Post by Ash on Sept 6, 2009 3:04:27 GMT -6
All attacks will be listed and their effects described here.
Laokia Attacks
Bug
Dart
A sharp dart is fired at the opponent. (30% chance to poison)
Scurry
The Pokemon scurries around the arena, increasing its evasiveness. (+1 evasion)
Silk Bond
A thin, sticky string is fired at the opponent. (-2 speed, unable to change out)
Dark
Shroud
The Pokemon shrouds itself in darkness, increasing its evasiveness. (+2 evasion)
Lurk
The Pokemon lurks through the shadows, targetting its opponent's weak spot. (Locked on, next attack is critical)
Hell Blaze
The user attacks with powerful dark flames. 25% chance of causing burn.
Feral Roar
The Pokemon makes a very frightening roar that raises it's attack and lowers the opponents defense.
Shadow Fang
Dark Type Hyper Fang
Unsightly Revenge
The user makes a final desperate attack to do massive damage on opponent. (Can only be used if other moves have been used, and HP is in critical)
Marionette Punch
The user uses odd motions to confuse the foe before sending in a punch that cannot miss.
Dragon
Dragon Fist
The Pokemon attacks its foe with a bone-shattering punch.
Electric
Interference
The Pokemon releases a high-frequency sound that disrupts the opponent's Pokeball. (Unable to switch out)
Storm Challenge
The user releases a highly charged ball of lightning towards the opponent. Never misses. 30% Chance of paralysis.
Fighting
Titan Fist
The Pokemon attacks its foe with the force of a titan, leaving them dazed. (Confusion)
Crescent
The Pokemon delivers two powerful crescent kicks. (Hits twice)
Fire
Exhaust
The Pokemon breathes extremely hot flames. (30% chance to burn, Pokemon cannot attack next turn)
Pyro
The Pokemon attacks with fireballs for five turns, or until the attack misses. (30% chance to burn, accuracy decreases by one until the attack misses or ends)
Fire Claw
The Pokemon attacks with claws of fire. (30% chance to burn)
Inferno
Fire surrounds the opponent for five turns, doing more damage as each turn passes. (30% chance to burn, damage increases by one for five turns from a base of .5x the original attack)
Gateway
A fissure opens up in the ground releasing magma and flames to engulf the opponent. 40% of causing burn.
Tiger Strike
The foe strikes with an explosive force. 40% chance of burning both the user and target. 12/ Recoil Damage. 10% chance of paralysis.
Ignition
The user sprays the foe with flammable chemicals and ignites them in a powerful explosion.
Hell Fire
The user attacks opponent with a triple fire stream. 30% chance of burning.
Flying
Sonic Wing
The Pokemon flies foward at sonic speeds and slashes the opponent with its wings.
Ghost
Haunt
The Pokemon confuses its opponent by fading in and out of sight. (Confusion)
Phantasm
The Pokemon assaults its foe with invisible fists.
Ghostly Plea
The user makes a desperate plea towards the opponent and attacks them when they are vulnerable. (Attack power varies depending on the amount of HP left - Lower HP = higher attack power)
Ghostly Chant
The user chants a eerie sounding chant that raises both it's Def. and Sp. Def.
Voodoo
The user splits all damage taken with the opponent for five turns.
Incantation
The user charges dark energy imbued with ancient power, then on the next turn fires a glob of pure darkness at the opponent inflicting severe damage if the pokemon has a higher temporary stat. It has a 20% chance of inflicting the sleep status on the foe.
Heart's Deception
With a tempting glance, the user steals the chance to lash out brutally with it's mystical claws. 33% chance of absorbing half the damage inflicted.
Grass
Poison Vine
The Pokemon attacks with vines covered in poisonous barbs. (Poison)
Ground
Richter
The Pokemon slams the ground, causing an earthquake that lasts for five turns and damages all around it. (Causes an earthquake, deals two damage to all non-Ground or Flying Pokemon without levitate)
Ice
Sub-Zero
The Pokemon lowers the temperature around it, damaging all non-Ice Pokemon. (30% chance to freeze, 50% chance to freeze Water-type, does not effect Ice-type)
Normal
Adaption
The Pokemon adapts to its current environment, changing its type, and the type of all attacks that share it. (Hail-Ice, Rain-Water, Sand storm-Rock, Earthquake-Ground, Day/Bright sun-Fire, Night-Dark)
Injection
An attack that involves stinging the foe with a sharp appendage which will inject venom them that can cause a random status condition as well as cause a decent amount damage. There is a 30% chance of the attack will cause the foe to suffer a status condition {burn, paralyze, sleep, confusion, frozen, poison}
Poison
Fume
The Pokemon breathes out lethal fumes. (Poisons)
Burst
The Pokemon swells with poison gas, then bursts, releasing it all, but knocking itself out. (Poison, 2x normal damage)
Psychic
Dream Catcher
The Pokemon creates a psychic dream catcher above a sleeping foe, which either heals or damages it depending on good or bad dreams. (Deals .5x standard damage to sleeping foes every turn, heals user by that amount. If Nightmare or Bad Dreams is active, the user will be damaged instead)
Sweet Dreams
The user has sweet dreams that randomly raises two stats. (Can only be used when asleep)
Rock
Claymore
The Pokemon drops a rock, which remains dormant for four turns, then explodes on the fifth.
