalent energy.

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.

Iron Defense (ST) --Using good energy, the user performs an attack similar to Harden, except it's more powerful, lasts longer and lowers mobility much more. Of course, the attack uses more energy than Harden.

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.

Rototiller (GD) - The user tills the soil by spinning or digging rapidly using good energy, bringing up fresh nutrients from underneath. Any Grass Pokémon that come into contact with the ground will be able to reap its nutrients, giving them a boost to their Attack and Special Attack as long as they have contact with the ground. This may only be used on terrain with soil, dirt or sand. It can be used in arenas with clay or other, harder ground types, but it will require more energy and be possibly less effective.

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

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 defense for a few rounds. Tail Whip uses moderate energy.

Magical Leaf (GR) -- The user sends a grass type Swift at the opponent, as little leaf-shaped bits of grass energy are used, dealing good damage.

Stockpile (NO) -- The user glows with a faint golden light, separating a decent amount of its energy into its gut for storage. Every round the user has the energy stockpiled inside, the energy grows slightly, before being spit up or swallowed. The energy cannot be accessed in any other way. This energy can be stacked, allowing for three uses of the move before it fails, capping at a significant amount of stored energy. Each use will grant a slight, temporary boost to overall defense which will fade when Spit Up or Swallow are used. If this energy is left to sit for too long (a few rounds) without an additional Stockpile or being Spit Up or Swallowed, it and the associated boosts will begin to fade.

Spit Up (NO) -- The user shoots out a beam of energy comprised of the energy taken during Stockpile.

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 doesn't require any other energy outside of the energy that was Stockpiled to be used. This move counts as a Poké's one 'healing move' per match.

Meteor Mash (ST) -- The user's fist or claw becomes covered in very condensed steel energy, and the user deals a powerful blow, for considerable damage. The metallic casing of the claw or fist allows it to break through some energy-based attacks with greater ease and still retain its power.

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.

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.

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.
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