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[AttackDex] - Updated 2/26/2014 (Gen 6 Added)

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Pandashroom Pogeys
Vice Captain

PostPosted: Wed Oct 05, 2011 1:16 pm


Attack Dex


Here is the complete list of pokemon moves, how you perform them in battle, and what their effects are.

Use ctrl+f to find the move you want.

Use the Pokemon Database to see which moves your pokemon can learn.
Note they can only use moves from Generation 4 games and up.


Move notes:
  • When it says 5 turns, the first turn is the turn you use the move and only your turn counts.

  • If there is no mention of dice rolling, then that means the move has a 100% accuracy/it always hits.

  • When there are multiple options in a move, you can only use one option per turn.

  • Healing moves are not effected by stat changes.

  • Memento, Selfdestruct, Final Gambit, and Explosion have been edited for clarification and consistency. Battles finished before 8/25/12 will not be affected and can get exp.
PostPosted: Wed Oct 05, 2011 1:21 pm



Absorb [Grass] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. You recover 25% of the damage inflicted

Acid [Poison] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lowers opponent's defense until fainting/switching out

Acid Armor [Poison] - Raises your defense until fainting/switching out

Acid Spray [Poison] - Lowers opponent's defense lowered until fainting/switching out

Acrobatics [Flying] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Acupressure [Normal] - Raises your (CHOOSE ONE) attack or defense until fainting/switching out

Aerial Ace [Flying] - Does 100 damage always, but can not critical hit. No dice rolling required

Aeroblast [Flying] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

After You [Normal] - CAN NOT USE IN BATTLE SYSTEM

Agility [Psychic] - CAN NOT USE IN BATTLE SYSTEM

Air Cutter [Flying] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Air Slash [Flying] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Ally Switch [Psychic] - CAN NOT USE IN BATTLE SYSTEM

Amnesia [Psychic] - Raises your defense until fainting/switching out

Ancient Power [Rock] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Raises your (CHOOSE ONE) attack or defense until fainting/switching out

Aqua Jet [Water] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Aqua Ring [Water] - Heals 25 HP each turn for 4 turns.

Aqua Tail [Water] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Arm Thrust [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Aromatherapy [Grass] - Heals all status problems and stat changes of your pokemon and, if it is a multipokemon battle, of your team

Aromatic Mist [Fairy] - Raises your defense until fainting/switching out

Assist [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Assurance [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Astonish [Ghost] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Attack Order [Bug] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Attract [Normal] - Can only be used towards pokemon of opposite gender (cannot be used on pokemon with no gender). Roll two 4-sided dice to make your opponent's pokemon become infatuated. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Aura Sphere [Fighting] - Does 100 damage always, but can not critical hit. No dice rolling required

Aurora Beam [Ice] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to freeze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Autotomize [Steel] - CAN NOT USE IN BATTLE SYSTEM

Avalanche [Ice] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Baby-Doll Eyes [Fairy] - Lower opponent's attack until your opponent faints/switches out

Barrage [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Barrier [Psychic] - Raises your defense until fainting/switching out

Baton Pass [Normal] - Only for use in multipokemon battles. You may switch into a different pokemon and pass on stat changes that the pokemon using this move has aquired. However, the pokemon using this move must take any damage/effect dealt prior to this. So while you can usually switch in a different pokemon to take an attack that would normally hit your current pokemon, Baton Pass requires your current pokemon out to take the damage before switching.

Beat Up [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Belch [Poison] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Belly Drum [Normal] - Raises your attack until fainting/switching out

Bestow [Normal] - CAN NOT USE IN BATTLE SYSTEM

Bide [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Bind [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. Opponent's pokemon cannot switch until fainting/switching out in multipokemon battles.

Bite [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Blast Burn [Fire] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Blaze Kick [Fire] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Blizzard [Ice] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to freeze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Block [Normal] - Your opponent's pokemon cannot switch until fainting/switching out (multipokemon battle only)

Blue Flare [Fire] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Body Slam [Normal] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Bolt Strike [Electric] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Bone Club [Ground] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Bone Rush [Ground] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Bonemerang [Ground] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Boomburst [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Bounce [Flying] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Brave Bird [Flying] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Brick Break [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. Destroys Light Screen and Reflect boosts (prior to doing damage) if any are present

Brine [Water] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Bubble [Water] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Bubblebeam [Water] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Bug Bite [Bug] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Bug Buzz [Bug] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Raises your defense until fainting/switching out

Bulk Up [Fight] - Raise your (CHOOSE ONE) attack or defense until fainting/switching out

Bulldoze [Ground] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Bullet Punch [Steel] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Bullet Seed [Grass] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Calm Mind [Psychic] - Raise your (CHOOSE ONE) attack or defense until fainting/switching out

Camouflage [???] - CAN NOT USE IN CURRENT BATTLE SYSTEM [currently editting]

Captivate [Normal] - Can only be used towards pokemon of opposite gender (cannot be used on pokemon with no gender). Lowers opponent's attack until fainting/switching out.

Celebrate [Normal] - Can not use in battle system

Charge [Electric] - Raise your defense until fainting/switching out

Charge Beam [Electric] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Raise your attack until fainting/switching out

Charm [Normal] - Lowers opponent's attack until fainting/switching out

Chatter [Flying] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to confuse your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Chip Away [Normal] - Ignores stat changes. Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Circle Throw [Fight] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. If it is a multipokemon battle, your opponent, after taking damage for the intended target, must switch to another pokemon of their choice (they still get to do a move that turn, the switch does not count as their move)

Clamp [Water] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. Opponent's pokemon cannot switch until fainting/switching out in multipokemon battles.