Water
Aqua Sphere
A ball of water is fired at the opponent at high speed.
Steel:
Mecha Crash - Steel Type Double Edge
Blade Swipe - Steel Type Slash
Giga Fang - Steel - Power 100 - High Critical Hit Ratio
Sharp Edge - Steel - +1 Attack
The Pokemon sharpens its claws, fangs, and/or other means of attack.
Construct - Steel - Reinforce Used Next Turn
The arena is covered with a steel floor.
Reinforce - Steel - Used after Construct, Deconstruct Used Next Turn
Another layer of steel is added to the floor.
Deconstruct - Steel - Damages all Pokemon in Battle
Steel plates are flung in all directions as the steel floor is deconstructed.
Special Status Attacks
Angel Attacks
Angel Song
Pokemon heals all team members and removes all non-volatile status effects with an angelic song. (Heals at standard damage, removes Sleep, Poison, Burn, Freeze, and Paralysis)
Heavenly Ray
Light shines from above, boosting all stats of one team member. (+1 all stats)
Grace
The Pokemon begins a series of graceful movement in an effort to lower the opponent's guard. (-2 defense)
Angel Fire
The Pokemon attacks all opponents with a blaze of white fire. (30% chance to burn)
Angel Storm
The pokemon summons a storm of white lightning to attack all pokemon on the field. (Special Attack;20% chance to paralyze)
Angel Burst
The Pokemon sacrifices itself to fully heal a team member. (Self-KO, fully heals one team member and removes Sleep, Poison, Burn, Freeze, and Paralysis)
Angel Rush
The Pokemon rushes the opponent, damaging itself in the process. (.5x recoil)
Rise
The Pokemon and its team rises above the ground, becoming immune to Ground-type attacks for five turns.
Dawn
The Pokemon creates a holy light that hovers above their team and heals them for five turns. (Heals 2 HP each turn)
Angel Feathers
Pokemon releases a flurry of pure white feathers. (Angel Dance must be used next turn)
Angel Dance
Pokemon uses feathers as razor-sharp blades for five turns, sending them at all opponents.
Holy Beam
Pokemon attacks opponent with a beam of holy energy. (Special Attack)
Demon Attacks
Demon Growl
A demonic growl that forces the opponent to flee the battle. (Forces a swap of Pokemon in trainer battle, forces the opponent to flee during wild battles)
Demon Claw
The Pokemon attacks with sharpened claws.
Demon Charge
The Pokemon rushes forward into a head-on attack. (.5x recoil damage)
Demon Shock
The Pokemon sends off an electrical charge to all opposing Pokemon. (30% chance to paralyze)
Demon Blaze
The Pokemon breathes a burst of black fire to all opposing Pokemon. (30% chance to burn)
Demon Chill
The Pokemon lowers the temperature around all opposing Pokemon, harming them with the biting cold. (30% chance to freeze)
Demon Dance
The Pokemon begins to move eratically, drawing the opponent's attention. (Confusion)
Demon Rage
The Pokemon launches an unrelenting assault on the opponent(s) until it either faints or hurts itself in its confusion. (Attacks one opponent, but target can be changed between turns, confuses user after the first attack)
Twilight Attacks
Golden Charge
The user is enveloped in a golden aura, which maxes out their attack.
Golden Fury
A giant golden spirit image of the user appears behind them, sharply raising their attack for the duration of the move. 70% chance of causing the opponent to flinch.
Unholy Blade
A large, black and gold scythe appears in the user's hands/paws/mouth. The user uses it to cut at the opponent. High Critical Hit Ratio.
Blind
The user goes into a state of blindness. Sharply raises accuracy. Makes user immune to status changing moves used by opponent. (growl, leer, tail whip, etc.)
