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The Official PRR Attackdex (Gen VI not added)
Topic Started: Nov 22 2008, 09:32 AM (20,115 Views)
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Here is the official Attackdex where you can check out how much HP, stamina and effects your attack does.

Below is the format of attack:

Name of Attack
Type of Attack
Physical/Stamina
How much damage it does
How much stamina it consumes
How many targets it hits
Description of attack

A

Absorb
Grass
Special
2-5
2-5
Can only be concentrated on one pokemon.
The user of this move regains HP equal to half of the damage it inflicted.

Acid
Poison
Special
5-10
6-10
Can only be concentrated on one pokemon.
The user shoots a glob of poison at the foe. The poison is toxic enough to burn through flesh. There is a 20% chance of causing the target's defense to decrease by 5 for the next 5 turns

Acid Armour
Poison
Status
0
10-15
The user coats itself in an acidic substance to raise its defense by 10 for the next 5 turns

Acid Spray
Special
5-10
10-15
One target
The user sprays an opponent with a poisonous sludge, and lowers the targets special defense by 10 for the next 5 turns.

Acrobatics
Flying
Physical
20-25
15-25
One target
The user smashes into an opponent. If the user is holding an item, the attack does 10 less damage

Acupressure
Normal
Status
0
2-10
On user
The user will raise one of its stats (attack, defense, special attack, special attack or special defense) at random (attack, defense special attack and special defense by 10, speed by two stages). If the stat is already maxed out, it will raise another one.

Aerial Ace
Flying
Physical
10-15
10-18
One target
The rams into an opponent. It is a homing attack, so if the opponent goes somewhere else, the user will follow. This move cannot miss.

Aeroblast
Flying
Special
25-30
30-35
All opponents within area
The user powers up and releases a powerful blast of air and flying energy that inflicts heavy damage to all opponents in the area.

After You
Normal
Status
0
5-10
User
The user makes an opponents attack go after this move instead and will ignore moves that have priority, but will fail if the target has higher speed.

Agility
Psychic
Status
0
5-10
User
The user increases its speed by two stages for the next 5 turns

Air Cutter
Flying
Special
10-15
10-15
One target.
The user shoots a force of wind at an opponent

Air Slash
Flying
Special
10-20
10-20
One target.
The user swings a wing (or other appendage) through the air at high speed and a precise angle, propelling a section of the air itself forward to sharply strike the target.

Ally Switch
Psychic
Special
0
13-20
User
The user switches places with an RNG’d target. This attack has a +1 priority, meaning it can still be used even if you are one speed lower than the opponent.

Amnesia
Psychic
Status
0
5-10
User
The user clears its mind, making its special defense increase by 10 for the next 5 turns.

AncientPower
Rock
Special
10-15
10-17
One Opponent
The user shoots a barrage of rocks at an opponent, or may coat rocks around them to defend themselves from certain attacks. There is a 10% chance of user's attack, defense, special attack, and special defense to be increased by 5, and its speed increasing my one stage, for the next 5 turns,.

Aqua Jet
Water
Physical
5-10
9-14
One opponent
The user engulfs themselves at water, and charges at an opponent that is faster than most attacks. This attack has a +1 priority.

Aqua Ring
Water
Status
0
10-15
User
The user shoots out five water spheres, which circle round the user for five turns. At the end of each turn, a sphere will return to the user, restoring 5 HP.

Aqua Tail
Water
Physical
20-30
20-25
One opponent
The user smashes its tail into an opponent.

Arm Thrust
Fighting
Physical
2-3 (each time this attack hits)
3-7
One opponent
The user gives 2-5 quick open-palm thrusts. This attack has a 100% chance of hitting the first two times, a 50% chance it will hit a third time, and a 25% chance it will hit a fourth and fifth time each. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Aromatherapy
Grass
Status
0
2-5
User & All pokemon within area
The user lets out a strong fragrance that will cure the user of any negative status effect, as well as any opponents nearby with the the exception of Perish Song and Curse.