Clear Smog [Poison] - Resets all stat changes and status problems (both yours and your opponent's)

Close Combat [Fight] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lowers opponent's defense until fainting/switching out

Coil [Poison] - Raises your (CHOOSE ONE) attack or defense until fainting/switching out

Comet Punch [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Confide [Normal] - Lower opponent's attack until your opponent faints/switches out

Confuse Ray [Ghost] - Roll two 4-sided dice in order to try to confuse your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Confusion [Psychic] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to confuse your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Constrict [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Conversion [Normal] - CAN NOT USE IN BATTLE SYSTEM

Conversion 2 [Normal] - CAN NOT USE IN CURRENT BATTLE SYSTEM

Copycat [Normal] - You do the same exact attack your opponent attacked you with the post prior to this post.

Cosmic Power [Psychic] - Raises your defense until fainting/switching out

Cotton Guard [Grass] - Raises your defense until fainting/switching out

Cotton Spore [Grass] - CAN NOT USE IN CURRENT BATTLE SYSTEM

Counter [Fighting] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Covet [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Crabhammer [Water] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Crafty Shield [Fairy] - You can only use this move when your opponent attempts to inflict a status move or lower your attack/defense. Roll 1 4-sided dice. If you roll a 1-3, nothing happens. If you roll a 4, ignore any status/stat change you would have recieved.

Cross Chop [Fighting] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Cross Poison [Poison] - OPTION 1: Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit. OPTION 2: Roll two 4-sided dice in order to poison your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Crunch [Dark] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lower opponent's defense until fainting/switching out

Crush Claw [Normal] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lower opponent's defense until fainting/switching out

Crush Grip [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Curse [Ghost] - IF NON-GHOST POKEMON: Raise your (CHOOSE ONE) attack or defense until fainting/switching out. IF GHOST POKEMON: Roll two 4-sided dice in order to curse your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Cut [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Pandashroom Pogeys
Vice Captain


Pandashroom Pogeys
Vice Captain

PostPosted: Wed Oct 05, 2011 2:22 pm


Dark Pulse [Dark] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Dark Void [Dark] - Roll two 4-sided dice in order to make your opponent's pokemon fall asleep. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Dazzling Gleam [Fairy] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Defend Order [Bug] - Raise your defense until fainting/switching out

Defense Curl [Normal] - Raise your defense until fainting/switching out

Defog [Flying] - Removes safeguard, spikes, toxic spikes, reflect, light screen, and stealth rock

Destiny Bond [Ghost] - CAN NOT USE IN CURRENT BATTLE SYSTEM

Detect [Fight] - CAN NOT USE IN CURRENT BATTLE SYSTEM

Dig [Ground] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Disable [Normal] - Your opponent's pokemon cannot use it's most recently used move for 4 turns unless the pokemon switches out

Disarming Voice [Fairy] - Does 100 damage always, but can not critical hit. No dice rolling required

Discharge [Electric] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Dive [Water] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Dizzy Punch [Normal] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to confuse your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Doom Desire [Steel] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Double Hit [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Double Kick [Fighting] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Double Team [Normal] - CAN NOT USE IN BATTLE

Double-Edge [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Doubleslap [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Draco Meteor [Dragon] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lower opponent's attack until fainting/switching out

Dragon Claw [Dragon] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Dragon Dance [Dragon] - Raises your attack until fainting/switching out

Dragon Pulse [Dragon] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Dragon Rage [Dragon] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Dragon Rush [Dragon] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Dragon Tail [Dragon] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. If it is a multipokemon battle, your opponent, after taking damage for the intended target, must switch to another pokemon of their choice (they still get to do a move that turn, the switch does not count as their move)

Dragonbreath [Dragon] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Drain Punch [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. You recover 25% of the damage inflicted

Draining Kiss [Fairy] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. You recover 25% of the damage inflicted

Dream Eater [Psychic] - Can ONLY be used when an opponent is sleeping. Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. You recover 50% of the damage inflicted

Drill Peck [Flying] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Drill Run [Ground] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Dual Chop [Dragon] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Dynamic Punch [Fighting] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to confuse your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Earth Power [Ground] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lower opponent's defense until fainting/switching out

Earthquake [Ground] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Echoed Voice [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Eerie Impulse [Electric] - Lower opponent's attack until your opponent faints/switches out

Egg Bomb [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Electric Terrain [Electric] - Can not use in battle system

Electrify [Electric] - Can not use in battle system

Electro Ball [Electric] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Electroweb [Electric] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Embargo [Dark] - CAN NOT USE IN CURRENT BATTLE SYSTEM

Ember [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Encore [Normal] - Roll a 4-sided dice. 1-2 = miss, 3-4 = your opponent must keep using the last move it used for the next 3 turns

Endeavor [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Endure [Normal] - NOT AVAILABLE IN CURRENT BATTLE SYSTEM

Energy Ball [Grass] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Reduces opponent's defense until fainting/switching out

Entertainment [Normal] - CAN NOT USE IN BATTLE SYSTEM

Eruption [Fire] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Explosion [Normal] - Roll one 6-sided dice. 1-2 = miss, 3-5 = 200 damage 6 = critical hit (base damage is 200). Your pokemon is knocked out (unless this attack misses). This cannot be used until after the fifth turn of the match (5 posts where you make a move and only your turn counts).

