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STEEL TYPE ATTACKS:

156.) BULLET PUNCH = Con. type Smart = Regular Attack Stat (Adds +2 to dice roll when used, then /2 =dmg)

A move that gives the pokémon a sudden burst of speed to its attack, giving it an edge in combat... but, for its edge, the move is compensatedly weak... and any damage that occurs, is half of what it normally would be.


157.) DOOM DESIRE = Con. type Cool = Sp. Attack Stat = Calculations occur, then damage is done 2 turns later (x2 if pokémon KOed)

A dangerous move, as the pokémon firing this move seemingly leaves an open attack upon itself, but two turns later, during the user's attack stage, the attack will hit after that present attack's calculation!!

But beware... the attack is double-edged and strikes blindly... if after calculation, the attack is a minus, it will strike the user!!!

And also beware the dark power behind this move... if the pokémon that caused this attack has fainted and been replaced with a different pokémon, whatever result, the damage calculation will be DOUBLED!



158.) FLASH CANNON = Con. type Smart = Sp. Attack Stat (+8 -1 Sp.Attack AND Sp.Defense FROM OPPONENT STATS)

A metal charged attack, the flash cannon is one of the most powerful special moves among the steel types, and its burn is devastating enough to weaken other pokémon's special abilities!


159.) GYRO BALL = Con. type Beauty = Opponents Speed - Attacker's Speed

The attacking pokémon rolls themself into a ball, hardening their spherical appearance into a metal ball, crackling with energy, but this attack works not with attack or defense, but by speed!

As the ball rolls, it gains more momentum in its attack, and thus, is most successful when used by a very slow pokémon against a faster pokémon!


160.) IRON DEFENSE = Con. type Tough = RAISES DEFENSE BY 3

A vastly improved Harden, a pokémon's skin toughens firmly until it takes on the defensive properties of a metal armored shell!


161.) IRON HEAD = Con. type Tough = Regular Attack Stat + Flinch

The pokémon attacks, with their head encased in armor, there is no chance of recoil, but they can deliver a physical attack shocking enough to make the opposing pokémon flinch!!


162.) IRON TAIL = Con. type Cool = Regular Attack Stat (+5 +1 DEFENSE STAT)

An often seen move that many pokémon use, as their tails take on a silver glow, as Metal Claw, the limb's nerves shut off, leaving the pokémon with a tail as hard as metal that they slam into their opponents!! When done correctly, the limb will still retain some of its steel-like properties afterward temporarily!


163.) MAGNET BOMB = Con. type Cool = Regular Attack Stat - Defense Stat

One of a few elusive attacks that is guaranteed to hit. No matter the obstacle, this super-charged piece of metal is magnetically locked upon its target, and will follow its target until it connects and explodes!!!


164.) MAGNET BURST = Con. type Beauty = 2x Att Damage!

When an opponent uses a physical attack move against someone using Magnet Burst, the pokémon releases a burst of energy over its metal body to counteract the damage!!

The two will still roll a 1d20 for accuracy ...though the attack will hit no matter what the outcome of the roll is. Then ...whatever damage is taken if any by the pokemon using Magnet Burst will go double towards thier opponent.

For Example: ((1d20(18 ) - (15) + 6 (sp. att) - 7 (sp. def) = 2 (Damage taken) X 2 (MB) = 4 ((opponent's dmg))

The use of Magnet Burst doesn't count as the attack phrase after the opponent's attack. Thus, during the calculating post ...the one whom used Magnet Burst may also attack.



165.) METAL CLAW = Con. type Cool = Regular Attack Stat (+5 +1 ATTACK STAT)

One of the earliest steel type moves discovered, where the user shuts off the nerves in their chosen limb, giving their leg/arm/appendage the strength of metal, and their claws, the sharpness of blades! When done correctly, a residual sharpness often remains temporarily!


166.) METAL SOUND = Con. type Smart = LOWERS OPPONENTS SP. DEF BY 3

Like nails on a chalkboard, the sound this move creates is the hideous grinding of metal on metal, which can effectively startle and cause the enemy to show their blindspot in the pain of this strategic move! This move affects everyone on the battle field on the oppenent's side, and is best used when when dealing with more than one pokemon at a time.


167.) METEOR MASH = Con. type Cool = (-3 From any roll using this attack) Regular Attack Stat + LVL (+5 +2 ATTACK STAT)

A powerful move known to few pokémon, although inaccurate, the punch this powerful attack creates can cause craters, and the burst of energy can engulf the pokémon, vastly increasing its power, that is, if the opponent is still left standing.


168.) MIRROR SHOT = Con. type Cute = Sp. Atttack Stat (+4 -1 FROM OPPONENTS ATTACK ROLLS)

Only pokémon whose bodies have developed a great metallic finish can use this move, by simply reflecting and refracting light on their skin, they can create a beam that is not only powerful, but may also dazzle the opposing pokémon's vision!


169.) STEEL WING = Con. type Cool = Regular Attack Stat (+5 +1 DEFENSE BOOST)

One of the most adored of the steel type moves, as a pokémon's wings and body suddenly become a deadly silver weapon, and blazing a trail behind it of silver like a lightning bolt, sometimes this move will leave the pokémon feeling sturdier than before!

170.) Body Purge = +2 speed [halves body weight]

It cuts off useless parts of it's body. It sharply increases speed and makes its weight lighter

171.) Gear Change = +1 att & + 2 Spd

It spins it's gears, and not only does it raises its attack but it's speed as well.

172.) Gear Saucer = [attack stats/2 = dmg ]

It throws a steel gear at it's opponent. It does damage twice in a row, once attack roll, and the second time defense. It's impossible for an opponent to counter-attack during this move.

173.) Heavy Bomber =[attack formula X2 [if heavier than opponent]

It attacks by striking it's opponent with it's heavy body. The heavier it is than it's opponent, the greater the power.