Assist
Normal
Status
Depends on Attack
Depends on Attack
Depends on attack
An attack of one of the pokemon playing is chosen at random and executed. The stamina and HP damage are determined by which attack they get(RNG)

Assurrance
Dark
Physical
7-10
7-12
One target
If the user has already taken damage during the turn, this attack is increased by 10

Astonish
Ghost
Physical
2-5
5-10
One opponent
The user strikes into an opponent. If the user manages to strike an opponent right before they about to use an attack (not on normal circumstances, but due to speed boosts, etc.), the opponents attack will be negated. Stamina from the opponents attack will not be reduced

Attack Order
Bug
Physical
20-30
20-28
One opponents
The user shoots a barrage of buzzing projectiles of bug energy into the target, each dealing mild damage, but adding up to significant damage if all hit.

Attract
Normal
Status
0
5-10
One opponent
User gives pokemon the infatuation effect. See status dex.

Aura Sphere
Fighting
Special
20-25
20-30
One opponent
The user shoots out a blue ball. This move cannot miss

Aurora Beam
Ice
Special
10-15
10-15
One opponent
The user fires a wide, rainbow-colored beam which expands as it travels. There is a 10% chance of target's attack being lowered by 5 for the next 5 turns.

Autotomize
Steel
Status
0
5-10
User
The user increases its speed by two stages and halves its weight for the next 5 turns.

Avalanche
Ice
Physical
10-15
15-20
One target and any others nearby
Avalanche is an attack that is basically like an ice type rock slide, however its power is boosted by 10 if the user is attacked before.
Edited by Endoplasmic Reticulum, Jan 29 2014, 07:13 PM.
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B

Barrage
Normal
Physical
2-3 (each time this attack hits)
2-7
One opponent
The user strikes its opponent 2-5 times. This attack has a 100% chance of hitting the first two times, a 50% chance it will hit a third time, and a 25% chance it will hit a fourth and fifth time each. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Barrier
Psychic
Status
0
10-15
User
A large, transparent square wall, large enough to protect the user, is set up in front of the user, which becomes fixated in place in the arena, even in mid-air. It decreases physical damage done to it by 10 for the next 5 turns.

Baton Pass
Normal
Status
0
20-25
User and 1 opponent
When user is about to get hit by an attack, they instantly switch places with an opponent of their choice. The opponent gets hit by the attack instead. This attack has a +1 priority, meaning it can still be used even if you are one speed lower than the opponent.

Beat Up
Dark
Physical
2-5 (each)
10-20
One opponent
User convinces all opponents besides target to beat up the target. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit. These boosts/decreases are only from the user, the other Pokemon's boost are not added to the damage.

Belly Drum
Normal
Status
0
5-10
User
The user slams its fists into its belly, mentally psyching itself up for battle. The user's HP will be halved, but the user's attack will increase by 30 for the next 5 turns.

Bestow
Normal
Status
0
1-5
One target
The user will give its target its hold item

Bide
Normal
Physical
Depends
5-10
Attack at one opponent
The user will be unable to do anything until the end of the reffing, but the user will do double of the damage it took to an target of its choice.

Bind
Normal
Physical
5-10
10-20
One opponent
The user wraps itself or an appendage, i.e. tail, around the target, and squeezes tightly. Probability of the opponent escaping depends on the conditions of the match. The opponent's and user's move selections during this time are hampered at the ref's discretion.

Bite
Dark
Physical
10-15
10-15
One opponent
The user bites the opponent.

Blast Burn
Normal
Special
45-55
30-40
One target
The user shoots out a massive burst of flames at its opponent. It counts as two moves. If used on your third move, you will only have two moves in the next reffing.

Blaze Kick
Fire
Physical
15-20
15-20
One opponent
The user's leg becomes covered in flames and the user deals a powerful kick to the target. It can leave the target with a burn (see status dex)

Blizzard
Ice
Special
30-45
40-65
Whole course
The user produces a quick burst of cold air, ice and snow/freezing rain, which hit the opponent for heavy damage, although it is concentrated. The material comes from either the user's mouth or wings. It can freeze the opponent(s) (see status dex)

Block
Normal
Status
0
5-10
1 target
User puts its arms around the target, making it unable to move to dodge or a physical move for the rest of the turn.