Extrasensory [Psychic] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Extremespeed [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Facade [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. If your pokemon is burned, paralyzed, or poisoned, then use this instead: 1 = miss, 2-5 = 150, 6 = critical hit (base damage is 150).

Faint Attack [Dark] - Always does 100 damage, but can not critical hit. No dice rolling required

Fairy Lock [Fairy] - Opponent can not switch out until the pokemon that uses this move switches out.

Fairy Wind [Fairy] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Fake Out [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Fake Tears [Normal] - Lowers opponent's defense until fainting/switching out

False Swipe [Dark] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Feather Dance [Flying] - Lower's opponent's attack until fainting/switching out

Feint [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Fell Stinger [Bug] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Raises your attack until fainting/switching out

Fiery Dance [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Raise your attack until fainting/switching out

Final Gambit [Fight] - Roll 1 6-sided dice. 1 = miss, 2-6 = Do damage to your opponent equal to your current HP. Your pokemon faints if this attack does damage. This cannot be used until after the fifth turn of the match (5 posts where you make a move and only your turn counts).

Fire Blast [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Fire Fang [Fire] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Fire Pledge [Fire] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Fire Punch [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Fire Spin [Fire] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. Opponent's pokemon cannot switch until fainting/switching out in multipokemon battles.

Fissure [Ground] - CAN NOT USE IN BATTLE SYSTEM

Flail [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Flame Burst [Fire] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Flame Charge [Fire] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Flame Wheel [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown.) If you are frozen, you may use this attack. If your roll succeeds, make another post randomizing a number 1-2. On a 1, your move fails. On a 2, your move succeeds and you are freed of the freezing status.

Flamethrower [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Flare Blitz [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown.) If you are frozen, you may use this attack. If your roll succeeds, make another post randomizing a number 1-2. On a 1, your move fails. On a 2, your move succeeds and you are freed of the freezing status.

Flash [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Flash Cannon [Steel] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lower opponent's defense until fainting/switching out

Flatter [Dark] - Roll two 4-sided dice in order to try to confuse your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Fling [Dark] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Flower Shield [Fairy] - Raises your defense until fainting/switching out

Fly [Flying] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Flying Press [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Focus Blast [Fighting] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lower opponent's defense until fainting/switching out

Focus Energy [Normal] - CAN NOT USE IN BATTLE SYSTEM

Focus Punch [Fighting] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Follow Me [Normal] - CAN NOT USE IN BATTLE SYSTEM

Force Palm [Fighting] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Foresight [Normal] - If your opponent is a ghost type pokemon, it can now be hit with Normal and Fighting type attacks for neutral damage. This lasts until your opponent's pokemon faints or switches out

Forest's Curse [Grass] - Can not use in battle system

Foul Play [Dark] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Freeze-Dry [Ice] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Freeze Shock [Ice] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Frenzy Plant [Grass] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Frost Breath [Ice] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Frustration [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Fury Attack [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Fury Cutter [Bug] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Fury Swipes [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Fusion Bolt [Electric] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Fusion Flare [Fire] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Future Sight [Psychic] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.
PostPosted: Thu Nov 03, 2011 2:37 pm


Gastro Acid [Poison] - CAN NOT USE IN BATTLE SYSTEM

Gear Grind [Steel] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Geomancy [Fairy] - Raise your (CHOOSE ONE) attack or defense until fainting/switching out

Giga Drain [Grass] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. You recover 25% of the damage inflicted

Giga Impact [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Glaciate [Ice] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Glare [Normal] - Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Grass Knot [Grass] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Grass Pledge [Grass] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Grasswhistle [Grass] - Roll two 4-sided dice in order to make your opponent's pokemon fall asleep. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Grassy Terrain [Grass] - Can not use in battle system

Gravity [Psychic] - CAN NOT USE IN BATTLE SYSTEM

Growl [Normal] - Lower opponent's attack until fainting/switching out

Growth [Normal] - Raises your attack until fainting/switching out

Grudge [Ghost] - If your opponent KOed you the next turn after this attack, your opponent can no longer use the last attack that KOed the pokemon unless your opponent switches pokemon.

Guard Split [Psychic] - CAN NOT USE IN BATTLE SYSTEM

Guard Swap [Psychic] - Switches all DEFENSE stat increases/decreases with opponent

Guillotine [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Gunk Shot [Poison] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to poison your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Gust [Flying] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Gyro Ball [Steel] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Hail [Ice] - CAN NOT USE IN BATTLE SYSTEM

Hammer Arm [Fighting] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Happy Hour [Normal] - Can not use in battle system

Harden [Normal] - Raise your defense until fainting/switching out

Haze [Ice] - Cures all status problems and stat changes of both your pokemon and your opponent's pokemon

Head Charge [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Head Smash [Rock] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Headbutt [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Heal Bell [Normal] - Heals all status problems and stat changes of your pokemon and, if it is a multipokemon battle, of your team

Heal Block [Psychic] - Foe cannot use any healing move (recover/absorb/whateverdrain/etc) for 5 turns

Heal Order [Bug] - Roll 1 10-sided dice. 1-3 = no heal. 4-7 = 50 HP heal 8-9 = 100 HP heal. 10 = 150 HP heal. This move is not effected by type weaknesses/resistances

Heal Pulse [Psychic] - CAN NOT USE IN BATTLE SYSTEM

Healing Wish [Psychic] - The pokemon that uses this move faints; the pokemon sent out next gains half the HP of the fainted pokemon and is cured of any status problems. Can only use in multipokemon battles

Heart Stamp [Psychic] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Heart Swap [Psychic] - Switches all stat increases/decreases with opponent

Heat Crash [Fire] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Heat Wave [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to burn your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Heavy Slam [Steel] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Helping Hand [Normal] - CAN NOT USE IN BATTLE SYSTEM

Hex [Ghost] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. When opponent has a status problem, damage changes to 1 = miss, 2-5 = 150 damage, 6 = critical hit (base damage is 150).

