Post by AnT on Feb 14, 2011 21:52:16 GMT -5
Pokemon Attacks
Stone Edge: Roll a 10-sided die with this rock-type Power move. If it lands on 3 or lower, the attack deals double damage.
Electro-Ball: Adds the difference between the Pokemon's Speed with the opponent's (As long as your Pokemon is higher), to Mental/Sp Attack for this attack.
Agility: Increase Speed by 2. This can only be used three times while the user is on the field.
Detect: Roll a three sided dice. If it lands 2 or lower, increase Speed by 30. But each time you use Detect, increase the dice roll by 2.
Surf: Summon a wave of water that harms everyone on the field. Adds 5 for this attack only. This attack can only be used 3 times. This move can also allow it, and its trainer to surf across water.
Double Team: Creates two copies of itself. Roll a 3-sided dice. Unless it lands a 1, the opposing attack is negated. Decrease the Double Team dice by 1 after that, the next time the foe attacks again. As long as you still have copies, you cannot use Double Team again. This attack can only be used 3 times.
Dynamic Punch: Only for this attack, the foe's Speed is increased by 3. If this fighting-type attack gets through Defense, the foe must roll a 3-sided dice. The foe is confused for that many turns.
Swords Dance: Increase Power by 2. This can only be used three times.
Flare Blitz: Increase Power by 6 for this fire attack. The user receives recoil damage, by half the amount of the damage the user gave the foe. The foe then must roll a 10 sided dice. If it lands 3 or lower, the foe is burned. This attack can only be used 3 times.
Hydro Pump: This water Mental attack adds 5 to Mental for this turn. But adds 8 to target opponent's Speed for this attack. You can only roll one dice for this, but certain Pokemon have the capability of firing more, like Blastoise.
Ice Beam: If the Mental ice attack gets through Defense, the foe rolls a ten sided dice. If it lands 3 or lower, the foe is frozen for that many turns.
Protect: Roll a three sided dice. If it lands 2 or lower, increase Defense and Sp.Def by 30. But each time you use Protect, increase the dice roll by 2.
Mirror Coat: When damaged by a Special/Mental attack, roll a dice, double the Psychic type damage. For example, when you received 10 damage, you roll a 20 sided dice against the foe. This does not work against Dark types. Also, when using this, roll a 3-sided dice after the damage. If it lands a 1, the damage to HP is negated. But each time you use Mirror Coat, increase the dice roll by 2.
Sleep Powder: Mental stat move. If this hits, and gets through Defense, the foe rolls a 3-sided dice. The foe is asleep for that many turns.
Leech Seed: If this hits, each of the foe's turn, it loses 2HP, and the user gains that much HP.
Mud Slap: A ground attack. If hit, when the foe attacks, you gain +1 Speed for every hit made with Mud Slap. This bonus is only effected against the foe that was hit.
Giga Drain: A Mental grass attack. The user, if this hits, gains HP by the damage it gave its foe.
Calm Mind: Increase Mental and Sp Defense by 1. Can only be used up to six times.
Baton Pass: passing all temporary stat increases and decreases on to the Pokémon that replaces it in battle. Substitutes, volatile and non-volatile battle status ailments such as Confusion, Aqua Ring, Ingrain, and the effects of other moves that prevent ordinary switching (e.g., Mean Look) can also be passed.
Psychic: Add 4 Mental/Sp Attack for this attack. An attack that may lower Mental. If this attack hits, the foe rolls an eight sided dice. If it lands 3 or lower, the foe's Mental is reduced by 1
.
Hidden Power: Choose any element for this Mental/Sp Attack move. It is that element, permanently.
Dig: Roll a six-sided dice. If it lands on an odd number, the user can ignore the number of opposing rolls by the number the six-sided dice lands. After that, the user cannot be targeted until his next turn when he attacks the target with this ground move.
Curse: The user's Speed will drop by 1, and increase Attack and Defense by 1.
Rock Slide: A rock Power attack that can hit all opposing targets. If this gets through Defense, the foe(s) must rolls a 10 sided dice. If it lands three or lower, the foe cannot attack next turn.
Payback: This Power attack increases by the difference between your Defense and your foe's attack, but only if your Defense beats the foe's attack.
Sludge Bomb: Add 5 to Sp Attack for this attack. If this Mental poison attack gets through Defense, opponent must roll a eight sided dice. If it lands 3 or lower, it is poisoned.
Acid Armor: Increase Defense by 2. This can only be used for three turns while on the field.
Memento: The user faints after the activation of this move. If this Mental attack hits, even when Defense beats roll, chosen stat decreases by 5.
Dark Pulse: If this dark mental attack gets through Defense, opponent rolls a eight sided dice. If it lands three of lower, the foe cannot attack next turn.
Counter: When damaged by a Power attack, roll a dice, double the Fighting type/Power type damage. For example, when you received 10 damage, you roll a 20 sided dice against the foe. This does not work against Ghost types. Also, when using this, roll a 3-sided dice after the damage. If it lands a 1, the damage to HP is negated.
Crunch: A dark type bite. If this hits, and gets through Defense, the foe rolls a 10-sided dice. If it lands 3 or lower, the foe loses Defense by its roll.
Ice Punch: A Power-stat Ice attack. If this hits, the foe rolls a 10-sided dice. If it lands 3 or lower, the foe is Frozen for that many turns.
Retaliation: This attack doubles Power for one turn if the user's party, or an ally is KO'd.
Hurricane: Adds 3 to Mental. Adds 10 to Mental if the target is flying. If hit, the foe rolls a 10-sided dice. If 3 or lower, the foe is confused for that many turns.
Hex: The damage from this ghost attack is doubled if the target is under a status element.
Flamethrower: (Fire/Sp Power) This adds 6 to Sp Power for this turn. Afterwards, roll a 10-sided dice. If 3 or lower, the foe is burned. This attack can only be used 5 times.