Blue Flare
Fire
Special
30-50
35-50
One target and any opponents near it
The user sends out blue flames that can potentially burn the target (see status dex)

Body Slam
Normal
Physical
15-20
17-20
One opponent
The user runs towards the opponent and throws their full body weight at them. Can cause paralysis (see status dex)

Bolt Strike
Electric
Physical
30-50
35-50
One target and any opponents near it
The user sends out a beam of electricity that can potentially paralyze the target (see status dex)

Bone Club
Ground
Physical
15-20
15-20
One opponent
The user hits the opponent with their bone, dealing damage.

Bone Rush
Ground
Physical
2-5 (each time this attack hits)
10-15
One opponent
The user rushes forth and strikes the opponent with their bone 2-5 times. This attack has a 100% chance of hitting the first two times, a 50% chance it will hit a third time, and a 25% chance it will hit a fourth and fifth time each. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Bonemerang
Ground
Physical
5-10 (each)
10-20
One opponent
The user throws their bone, so it acts like a boomerang, that hits the opponent for some damage, then hits again for more damage as the object flies back towards the thrower. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Bounce
Flying
Physical
20-30
30-35
One opponent
The user uses its own body to quickly bounce or jump as high as possible, and landing on the opponent for good damage, depending on the Pokemon, height of jump, etc. Can cause paralysis (see status dex)

Brave Bird
Flying
Physical
30-45
15-25
One opponent
The user charges into the target recklessly at high speed, beak first, dealing a large amount of damage while incurring 1/3 of the damage done as recoil.

Brick Break
Fighting
Physical
10-20
13-20
One opponent
An even more focused form of Rock Smash, the user concentrates their energy into their hand or other part and hits the opponent with an open-hand chop, which deals good damage, but even moreso on breakable objects such as panes due to the increase in power thanks to the follow-through. If the target has a Reflect or Light Screen up, this attack will destroy it.

Brine
Water
Special
10-15
15-20
One opponent
The user sends a small wave of water into the target, which attempts to drag the target back towards the user. If the user has 50 HP or under, this attack will increase by an extra 10

Bubble
Water
Special
5-10
6-10
One target
The user spits a stream of watery bubbles out, which pop on contact, dealing damage. There is a 10% chance of causing the target's speed to decrease by one stage for the next 5 turns.

Bubblebeam
Water
Special
10-15
15-25
All opponents within area
The user spits a stream of watery bubbles very hard. These bubbles are very slippery, so moving through them at high speeds may be hazardous to health. Basically a more powerful version of "Bubble," dealing very good damage at a constant rate. There is a 10% chance of the target's speed lowering by 1 stage for the next 5 turns.

Bug Bite
Bug
Physical
10-20
10-17
One opponent
The user bites into the target, injecting energy into the wound and dealing moderate damage.

Bug Buzz
Bug
Special
20-30
27-30
All opponents within area
The user makes a high pitched buzzing noise, making all of those nearby hear the ugly sound. There is a 10% chance of causing the target's special defenses to go down by 5 for the next 5 turns.

Bulk Up
Fighting
Status
0
5-10
User
The user toughens up, focusing energy on physical attack. and increases its physical attack and defense by 5 for the next 5 turns

Bulldoze
Ground
Physical
10-20
13-20
One target
The user stomps the ground doing damage to the target. There is a 10% chance of causing the target to get stuck within the ground and unable to move for the rest of the turn.

Bullet Punch
Steel
Physical
5-8
5-15
One opponent
Despite the distance or the field effects, the user dashes right up to an opponent and punches them before they usually are even able to counter. This attack has a +1 priority.