Hi Jump Kick [Fighting] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Hidden Power [Normal] - CAN NOT USE IN BATTLE SYSTEM

Hold Back [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Hone Claws [Dark] - Raises your attack until fainting/switching out

Horn Attack [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Horn Drill [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Horn Leech [Grass] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. You recover 25% of the damage inflicted.

Howl [Normal] - Raises your attack until fainting/switching out

Hurricane [Flying] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Hydro Cannon [Water] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Hydro Pump [Water] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Hyper Beam [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Hyper Fang [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Hyper Voice [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Hypnosis [Psychic] - Roll two 4-sided dice in order to make your opponent's pokemon fall asleep. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Iceball [Ice] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit.

Ice Beam [Ice] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to freeze your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Ice Burn [Ice] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to burn your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Ice Fang [Ice] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to freeze your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Ice Punch [Ice] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to freeze your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Ice Shard [Ice] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Icicle Crash [Ice] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Icicle Spear [Ice] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Icy Wind [Ice] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Imprison [Psychic] - State the 4 moves your pokemon will use/has used in the battle. Your opponent's CURRENT pokemon cannot use those moves until either your opponent's pokemon or your own pokemon switches out.

Incinerate [Fire] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Inferno [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to burn your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Infestation [Bug] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. Your opponent cannot switch out for 4 turns (does not stack).

Ingrain [Grass] - Heals 25 HP every turn for 4 turns; you can not switch out and your opponent's pokemon cannot forcibly switch you out.

Ion Deluge [Electric] - Can not use in battle system

Iron Defense [Steel] - Raise your defense until fainting/switching out

Iron Head [Steel] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Iron Tail [Steel] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lower opponent's defense until fainting/switching out

Pandashroom Pogeys
Vice Captain


Pandashroom Pogeys
Vice Captain

PostPosted: Wed Nov 16, 2011 5:47 am


Judgment [Normal] - CAN NOT USE IN BATTLE SYTEM

Jump Kick [Fighting] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Karate Chop [Fighting] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Kinesis [Psychic] - CAN NOT USE IN BATTLE SYSTEM

King's Shield [Steel] - Lower opponent's attack until your opponent faints/switches out

Knock Off [Dark] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Land's Wrath [Ground] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Last Resort [Normal] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Lava Plume [Fire] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to burn your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Leaf Blade [Grass] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Leaf Storm [Grass] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lower opponent's defense until your opponent switches/faints

Leaf Tornado [Grass] - Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit

Leech Life [Bug] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. You recover 25% of the damage inflicted

Leech Seed [Grass] - Steals 25 HP once every two of your opponent's turns until they switch out.

Leer [Normal] - Lower opponent's defense until your opponent switches/faints

Lick [Normal] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to paralyze your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Light Screen [Psychic] - Decreases your opponent's attack for 5 turns. This effect lasts even after you switch out the pokemon that used it.

Lock-on [Normal] - During your next attack, if you roll a miss for inflicting damage, it will count as the base damage for that attack. If you are rolling to inflict status, on the first dice, 1-3 will now count as a hit and 4 will count as a miss.

Lovely Kiss [Normal] - Roll two 4-sided dice in order to put your opponent's pokemon to sleep. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Low Kick [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Low Sweep [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Lucky Chant [Normal] - For 5 turns, any critical hit your opponent rolls is treated as normal damage.

Lunar Dance [Psychic] - The pokemon that uses this move faints; the pokemon sent out next gains half the HP of the fainted pokemon and is cured of any status problems. Can only use in multipokemon battles.

Luster Purge [Psychic] - OPTION 1: Roll one 6-sided dice. 1 = miss, 2-5 = 100 damage, 6 = critical hit. OPTION 2: Lower opponent's defense until your opponent faints/switches out
PostPosted: Sat Nov 19, 2011 1:46 am


Mach Punch [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Magic Coat [Psychic] - You can only use this move when your opponent attempts to inflict a status move or lower your attack/defense. Roll 1 4-sided dice. If you roll a 1-3, nothing happens. If you roll a 4, reflect any status/stat change you would have had back to your opponent.

Magic Room [Psychic] - Can not use in battle system

Magical Leaf [Grass] - Inflict 100 damage to your opponent. This move cannot miss, but it cannot critical hit.

Magma Storm [Fire] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. Your opponent cannot switch out for 4 turns (does not stack).

Magnet Bomb [Steel] - Does 100 damage always, but can not critical hit. No dice rolling required

Magnet Rise [Electric] - The pokemon that uses this move becomes immune to ground moves for 5 turns.

Magnetic Flux [Electric] - Raises your defense until fainting/switching out

Magnitude [Ground] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Mat Block [Fighting] - Can not use in battle system

Me First [Normal] - Can not use in battle system

Mean Look [Normal] - Opponent can not switch out until the pokemon that uses this move switches out.

