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DARK TYPE MOVES


22.) BEAT UP = Con. type Smart = normal SP Attack formula + 1 in Sp attack for every pokemon in your party whom has a higher Sp attack than the user.

Beat Up summons party pokemon to join in the attack, and can be considered a little underhanded in a way. Though because of the fact that no other pokemon physically beats up on the other pokemon it is considered to be quite legal.

23.) BITE = Con. type Tough = normal attack formula + 5 cause flinch

Bite is a vicious attack that takes advantage of sharp teeth & fangs to inflict terrible wounds. This attack may causing flinching depending on how well & where the user manages to strike the foe.

24.) CRUNCH = Con. type Tough = normal attack formula + 5 causes defense to drop

Crunch can be quite a vicious attack ...as sharp fangs pierce into the body at such a way that a resounding crunching sound can be heard. Mentally hearing one's own body being broken is more than enough to drop the Sp. defense of some of the strongest will.

25.) FAINT ATTACK = Con. type Smart = [Attack - Defense = dmg]

Faint attack is a powerful move that doesn't relay on accuarcy at all. The attack draws the opponent close with a ruse or some type of trick, and without fail hits ever time. One of the most ruthless of dark attacks.

26.) FAKE TEARS = Con. type Smart = -2 SP. Defense

Fake tears uses the gentliness of a pokemon against it. The user fact tears to sharply lower the foe's Sp. Defense, because on would never think ...that if a pokemon can cry so readily that they can be a real threat.


27.) FLATTER = Con. type Smart = Confusion + 2 SP Attack

There is nothing more confusing than to be flattered in the heat of battle by ones foe ...as it raises one confidences, but at the same time confuses one about the fight itself.


28.) KNOCK OFF = Con. type Smart = Normal attack formula & knocks off held item of an opponent.

Knock off does exactly as it's name applies ...it hits a pokemon so hard that it literally knocks the held item right out of their clutches

29.) MEMENTO = Con. type Tough = -1/2 of all users stats except for HP & Pp

Memento effects an pokemin in a way that can never be forgotten as the users faints, but lowers all will & ability to attack drastically. It is a move that literally takes one for the team

30.) PURSUIT = Con. type Smart = normal attack formula & hits again with the same pervious damage if opponent is recalled after usage.

Pursuit is a move that doesn't even make a retreat an harmless action. With the taste of victory in one's mouth ...the pokemon would pursuit the pokemon even after it escape for one final blow.

31.) SNATCH = Con. type Smart = Steal the status effect of the opponent's next move.

Snatch steals an opponent's effects for it's own, and this includes the good and the bad.

32.) TAUNT Con. type Smart = Only attack moves

Attack, attack, attack when a pokemon is taunted this is all they can think to do. Though how having a pokemon ready to rip you to shreds come out to be a good thing is up to the user. Luckily enough this is a temporary stats that ends after 5 attack turns as the pokemon in question seems to calm down.

33.) THIEF = Con. type Tough = attack formula + steals held item if successful.

Thief is a move that takes from the one that has, and gives to the one that haven't & in this case it's the user. Now if the user is carrying an item ..nothing will be taken, and in a trainer battle of course this is only a temporary measure unless the item is used ..., because no one likes a theif.

34.) TORMENT = Con. type Tough= Stops the user from using any move twice.

Torment an opponent into submission is one way of looking at this ...as the pokemon is torment so badly about thier usage of one move that the pokemon actually for a while won't consider using that move more than once & never in a row. This last for up to five attack turns.

35.) ASSURANCE =Con. type Beauty = Attack formula x 2 if hit perviously.

Assurance is an move that can be a good way to clinch a victory even from near defeat. A move that gains double the strength if the opponent hits the user previously ...it can be a attack that makes even the best of opponents cautious about doing anything less than a one hit knock out

36.) DARK PULSE = Con. type Cool =Sp attack formula + Flinch.

A dark attack that can cause flinching depending on it's accuracy. The more accuarcy it is the better chance for a moment of weakness, and for an opponent to flinch in the face of the user as the powerful pulse makes even the most determine tremble.

37.) DARK VOID = Con. type Smart = Sleep for both users.

A dark attack that sucks both user & opponent into the darkness of sleep.

38.) EMBARGO = Con. type Cute = foe is unable to use held items

An dark attack that makes an held item useless if successful for that battle as a dark aura surrounds the item, and cut the user off from it.

39.) FLING = Con type. Tough = hurls out Held Item

Unknown

40.) NASTY PLOT = Con. type Cute = + 2 Sp. Att

An sinister plot that doesn't aways promises an happy ending as the pokemon confidences raises in the sight of the enemy

41.) NIGHT SLASH = Con. type Beauty = Regular attack, but if a 20 is rolled attack does double damage instead of a + 1 accuarcy.

A powerful attack that can render an opponent in two. It actually gains power depending on how accuarcy the attack is on the opponent.

42.)PAYBACK = Con. type Cool = Regular attack (x 2 if user recieved damage previously)

Revenge is best served cold so to say, and payback is the same way. If an opponent manages to strike the user before hand ...the user remembers this pain and pays them back double in this attack

43.) PUNISHMENT = Con. type Smart = regular attack + 2 if foe's att stat stat is higher

This attack literally uses an opponent's power against them ..as it adds + 2 for ever point the opponent has in attack over the user. Literally punishing a pokemon for thier hard work.

44.) SUCKER PUNCH = Con. type Smart = ((Attack - Defense)) Counterattack only

Sucker punch can only be used as an counter attack move, and if successful will cancel out an opponent's attack. Though if it fails, this move negate the double damage that normal goes along with an counter attack move, but if used 2 times in succession it will cause damage to the user.

45.) SWITCHEROO = Con. type Cool = Exchanges held item with foe

Switcheroo is a risky move that only works when you have something to trade ...though it doesn't always promise that what you trade is going to be better than what you were originally holding.

45.) Bark Out = Sp. Attack formula [+5 ]= lowering of Sp. attack by 1

It yells out at it's opponent for a long time and lower their Special Attack

46.) FLING = the effects equal the reversal of the item's power

The users fling out it's held item to attack. This attack will hit for the reversal of the item's ability, for instance, if it's a berry to revive a pokemon from sleep ...the pokemon it hits will fall asleep. If it's a berry to restore 10 hp, then it will take away 10 hp. This move can only be done with held items that a pokemon can actually use.

47.) Foul Play = Attack formula [uses, the opponent's attack instead of the user's]

It uses the opponent's strength. The higher the opponent's attack the more damage this move will be able to do.

48.) Hone Claws = Increase by 1 of the user's attack and attack accuracy roll

It sharpens it's claws

49.) Night Burst = Sp attack formula [+ 5] = -1 to accuracy rolls

It sends shockwaves of darkness flying

50.) Postpone = Makes the opponent attack last

It holds down the opponent to make sure that it attacks last. This move in a team battle ..always occur first

51.) Snatch = + whatever stats/ healing that would have been received by the opponent

The user steals the effect of healing or stats - changing the move the foe attempts to use.