Bullet Seed
Grass
Physical
2-5 (each time this attack hits)
7-13
One opponent
The user sprays seeds at an opponents 2-5 times. This attack has a 100% chance of hitting the first two times, a 50% chance it will hit a third time, and a 25% chance it will hit a fourth and fifth time each. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.
Edited by Endoplasmic Reticulum, Jan 2 2014, 06:23 PM.
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PRR Winner of Rounds 2 (Swampert), 15 (Wailord) and 23 (Milotic).

Owner of PRR6.
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C

Calm Mind
Psychic
Status
0
5-10
User
User takes a deep breath and raises it's Sp. Attack and Sp. Defense by 5 each.

Camouflage
Normal
Status
0
3-5
User
Depending on the stage, the user will become a certain type for the rest of the turn. Up for the ref to determine

Captivate
Normal
Status
0
5-12
One target
The target's special attack will decrease by 10 for the next 5 turns.

Charge
Electric
Status
0
10-15
User
The user increases its next electric attack by 10, plus increasing its special defense by 5 for the next 5 turns.

Charge Beam
Electric
Special
5-10
7-12
1 target
The target is struck by lightning. There is a 70% chance of causing the user's special attack to increase by 5 for the next 5 turns.

Charm
Normal
Status
0
5-10
1 target
User makes itself look charming and lower the targets attack by 10 for the next 5 turns.

Chatter
Flying
Special
10-15
15-20
All pokemon in user's area
User talks repeatedly to hurt the target(s). Can cause confusion (see status dex)

Chip Away
Normal
Physical
10-15
13-15
One target
The hits an opponent and does damage regardless of the opponent's stat changes

Circle Throw
Fighting
Physical
10-15
10-13
One target
The user grabs the opponent and throws them far away from them (depending on the stage)

Clamp
Water
Physical
4-6
8-12
1 target
User squeezes target hard 2-5 times.

Clear Smog
Poison
Special
5-10
15-25
Whole Course
The user spreads out a large, green smog that resets all stat changes of anyone that gets hit. This move cannot miss

Close Combat
Fighting
Physical
30-45
30-35
1 target
User punches recklessly at target, but lowering the user's Defense and Sp. Defense by 5 for the next 5 turns.

Coil
Poison
Status
0
7-15
User
The user surrounds itself with three purple circles, making its attack and defense increase by 5 for the next 5 turns, plus will allow the user to detect the real clone in double team and be unaffected by blindness for the next 5 turns.

Comet Punch
Normal
Physical
2-4 (each time this attack hits)
5-10
1 target
User punches the target 2-5 times quickly. This attack has a 100% chance of hitting the first two times, a 50% chance it will hit a third time, and a 25% chance it will hit a fourth and fifth time each. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Confuse Ray
Ghost
Status
0
5-10
1 target
User emits a blinding ray of light, confusing the target.

Confusion
Psychic
Special
5-10
7-10
1 target
Hits target with psychic energy. Can cause confusion (see status dex)

Constrict
Normal
Physical
1-5
5-10
1 target
User wraps itself around the target. Target cannot move for the rest of the turn

Conversion
Normal
Status
0
2-5
User
User changes into the type(s) of an opponant of choice.

Conversion 2
Normal
Status
0
2-5
User
User turns into a type that is resistent to a type of the last move that hit the user. Ref decides which type user turns into.

Copycat
Normal
Status
Depends on attack
Stamina of attack + 5-10
Depends
Depends
Depends on what's copied
The user uses the same attack that an opponent uses.

Cosmic Power
Psychic
Status
0
5-10
User gains cosmic energy and raises it's Defense and Sp. Defense by 5 for the next 5 turns.

Cotton Guard
Grass
Status
0
10-15
User
The user increases its defence by 15 for the next 5 turns

Cotton Spore
Grass
Status
0
5-10
1 target
User releases cottonlike spores which slows down the target by 2 stages

Counter
Fighting
Physical
What the target's attack would have done + 10
30-40
User & one target
Upon being attacked with a physical attack, the user does a specific action to cancel out and hit the user (ask ref if you want specifics on how that will work). If the attack is an attack that hits more than one target, it only prevents the user from taking damage, not everyone else.