Meditate [Psychic] - Raises your attack until your pokemon fainting/switching out

Mega Drain [Grass] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. You recover 25% of the damage inflicted

Mega Kick [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Mega Punch [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Megahorn [Bug] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Memento [Dark] - Your pokemon faints; your opponent's attack and defense are lowered until your opponent's pokemon faints/switches out. This move cannot be used until the 5th turn of battle (5 posts where you make a move and only your turn counts).

Metal Burst [Steel] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Metal Claw [Steel] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Raises your attack until your pokemon fainting/switching out

Metal Sound [Steel] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lowers your opponent's defense until your opponent's pokemon fainting/switching out

Meteor Mash [Steel] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Raises your attack until your pokemon fainting/switching out

Metronome [Normal] - CAN NOT USE IN BATTLE SYSTEM

Milk Drink [Normal] - Roll 1 10-sided dice. 1-3 = no heal. 4-7 = 50 HP heal 8-9 = 100 HP heal. 10 = 150 HP heal. This move is not effected by type weaknesses/resistances

Mimic [Normal] - This move (permantly until your pokemon faints/switches out) turns into the target's lastest used move. Your pokemon may now use this attack until your pokemon faints/switches out

Mind Reader [Normal] - During your next attack, if you roll a miss for inflicting damage, it will count as the base damage for that attack. If you are rolling to inflict status, on the first dice, 1-3 will now count as a hit and 4 will count as a miss.

Minimize [Normal] - Can not use in battle system

Miracle Eye [Psychic] - If your opponent's pokemon is a dark type, it can now be hit by psychic-type attacks until it faints/switches out

Mirror Coat [Psychic] - Can not use in battle system

Mirror Move [Flying] - This move copies your opponent's last move (ie: If your opponent used TACKLE last, this move will also use the same dice rolls and have the same effects as a TACKLE attack). In the event of copying a move with more than one option, you will only be able to use the option that your opponent used during the last move. The move is not copied permanently - the next time you use this move, it will copy a different move that your opponent used the latest.

Mirror Shot [Steel] - Lowers your opponent's defense until your opponent's pokemon faints/switches out

Mist [Ice] - All stat changes are cleared. Neither you nor your opponent cannot reduce/increase stats for 5 turns.

Mist Ball [Ice] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lowers your opponent's attack until your opponent faints/switches out

Misty Terrain [Fairy] - For 5 turns, your opponent can not use status-inflicting moves (This includes burn, confusion, freeze, paralysis, poison, encore, and sleep)

Moonblast [Fairy] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lowers opponent's attack until your opponent faints/switches out

Moonlight [Normal] - Roll 1 10-sided dice. 1-3 = no heal. 4-7 = 50 HP heal 8-9 = 100 HP heal. 10 = 150 HP heal. This move is not effected by type weaknesses/resistances.

Morning Sun [Normal] - Roll 1 10-sided dice. 1-3 = no heal. 4-7 = 50 HP heal 8-9 = 100 HP heal. 10 = 150 HP heal. This move is not effected by type weaknesses/resistances

Mud Bomb [Ground] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Mud Shot [Ground] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Mud Sport [Ground] - Your pokemon gains a x2 electric type resistence. If it was already x2 resistent, it becomes x4 resistent. If it was already x2 weak, it becomes neutral. If it was x4 weak, it becomes x2 weak. This can not stack. This wears off when you faint/switch out.

Mud-slap [Ground] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Muddy Water [Ground] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Mystical Fire [Fire] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lowers opponent's attack until your opponent faints/switches out

Nasty Plot [Dark] - Raises your attack until your pokemon fainting/switching out

Natural Gift [Normal] - Can not use in battle system.

Nature Power [Normal] - Can not use in battle system.

Needle Arm [Grass] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Night Daze [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Night Shade [Ghost] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Night Slash [Dark] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Nightmare [Ghost] - Can only use if your opponent is asleep. Roll one 6-sided dice. 1=miss, 2-5=125 damage, 6 = critical hit (base damage is 125).

Noble Roar [Normal] - Lowers opponent's attack until your opponent faints/switches out

Nuzzle [Electric] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Oblivion Wing [Flying] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. You recover 25% of the damage inflicted

Octazooka [Water] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Odor Sleuth [Normal] - If your opponent is a ghost type pokemon, it can now be hit with Normal and Fighting type attacks for neutral damage. This lasts until your opponent's pokemon faints or switches out

Ominous Wind [Ghost] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Raise (CHOOSE ONE, NOT BOTH) your attack OR defense until your pokemon faints/switches out.