Duration- 1 to 3 turns
Shadow Attacks
Dark Absorb
A veil of darkness surrounds the user and opponent. Each turn, the shadow pokemon drains energy from the opponent.
Duration: 2 to 5 turns
Accuracy: 80
Power: Drains 0.5 to 3 HP each turn it is in effect
Night Shroud
The arena is enveloped in a cloak of darkness which only shadow and dark type pokemon can see in. Lowers opponent's accuracy by one.
Black Fury
Five dark orbs appear and swirl around the user. Each turn, an orb pops, either healing the user, harming the user, or unleashing wrath upon the opponent. Fails if Sunny Day is in play.
Heal- Only 1
Damage user- 2-4
Damage opponent- 2-4
Duration- 5 turns
Darkest Desires
The user preformes a hypnotic dance, lulling the opponents into a trance-like state.
50% chance of causing confusion, 50% chance of inflicting sleep.
If SLEEP is inflicted, the user bestows nightmares upon the opponent.
If CONFUSION is inflicted, dark shackles appear around its ankles, dealing 1 damage each turn.
Marine Attacks
Marine Pulse
sends a pulse of pressurized water at the target. Lowers opponents evasion sharply.
Water Halo
User is protected from attacks for five turns. Attack is halved during these five turns.
Rain Whip
User attacks the opponent with a whip made out of water. 20% of causing the opponent to flinch.
Marine Spell
A curse is placed upon normal/shiny opponents. Marine Spell becomes a metronome-like move, where a random attack is bestowed upon the pokemon.
An enchantment is placed upon crystal/shadow/marine/angel/demon/twilight pokemon, healing them slightly while also lowering their accuracy.
Crystal Attacks
Crystal Snow
The Pokemon sends a cloud of shards of cold crystals at the opponent. 10% chance of Freezing opponent.
Crystal Spikes
The Pokemon scatters many sharp crystals across the field. Damages opponent upon send out. 10% Chance of Freezing
Crystal Ray
A beam of light is reflected off a crystal and sent towards the opponent. 20% chance of freezing.
Crystal Armor
An armor of hard crystal covers the user. (Sharply Raises Sp. Def an Def.)
Crystal Storm
Many sharply edged crystals are sent at the opponent with strong force. 10% chance of raising Atk. Special Atk. 10% Chance of Freezing opponent.
Laokia Attacks
Bug
Dart
A sharp dart is fired at the opponent. (30% chance to poison)
Scurry
The Pokemon scurries around the arena, increasing its evasiveness. (+1 evasion)
Silk Bond
A thin, sticky string is fired at the opponent. (-2 speed, unable to change out)
Dark
Shroud
The Pokemon shrouds itself in darkness, increasing its evasiveness. (+2 evasion)
Lurk
The Pokemon lurks through the shadows, targetting its opponent's weak spot. (Locked on, next attack is critical)
Hell Blaze
The user attacks with powerful dark flames. 25% chance of causing burn.
Feral Roar
The Pokemon makes a very frightening roar that raises it's attack and lowers the opponents defense.
Shadow Fang
Dark Type Hyper Fang
Unsightly Revenge
The user makes a final desperate attack to do massive damage on opponent. (Can only be used if other moves have been used, and HP is in critical)
Marionette Punch
The user uses odd motions to confuse the foe before sending in a punch that cannot miss.
Dragon
Dragon Fist
The Pokemon attacks its foe with a bone-shattering punch.
Electric
Interference
The Pokemon releases a high-frequency sound that disrupts the opponent's Pokeball. (Unable to switch out)
Storm Challenge
The user releases a highly charged ball of lightning towards the opponent. Never misses. 30% Chance of paralysis.
Fighting
Titan Fist
The Pokemon attacks its foe with the force of a titan, leaving them dazed. (Confusion)
Crescent
The Pokemon delivers two powerful crescent kicks. (Hits twice)
Fire
Exhaust
The Pokemon breathes extremely hot flames. (30% chance to burn, Pokemon cannot attack next turn)
Pyro
The Pokemon attacks with fireballs for five turns, or until the attack misses. (30% chance to burn, accuracy decreases by one until the attack misses or ends)
Fire Claw
The Pokemon attacks with claws of fire. (30% chance to burn)
Inferno
Fire surrounds the opponent for five turns, doing more damage as each turn passes. (30% chance to burn, damage increases by one for five turns from a base of .5x the original attack)
Gateway
A fissure opens up in the ground releasing magma and flames to engulf the opponent. 40% of causing burn.