Covet
Normal
Physical
10-15
10-20
1 target
If the target is holding any kind of item, the user of this move steals it.

Crabhammer
Water
Physical
20-30
20-28
1 target
User strikes the target with a powerful punch. Has a high chance of hitting a weak spot whatever the hell that means

Cross Chop
Fighting
Physical
25-30
20-30
1 target
Hits the target with forearms crossed. Has a high chance of hitting a weak spot.

Cross Poison
Poison
Physical
25-30
20-23
1 target
User slashes at the target. Can cause poisoning (see status dex)

Crunch
Dark
Physical
15-20
15-20
1 target
User chomps with it's fangs at the target. There is a 20% chance of the targets defense lowering by 5 for the next 5 turns.

Crush Claw
Normal
Physical
10-20
13-20
1 target
User slashes with it's claws. There is a 50% chance of causing the target's defense to decrease by 5 for the next 5 turns

Crush Grip
Normal
Physical
?
20-30
1 target
User automatically takes away 1/2 of current HP from the target.

Curse
Ghost
Status
0
2-5
1 target/ user
If used by a Ghost type, the user loses 10 HP while the target becomes cursed
If used by a non-Ghost type, the user's Attack and Defense will increase by 5, but their speed will decrease by one stage for the next 5 turns.

Cut
Normal
Physical
5-10
6-8
1 target
User uses claws or sythes to slash at the target.
Edited by Endoplasmic Reticulum, Dec 3 2013, 05:13 PM.
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PRR Winner of Rounds 2 (Swampert), 15 (Wailord) and 23 (Milotic).

Owner of PRR6.
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D

Dark Pulse
Dark
Special
15-20
15-20
One target
User shoots a pulse of darkness at an opponent.

Dark Void
Dark
Status
30-40
All Pokémon
User shoots black spheres at all pokemon putting them to sleep.

Defend Order
Bug
Status
0
5-10
User
User calls out her servants to make a living shield, raising it's Defense and Sp. Defense each by 5 for the next 5 turns

Defense Curl
Normal
Status
0
2-5
User
User curls up to conceal weak spots and raise it's Defense by 5 for the next 5 turns. It powers up Rollout if used on the same round as Defense Curl.

Defog
Flying
Status
0
10-15
Entire course
User flaps its wings, etc. to clear all fog and all positive status moves (for example, protect, light screen, reflect, double team, substitute, etc.) Doesn't remove stat changes such as Howl, Withdraw, etc.

Destiny Bond
Ghost
Status
0/?
10-20
One target
The user targets another Pokemon. If the target causes the user to faint, the target will die. User faints before the opponent dies

Detect
Fighting
Status
0
5-10
User
User does a cool dodge to avoid a move (which the ref MUST describe or else they will be shunned) but has a chance of failing depending on its protect bar (if fails it will not cost stamina, but it will still count as a move and a protect bar). If it has 5 protects left, it has a 1/6 chance of failing. If it has 4 protects left, it has a 1/5 chance of failing. If it has 3 protects left, it has a 1/4 chance of failing. If it has 2 protects left, it has a 1/3 chance of failing. If it has 1 protect left, it has a 1/2 chance of failing. This attack will count towards the protect bar and cannot block the same moves Protect can't (see entry). This attack has a +4 priority, meaning it can still be used even if you are four speeds lower than the opponent or less. If you are 5 speeds lower or less, this attack will fail.

Dig
Ground
Physical
15-20
17-20
1 target/none
User digs underground, but the process takes awhile, so avoiding one attack may not work unless you are faster. If they want to attack with it, it takes up a second attack. User may resurface without attacking anyone, but it also takes awhile

Disable
Normal
Status
0
5-10
1 target
User fires waves at the target, causing the most recent move the target used during that turn to be unable to be used for the next 3 turns.