Outrage [Dragon] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Overheat [Fire] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit, OPTION 2: Lower your opponent's attack until your opponent's pokemon faints/switches out

Pain Split [Normal] - Can not use in battle system

Parabolic Charge [Electric] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. You recover 25% of the damage inflicted

Parting Shot [Dark] - Lowers opponent's attack until your opponent faints/switches out. If this is a multipokemon battle, you can switch out your pokemon with a different pokemon immediately afterwards so that your opponent's next attack hits your newly brought out pokemon and not this pokemon that just performed Parting Shot

Pay Day [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Payback [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Peck [Flying] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Perish Song [Normal] - Can not use in battle system

Petal Blizzard [Grass] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Petal Dance [Grass] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Phantom Force [Ghost] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Pin Missile [Bug] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Play Nice [Normal] - Lowers opponent's attack until your opponent faints/switches out

Play Rough [Fairy] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lowers opponent's attack until your opponent faints/switches out

Pluck [Flying] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Poison Fang [Poison] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to poison your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Poison Gas [Poison] - Roll two 4-sided dice in order to poison your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Poison Jab [Poison] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to poison your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Poison Sting [Poison] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to poison your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Poison Tail [Poison] - OPTION 1: Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit. OPTION 2: Roll two 4-sided dice in order to poison your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Poisonpowder [Poison] - Roll two 4-sided dice in order to poison your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Pound [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Powder [Bug] - Can not use in battle system

Powder Snow [Ice] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to freeze your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Power Gem [Rock] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Power Split [Psychic] - Can not use in battle system

Power Swap [Psychic] - Switches all attack increases/decreases with opponent's pokemon

Power Trick [Psychic] - Can not use in battle system

Power-Up Punch [Fighting] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Raises your attack until fainting/switching out

Power Whip [Grass] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Present [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Protect [Normal] - Can not use in battle system

Psybeam [Psychic] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2 - Roll two 4-sided dice in order to confuse your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Psych Up [Normal] - Copies opponent's stat changes (this overrides any current stat changes you have)

Psychic [Psychic] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lowers your opponent's defense until your opponent's pokemon faints/switches out

Psycho Boost [Psychic] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Psycho Cut [Psychic] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Psycho Shift [Psychic] - Transfers status problems to opponent

Psyschock [Psychic] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Psystrike [Psychic] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Psywave [Psychic] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Punishment [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Pursuit [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Pandashroom Pogeys
Vice Captain


Pandashroom Pogeys
Vice Captain

PostPosted: Sat Nov 19, 2011 12:33 pm


Quash [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Quick Attack [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Quick Guard [Fight] - Can not use in battle system

Quiver Dance [Bug] - Option 1: Raises your attack until your pokemon faints/switches out. Option 2: Raises your defense until your pokemon faints/swithces out

Rage [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Rage Powder [Bug] - Can not use in battle system

Rain Dance [Water] - Can not use in battle system

Rapid Spin [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. Removes any moves that have lingering effects such as bind/leech seed/spikes/stealthrock/etc

Razor Leaf [Grass] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Razor Shell [Water] - OPTION 1 - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2 - Lower your opponent's defense until your opponent faints/switches out

Razor Wind [Normal] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Recover [Normal] - Roll 1 10-sided dice. 1-3 = no heal. 4-7 = 50 HP heal 8-9 = 100 HP heal. 10 = 150 HP heal. This move is not effected by type weaknesses/resistances/stat changes

Recycle [Normal] - Can not use in battle system

Reflect [Psychic] - Increases your defense for 5 turns. This effect lasts even after you switch out the pokemon that used it.

Reflect Type [Normal] - Can not use in battle system

Refresh [Normal] - Cures self of any status condition except for sleep/freezing

Relic Song [Normal] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to put your opponent to sleep. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Rest [Psychic] - Heals 100 HP; Roll 1 4-sided dice to see how many turns your pokemon will fall asleep

Retaliate [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Return [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Revenge [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Reversal [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Roar [Normal] - Can only be used in mult pokemon battles. Your opponent's pokemon switches out and your opponent randomly (usually through random dice generator) has to choose out a different one.

Roar of Time [Dragon] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Rock Blast [Rock] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Rock Climb [Rock] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to confuse your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Rock Polish [Rock] - Can not use in battle system

Rock Slide [Rock] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Rock Smash [Fighting] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lower your opponet's defense until your opponent faints/switches out.

Rock Throw [Rock] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Rock Tomb [Rock] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Rock Wrecker [Rock] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Role Play [Psychic] - Can not use in battle system

Rolling Kick [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Rollout [Rock] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Roost [Flying] Roll 1 10-sided dice. 1-3 = no heal. 4-7 = 50 HP heal 8-9 = 100 HP heal. 10 = 150 HP heal. This move is not effected by type weaknesses/resistances/stat changes

Rototiller [Ground] - Raises your attack until fainting/switching out

Round [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Sacred Fire [Fire] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown.) If you are frozen, you may use this attack. If your roll succeeds, make another post randomizing a number 1-2. On a 1, your move fails. On a 2, your move succeeds and you are freed of the freezing status.

Sacred Sword [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Safeguard [Normal] - For 5 turns, your opponent can not use status-inflicting moves (This includes burn, confusion, freeze, paralysis, poison, encore, and sleep)

Sand Tomb [Ground] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. Your opponent can not switch out for 5 turns (only applies in multipokemon battle]

Sand-attack [Ground] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Sandstorm [Ground] - Can not use in battle system

Scald [Water] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown.) If you are frozen, you may use this attack. If your roll succeeds, make another post randomizing a number 1-2. On a 1, your move fails. On a 2, your move succeeds and you are freed of the freezing status.

Scary Face [Normal] - Lowers your opponent's defense until your opponent's pokemon faints/switches out

Scratch [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Screech [Normal] - Lowers your opponent's defense until your opponent's pokemon faints/switches out

Searing Shot [Fire] - OPTION 1: OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Secret Power [Normal] - Can not use in battle system

Secret Sword [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Seed Bomb [Grass] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Seed Flare [Grass] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lower your opponent's defense until your opponent's pokemon faints/switches out.