Tiger Strike
The foe strikes with an explosive force. 40% chance of burning both the user and target. 12/ Recoil Damage. 10% chance of paralysis.
Ignition
The user sprays the foe with flammable chemicals and ignites them in a powerful explosion.
Hell Fire
The user attacks opponent with a triple fire stream. 30% chance of burning.
Flying
Sonic Wing
The Pokemon flies foward at sonic speeds and slashes the opponent with its wings.
Ghost
Haunt
The Pokemon confuses its opponent by fading in and out of sight. (Confusion)
Phantasm
The Pokemon assaults its foe with invisible fists.
Ghostly Plea
The user makes a desperate plea towards the opponent and attacks them when they are vulnerable. (Attack power varies depending on the amount of HP left - Lower HP = higher attack power)
Ghostly Chant
The user chants a eerie sounding chant that raises both it's Def. and Sp. Def.
Voodoo
The user splits all damage taken with the opponent for five turns.
Incantation
The user charges dark energy imbued with ancient power, then on the next turn fires a glob of pure darkness at the opponent inflicting severe damage if the pokemon has a higher temporary stat. It has a 20% chance of inflicting the sleep status on the foe.
Heart's Deception
With a tempting glance, the user steals the chance to lash out brutally with it's mystical claws. 33% chance of absorbing half the damage inflicted.
Grass
Poison Vine
The Pokemon attacks with vines covered in poisonous barbs. (Poison)
Ground
Richter
The Pokemon slams the ground, causing an earthquake that lasts for five turns and damages all around it. (Causes an earthquake, deals two damage to all non-Ground or Flying Pokemon without levitate)
Ice
Sub-Zero
The Pokemon lowers the temperature around it, damaging all non-Ice Pokemon. (30% chance to freeze, 50% chance to freeze Water-type, does not effect Ice-type)
Normal
Adaption
The Pokemon adapts to its current environment, changing its type, and the type of all attacks that share it. (Hail-Ice, Rain-Water, Sand storm-Rock, Earthquake-Ground, Day/Bright sun-Fire, Night-Dark)
Injection
An attack that involves stinging the foe with a sharp appendage which will inject venom them that can cause a random status condition as well as cause a decent amount damage. There is a 30% chance of the attack will cause the foe to suffer a status condition {burn, paralyze, sleep, confusion, frozen, poison}
Poison
Fume
The Pokemon breathes out lethal fumes. (Poisons)
Burst
The Pokemon swells with poison gas, then bursts, releasing it all, but knocking itself out. (Poison, 2x normal damage)
Psychic
Dream Catcher
The Pokemon creates a psychic dream catcher above a sleeping foe, which either heals or damages it depending on good or bad dreams. (Deals .5x standard damage to sleeping foes every turn, heals user by that amount. If Nightmare or Bad Dreams is active, the user will be damaged instead)
Sweet Dreams
The user has sweet dreams that randomly raises two stats. (Can only be used when asleep)
Rock
Claymore
The Pokemon drops a rock, which remains dormant for four turns, then explodes on the fifth.
Water
Aqua Sphere
A ball of water is fired at the opponent at high speed.
Steel:
Mecha Crash - Steel Type Double Edge
Blade Swipe - Steel Type Slash
Giga Fang - Steel - Power 100 - High Critical Hit Ratio
Sharp Edge - Steel - +1 Attack
The Pokemon sharpens its claws, fangs, and/or other means of attack.
Construct - Steel - Reinforce Used Next Turn
The arena is covered with a steel floor.
Reinforce - Steel - Used after Construct, Deconstruct Used Next Turn
Another layer of steel is added to the floor.
Deconstruct - Steel - Damages all Pokemon in Battle
Steel plates are flung in all directions as the steel floor is deconstructed.
Special Status Attacks
Angel Attacks
Angel Song
Pokemon heals all team members and removes all non-volatile status effects with an angelic song. (Heals at standard damage, removes Sleep, Poison, Burn, Freeze, and Paralysis)
Heavenly Ray
Light shines from above, boosting all stats of one team member. (+1 all stats)
Grace
The Pokemon begins a series of graceful movement in an effort to lower the opponent's guard. (-2 defense)
Angel Fire
The Pokemon attacks all opponents with a blaze of white fire. (30% chance to burn)
Angel Storm
The pokemon summons a storm of white lightning to attack all pokemon on the field. (Special Attack;20% chance to paralyze)
Angel Burst
The Pokemon sacrifices itself to fully heal a team member. (Self-KO, fully heals one team member and removes Sleep, Poison, Burn, Freeze, and Paralysis)
Angel Rush
The Pokemon rushes the opponent, damaging itself in the process. (.5x recoil)
Rise
The Pokemon and its team rises above the ground, becoming immune to Ground-type attacks for five turns.