Discharge
Electric
Special
15-20
20-40
All Pokemon
User releases electrical energy to all pokemon, with a chance of paralyzing them (see status dex).

Dive
Water
Physical
15-20
7-10
1 target
User takes a bit of time to spawn a puddle and goes underwater. The user will stay there as long as he/she wants, even when the field changes. However, for each hour the user is down there, they lose 2 stamina. If using this attack to dodge an opponent's attack, the count will begin at the time they used the attack and will end when you command to resurface. The user may attack another opponent as they are resurfacing, but it counts as another attack. You may not rest while underwater.

Dizzy Punch
Normal
Physical
10-20
13-20
1 target
The target is hit by a circling punch which might make it confused (see status dex)

Doom Desire
Steel
Special
30-40
20-25
1 target
User sets a doom curse on the target. 2 turns after Doom Desire is used, the target takes the damage. Works even if user faints.

Double Hit
Normal
Physical
3-10 (each)
6-20
1 target
User whack target with tail, etc. twice. Counter and Bide only use the damage of 1 hit. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Double Kick
Fighthing
Physical
5-7 (each)
10-13
1 target
The user kicks its target twice. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Double Team
Normal
Status
0
15-20
User
Makes 10 clones of yourself, but they can be destroyed with 1 attack.

Double-Edge
Normal
Physical
30-45
20-30
1 target
Charges at a foe and rams into them. Afterwards, user loses 1/3 of the damage he did.

Doubleslap
Normal
Physical
2-3 (each)
3-7
1 target
Slaps the foe across the cheek 2-5 times, which is a very stupid thing if you ask me since it's called DOUBLEslap. This attack has a 100% chance of hitting the first two times, a 50% chance it will hit a third time, and a 25% chance it will hit a fourth and fifth time each. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Draco Meteor
Dragon
Special
40-45
45-55
All Pokemon
User summons comets to smash into all other pokemon. For the next 5 turns, the user's special attack decreases by 10.

Dragon Breath
Dragon
Special
10-15
13-15
1 target
User breaths a jet of green air out of it's mouth. May cause paralysis (see status dex)

Dragon Claw
Dragon
Physical
15-20
15-18
1 target
User scratches with huge, sharp claws.

Dragon Dance
Dragon
Status
0
5-10
User
User does a mystic dance to raise attack by 5 and speed by 1 stage for the next 5 turns.

Dragon Pulse
Dragon
Special
20-30
20-30
1 target
User shoots a shock wave pulse from it's mouth.

Dragon Rage
Dragon
Special
15
10-15
1 target
User makes a twister of energy that always does 15 damage. Type weakness/resistances, STAB and stat changes don't apply.

Dragon Rush
Dragon
Physical
25-30
25-30
1 target
User runs at the target at great speed.

Dragon Tail
Dragon
Physical
10-15
10-15
One target
The user hits their opponent with a tail knocking them back an incredible distance

Drain Punch
Fighting
Phyisical
15-20
18-25
1 target
User punches other foe with a strong punch. User gains half the damage he just did.

Dream Eater
Psychic
Special
25-30
30-35
1 target
This attack may only work if the target is asleep. The user gains back half of the damage dealt to the opponent.

Drill Peck
Flying
Physical
15-20
15-18
1 target
User goes in a drill formation and charges towards the foe.

Drill Run
Ground
Physical
15-20
15-25
One target
The user rushes to an opponent in a drill form. There is a 1/2 chance (use a RNG) that this attack will do an extra 5 damage.

Dual Chop
Dragon
Physical
5-10 (each)
10-20
One target
The user hits an opponent with brutal strikes twice in a row. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Dynamic Punch
Fighting
Physical
25-30
25-35
1 target
User punches foe with a huge fist. Makes the target confused
Edited by Endoplasmic Reticulum, Jan 16 2014, 09:24 PM.
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PRR Winner of Rounds 2 (Swampert), 15 (Wailord) and 23 (Milotic).