Seismic Toss [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Selfdestruct [Normal] - Roll one 6-sided dice. 1-2 = miss, 3-5 = 200 damage, 6 = critical hit (base damage is 200). Your pokemon is knocked out (unless this attack misses). This cannot be used until after the fifth turn of the match (5 posts where you make a move and only your turn counts).

Shadow Ball [Ghost] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lower your opponent's defense until your opponent's pokemon faints/switches out.

Shadow Claw [Ghost] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Shadow Force [Ghost] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Shadow Punch [Ghost] - Does 100 damage always, but can not critical hit. No dice rolling required

Shadow Sneak [Ghost] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Sharpen [Normal] - Raises your attack until your pokemon faints/switches out.

Sheer Cold [Ice] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Shell Smash [Normal] - Raises your attack until your pokemon faints/switches out

Shift Gear [Steel] - Raises your attack until your pokemon faints/switches out

Shock Wave [Electric] - Does 100 damage always, but can not critical hit. No dice rolling required

Signal Beam [Bug] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to confuse your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Silver Wind [Bug] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Raise (CHOOSE ONE, NOT BOTH) your attack OR defense until your pokemon faints/switches out.

Simple Beam [Normal] - Can not use in battle system

Sing [Normal] - Roll two 4-sided dice in order to try to put your opponent's pokemon to sleep. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Sketch [Normal] - Copies your opponent's lastest move permanently until the end of the battle (exactly like how mimic works)

Skill Swap [Psychic] - Can not use in battle system

Skull Bash [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Sky Attack [Flying] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Sky Drop [Flying] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Sky Uppercut [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Slack Off [Normal] - Roll 1 10-sided dice. 1-3 = no heal. 4-7 = 50 HP heal 8-9 = 100 HP heal. 10 = 150 HP heal. This move is not effected by type weaknesses/resistances/stat changes

Slam [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Slash [Normal] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Sleep Powder [Grass] - Roll two 4-sided dice in order to try to put your opponent to sleep. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Sleep Talk [Normal] - Can only be used when your pokemon is asleep. List 4 of the moves you have used/will use. Roll 1 4-sided dice in your RP post to see which move your pokemon will perform. Then make a second post using that attack and doing the necessary dice rolls/whatever for it.

Sludge [Poison] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to poison your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Sludge Bomb [Poison] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to poison your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Sludge Wave [Poison] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to poison your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Smack Down [Rock] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Smellingsalt [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION

Smog [Poison] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to poison your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Smokescreen [Normal] - Can not use in battle system

Snarl [Dark] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lowers opponent's attack until your opponent faints/switches out

Snatch [Dark] - Can not use in battle system

Snore [Normal] - Can only use if your pokemon is asleep. Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Soak [Water] - Can not use in battle system

Softboiled [Normal] - Roll 1 10-sided dice. 1-3 = no heal. 4-7 = 50 HP heal 8-9 = 100 HP heal. 10 = 150 HP heal. This move is not effected by type weaknesses/resistances/stat changes

Solar Beam [Grass] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Sonic Boom [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Spacial Rend [Dragon] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Spark [Electric] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Spider Web [Bug] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. Your opponent can not switch out for 5 turns.

Spike Cannon [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Spikes [Normal] - Everytime your opponent switches out, the pokemon switching in automatically takes 25 damage unless they have a ground resistance. This can stack up to 2 times.

Spiky Shield [Grass] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Spit Up [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Spite [Ghost] - Can not use in battle system

Splash [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Spore [Grass] - Roll two 4-sided dice in order to try to put your opponent to sleep. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Stealth Rock [Rock] - Everytime your opponent switches out, the pokemon switching in automatically takes 25 damage. They take 50 damage if they are x2 or x4 weak to rock types. This can stack up to 2 times.

Steamroller [Bug] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Steel Wing [Steel] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Raises your defense until your pokemon faints/switches out

Sticky Web [Bug] - Can not use in battle system

Stockpile [Normal] - Raises your defense until your pokemon faints/switches out

Stomp [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Stone Edge [Rock] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Stored Power [Psychic] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Storm Throw [Fighting] - Roll one 12-sided dice. 1-2 = miss, 3-9 = 100 damage, 10-12 = critical hit

Strength [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

String Shot [Bug] - Your opponent can not switch for 5 turns.

Struggle [Normal] - Can not use in battle system. If your Pokemon needs to struggle because it has no other moves available, just do nothing.

Struggle Bug [Bug] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Lowers your opponent's attack until your opponent faints/switches out

Stunspore [Grass] - Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Submission [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Substitute [Normal] - Can not use in battle system

Sucker Punch [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Sunny Day [Fire] - Can not use in battle system

Super Fang [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Super Power [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Supersonic [Normal] - Roll two 4-sided dice in order to try to confuse your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Surf [Water] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Swagger [Normal] - Roll two 4-sided dice in order to try to confuse your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Swallow [Normal] - Removes a [+50] defense stat change on your pokemon in exchange for 100 health.