Dawn
The Pokemon creates a holy light that hovers above their team and heals them for five turns. (Heals 2 HP each turn)
Angel Feathers
Pokemon releases a flurry of pure white feathers. (Angel Dance must be used next turn)
Angel Dance
Pokemon uses feathers as razor-sharp blades for five turns, sending them at all opponents.
Holy Beam
Pokemon attacks opponent with a beam of holy energy. (Special Attack)
Demon Attacks
Demon Growl
A demonic growl that forces the opponent to flee the battle. (Forces a swap of Pokemon in trainer battle, forces the opponent to flee during wild battles)
Demon Claw
The Pokemon attacks with sharpened claws.
Demon Charge
The Pokemon rushes forward into a head-on attack. (.5x recoil damage)
Demon Shock
The Pokemon sends off an electrical charge to all opposing Pokemon. (30% chance to paralyze)
Demon Blaze
The Pokemon breathes a burst of black fire to all opposing Pokemon. (30% chance to burn)
Demon Chill
The Pokemon lowers the temperature around all opposing Pokemon, harming them with the biting cold. (30% chance to freeze)
Demon Dance
The Pokemon begins to move eratically, drawing the opponent's attention. (Confusion)
Demon Rage
The Pokemon launches an unrelenting assault on the opponent(s) until it either faints or hurts itself in its confusion. (Attacks one opponent, but target can be changed between turns, confuses user after the first attack)
Twilight Attacks
Golden Charge
The user is enveloped in a golden aura, which maxes out their attack.
Golden Fury
A giant golden spirit image of the user appears behind them, sharply raising their attack for the duration of the move. 70% chance of causing the opponent to flinch.
Unholy Blade
A large, black and gold scythe appears in the user's hands/paws/mouth. The user uses it to cut at the opponent. High Critical Hit Ratio.
Blind
The user goes into a state of blindness. Sharply raises accuracy. Makes user immune to status changing moves used by opponent. (growl, leer, tail whip, etc.)
Duration- 1 to 3 turns
Shadow Attacks
Dark Absorb
A veil of darkness surrounds the user and opponent. Each turn, the shadow pokemon drains energy from the opponent.
Duration: 2 to 5 turns
Accuracy: 80
Power: Drains 0.5 to 3 HP each turn it is in effect
Night Shroud
The arena is enveloped in a cloak of darkness which only shadow and dark type pokemon can see in. Lowers opponent's accuracy by one.
Black Fury
Five dark orbs appear and swirl around the user. Each turn, an orb pops, either healing the user, harming the user, or unleashing wrath upon the opponent. Fails if Sunny Day is in play.
Heal- Only 1
Damage user- 2-4
Damage opponent- 2-4
Duration- 5 turns
Darkest Desires
The user preformes a hypnotic dance, lulling the opponents into a trance-like state.
50% chance of causing confusion, 50% chance of inflicting sleep.
If SLEEP is inflicted, the user bestows nightmares upon the opponent.
If CONFUSION is inflicted, dark shackles appear around its ankles, dealing 1 damage each turn.
Marine Attacks
Marine Pulse
sends a pulse of pressurized water at the target. Lowers opponents evasion sharply.
Water Halo
User is protected from attacks for five turns. Attack is halved during these five turns.
Rain Whip
User attacks the opponent with a whip made out of water. 20% of causing the opponent to flinch.
Marine Spell
A curse is placed upon normal/shiny opponents. Marine Spell becomes a metronome-like move, where a random attack is bestowed upon the pokemon.
An enchantment is placed upon crystal/shadow/marine/angel/demon/twilight pokemon, healing them slightly while also lowering their accuracy.
Crystal Attacks
Crystal Snow
The Pokemon sends a cloud of shards of cold crystals at the opponent. 10% chance of Freezing opponent.
Crystal Spikes
The Pokemon scatters many sharp crystals across the field. Damages opponent upon send out. 10% Chance of Freezing
Crystal Ray
A beam of light is reflected off a crystal and sent towards the opponent. 20% chance of freezing.
Crystal Armor
An armor of hard crystal covers the user. (Sharply Raises Sp. Def an Def.)
Crystal Storm
Many sharply edged crystals are sent at the opponent with strong force. 10% chance of raising Atk. Special Atk. 10% Chance of Freezing opponent.