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E

Earth Power
Ground
Special
20-25
21-25
One target
The user concentrates and glows yellow, and makes the ground underneath the target shake and do damage to it. There is a 10% chance of causing the target's special defense to decrease by 5 for the next 5 turns.

Earthquake
Ground
Physical
25-30
35-45
Hits everyone
Shakes the ground really heavily. Will do an extra 5-10 damage for those underground

Echoed Voice
Normal
Special
5-12
5-15
All opponents within rnage
Field doesn’t affect
The user screams at a loud noise. Each time the user uses this attack consecutively, +5 damage is added

Egg Bomb
Normal
Physical
25-30
23-30
1 target
Field doesn't affect
Shoots an egg that explodes; can easily be avoided.

Electro Ball
Electric
Special
15-20
15-20
One target
Field doesn’t affect
The user sends out a sphere of electricity at an extremely fast pace

Electroweb
Electric
Special
10-15
13-15
One target
The user shoots an electrifying sticky web at an opponent. This attack makes the opponent get stuck in the web

Embargo
Dark
Status
0
2-10
1 target
Field doesn't effect
The user prevents its target from making use of any items.

Ember
Fire
Special
5-10
5-10
1 target
Can cause burn (see status dex)

Encore
Normal
Status
0
20-30
1 target
Field doesn't effect
This move makes the targeted Pokemon only able to use the most recent move they used before this attack was utilized. Lasts 3 turns

Endeavor
Normal
Physical
0
10-20
Physical
1 target
Field doesn't effect
Makes the targeted have the same ammount of HP as you.

Endure
Normal
Status
0
10-20
Yourself
Field doesn't effect
Makes you survive an opponent's attack, though will fail if the user has 1 HP or less. This attack will let you survive one chain. This attack has a +4 priority, meaning it can still be used even if you are four speeds lower than the opponent or less. If you are 5 speeds slower or less, this attack will fail

Energy Ball
Grass
Special
15-20
15-20
1 target
Field doesn't effect
Sends a green ball at someone. There is a 10% chance of causing the target's special defense to decrease by 5 for the next 5 turns.

Entrainment
Normal
Status
0
3-7
One target
Field Doesn’t Affect
The user does a dance which makes its target the same ability as theirs

Eruption
Fire
Special
20-30
55-60
Hits the entire course.
For each 5 HP that you have, this attack is 1 HP stronger (for example if you had 63 HP this attack would do 32-42 damage).

Explosion
Normal
Physical
70-75
N/A
Hits everyone
As the user faints, it unleashes a gigantic explosion.

Extrasensory
Psychic
Special
15-20
15-20
1 target
Field doesn't effect
May cause flinching

Extremespeed
Normal
Physical
15-20
20-25
1 target.
Field doesn't effect.
The user dashes up to an opponent with incredible speed. This attack has a +2 priority.
Edited by Endoplasmic Reticulum, Jan 22 2014, 02:13 AM.
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F

Facade
Normal
Physical
10-20
15-20
One target
The amount of damage done is increased by 10 if the user has a negative status effect

Faint Attack
Dark
Physical
10-15
10-18
One target
The user disappears for a second and appears in front of its target, striking them. This move cannot miss.

Fake Out
Normal
Physical
2-5
10-15
One target
When an opponent is about to use a move, the user will slap their cheeks and cause it to fail (and the target will also not lose stamina). This attack has a +3 priority, and the attack must be faster than the opponent to succeed.

Fake Tears
Dark
Status
0
10-20
All opponents within area
The user pretend to cries and causes every nearby opponents special defense to drop by 10 for the next 5 turns

False Swipe
Normal
Physical
5-8
1-3
One target
The user swipes its opponent. This attack cannot faint, but it will leave the target with 1 HP.

Fiery Dance
Fire
Special
15-20
20-25
All opponents within area
The user dances, letting out various flames that go around the surrounding area. There is a 50% chance of the user's special attack being increased by 5 for the next 5 turns.