Sweet Kiss [Normal] - Roll two 4-sided dice in order to try to confuse your opponent's pokemon. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Sweet Scent [Normal] - Can not use in battle system

Swift [Normal] - Does 100 damage always, but can not critical hit. No dice rolling required

Switcheroo [Dark] - Can not use in battle system

Swords Dance [Normal] - Raises your attack until your pokemon faints/switches out

Synchronoise [Psychic] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Synthesis [Grass] - Roll 1 10-sided dice. 1-3 = no heal. 4-7 = 50 HP heal 8-9 = 100 HP heal. 10 = 150 HP heal. This move is not effected by type weaknesses/resistances/stat changes
PostPosted: Sat Nov 19, 2011 12:51 pm


Tackle [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Tail Glow [Bug] - Raises attack until your pokemon faints/switches out

Tail Slap [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Tail Whip [Normal] - Lowers opponent's defense until your opponent's pokemon faints/switches out

Tailwind [Flying] - Can not use in battle system

Take Down [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Taunt [Dark] - Roll a 4-sided dice. 1-2 = miss, 3-4 = your opponent can only use damage-inflicting moves (moves that cause damage immediately) for 3 turns.

Techno Blast [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Teeter Dance [Normal] - Roll two 4-sided dice in order to try to confuse your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Telekinesis [Psychic] - Can not use in battle system

Teleport [Psychic] - Can not use in battle system

Thief [Dark] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Thrash [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Thunder [Electric] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Thunder Fang [Electric] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Thunder Wave [Electric] - Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Thunderbolt [Electric] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Thunderpunch [Electric] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Thundershock [Electric] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Tickle [Normal] - OPTION 1: Lowers your opponent's attack until your opponent's pokemon faints/switches out. OPTION 2: Lowers your opponent's defense until your opponent's pokemon faints/switches out.

Topsy-Turvy [Dark] - Can not use in battle system

Torment [Dark] - Your opponent's pokemon can not use the same move two times in a row until your opponent's pokemon faints/switches out

Toxic [Poison] - Roll two 4-sided dice in order to try to poison your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Toxic Spikes [Poison] - Can not use in battle system

Transform [Normal] - Your pokemon transforms into a copy of your opponent's pokemon (does not copy stat changes/status]. Your pokemon has the same exact Max HP as your opponent and copies any moves done so far. If your opponent hasn't done a max of 4 moves, you can choose the remaining moves from any possible attack that pokemon species can know.

Tri Attack [Normal] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to (CHOOSE ONE) freeze/paralyze/burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Trick [Psychic] - Can not use in battle system

Trick Room [Psychic] - Can not use in battle system

Trick-or-Treat [Ghost] - Can not use in battle system

Triple Kick [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Trump Card [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Twineedle [Bug] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to poison your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Twister [Dragon] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

U-turn [Bug] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. If this is a multipokemon battle, you can switch out your pokemon with a different pokemon immediately afterwards so that your opponent's next attack hits your newly brought out pokemon and not this pokemon that just performed u-turn

Uproar [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

V-create [Fire] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Vacuum Wave [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Venom Drench [Poison] - Lowers opponent's attack until your opponent faints/switches out

Venoshock [Poison] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. Base damage +50 if target is already poisoned.

Vice Grip [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Vine Whip [Grass] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Vital Throw [Fighting] - Does 100 damage always, but can not critical hit. No dice rolling required

Volt Switch [Electric] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. If this is a multipokemon battle, you can switch out your pokemon with a different pokemon immediately afterwards so that your opponent's next attack hits your newly brought out pokemon and not this pokemon that just performed u-turn

Volt Tackle [Electric] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Pandashroom Pogeys
Vice Captain


Pandashroom Pogeys
Vice Captain

PostPosted: Sat Nov 19, 2011 12:58 pm


Wake-up Slap [Fighting] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Water Gun [Water] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Water pledge [Water] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.

Water Pulse [Water] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to confuse your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Water Shuriken [Water] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Water Sport [Water] - Your pokemon gains a x2 fire type resistence. If it was already x2 resistent, it becomes x4 resistent. If it was already x2 weak, it becomes neutral. If it was x4 weak, it becomes x2 weak. This can not stack. This wears off when you faint/switch out.

Water Spout [Water] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Waterfall [Water] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Weather Ball [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Whirlpool [Water] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. Your opponent can not switch for 5 turns

Whirlwind [Normal] - Can only be used in mult pokemon battles. Your opponent's pokemon switches out and your opponent randomly (usually through random dice generator) has to choose out a different one.

Widge Guard [Rock] - Can not use in battle system

Wild Charge [Electric] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Will-o-wisp [Fire] - Roll two 4-sided dice in order to burn your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Wing Attack [Flying] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Wish [Normal] - Can not use in battle system

Withdraw [Water] - Raises your defense until your pokemon faints/switches out

Wonder Room [Psychic] - Can not use in battle system

Wood Hammer [Grass] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Work-up [Normal] - Raises your attack until your pokemon faints/switches out

Worry Seed [Grass] - Can not use in battle system

Wrap [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. Your opponent can not switch out for 5 turns.

Wring Out [Normal] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

X-scissor [Bug] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit

Yawn [Normal] - Roll two 4-sided dice in order to try to put your opponent's pokemon to sleep. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (count only your opponent's turns for the countdown)

Zap Cannon [Electric] - OPTION 1: Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit. OPTION 2: Roll two 4-sided dice in order to try to paralyze your opponent. First dice determines if it hits or not; 1-2 = miss, 3-4 = hit. Second dice determines how long the condition lasts, 1 = 1 turn, 2 = 2 turns, etc. (Count only your opponent's turn for the countdown)

Zen Headbutt [Psychic] - Roll one 6-sided dice. 1=miss, 2-5=100 damage, 6 = critical hit.
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