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Pandashroom Pogeys Vice Captain
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Posted: 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.
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Posted: 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.
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Pandashroom Pogeys Vice Captain
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Pandashroom Pogeys Vice Captain
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Posted: 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.
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Posted: 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
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Pandashroom Pogeys Vice Captain
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Pandashroom Pogeys Vice Captain
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Posted: 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
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Posted: 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
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Pandashroom Pogeys Vice Captain
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Pandashroom Pogeys Vice Captain
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Posted: 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
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Posted: 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)
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Pandashroom Pogeys Vice Captain
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Pandashroom Pogeys Vice Captain
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Posted: 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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