Featherdance
Flying
Status
0
5-15
One target
The user dances and lowers an opponents physical attack by 10

Feint
Normal
Physical
5-10
5-15
One target
The user can use this move when an opponent uses a protection move. The user may hit them. This attack has a +2 priority and will automatically out-speed a protection move unless the user is 1 speed slower or less.

Final Gambit
Fighting
Special
N/A
N/A
One target
This attack causes you to faint but at afterwards it can cause an opponent to lose the same amount of HP as you did before you used this move. If you use this, you are a complete douche

Fire Blast
Fire
Special
30-45
35-40
One target
The user shoots a huge amount of flames at an opponent. Can cause burn (see status dex)

Fire Fang
Fire
Physical
10-15
10-15
One target
The bites target with fiery fangs. It can potentially burn the opponent (see status dex)

Fire Pledge
Fire
Special
7-10
7-15
One target
The user shoots a column of fire at an opponent. If this attack is combined with “Grass Pledge” the attack does an extra 10 damage, plus a field of fire will spread across the field that will do 5 damage to all opponents each turn for the next five turns except for the users. If this attack is combined with “Water Pledge” the attack does an extra 10 damage, plus a rainbow will go across the field that will double the chance of secondary effects happening for the next 5 turns

Fire Punch
Physical
10-20
12-20
One target
The user smashes its fiery fist into a target. Can cause burn (see status dex)

Fire Spin
Fire
Special
3-10
10-20
One target & any opponents nearby
The user shoots a massive spiral of fire at a target, and any other opponents near it. Not only does it do damage to them (will not take into account abilities such as Water Absorb or Flash Fire), but it traps them inside the eye of the fire spin for the next 5 turns. The opponent may use certain attacks to break free. The user may surround themselves with the fire spin, but the attack will do damage to them and they will be trapped.

Fissure
Ground
Physical
1-Hit KO
95-100
1 Target
Drops the user in a hole, fainting them instantly. However, the hole is tiny and only one pokemon can fall down it.

Flail
Normal
Physical
See description
15-20
One target
The user flails at an opponent. The amount of HP you have lost determines the power:
If 71+ HP - 2-5
If 36-70 HP - 5-10
If 21-35 HP - 15-20
If 11-20 HP - 25-30
If 5-10 HP - 45-55
If 1-4 HP - 60-70

Flame Burst
Fire
Special
10-20
10-15
One target
The user shoots a burst of flames at a target. The attack can also cause a bursting flame next to the target which can hit another Pokemon or do damage to the field

Flame Charge
Fire
Physical
5-10
7-13
One target
The user charges at an opponent while surrounding itself with fire, and then smashes into them. The user's speed gets increased by one stage for the next 5 turns if hit is successful.

Flamethrower
Fire
Special
20-30
22-30
One Target
The Pokemon fires a fiery line of flames at an opponent. The beam is pure fire so it is an orange fiery color. This attack may also burn the opponent (see status dex).

Flame Wheel
Fire
Physical
10-15
10-12
One target
The user charges at an opponent with a fiery wheel. May cause burn (see status dex)

Flare Blitz
Fire
Physical
30-45
17-25
One target
You are surrounded by fire then charge at a nearby enemy. The fire is so powerful that user receives recoil equal to 1/3 of the damage done to the target. Chance of burning target (see status dex).

Flash
Normal
Status
0
10-15
Entire course
The user flashes a bright light illuminating the entire field and causing blindness for the other Pokemon for the remainder of the turn.

Flash Cannon
Special
10-15
12-15
One target
The user shoots a massive line of grayness at an opponent. There is a 10% chance of the target's special defense getting decreased by 5 for the next 5 turns.

Flatter
Dark
Status
0
5-10
One target
The user flatters its opponent, confusing them but increasing their special attack by 10

Fling
Dark
Physical
Depends on what’s thrown
The heavier the object and farther the opponent, the more it does
One target
The user throws something depending on its surroundings. If nothing to throw, this attack cannot be used.

Fly
Flying
Physical
15-20
17-20
One target
The user flies up into the air to avoid attacks. If they want to attack as well, it takes up a second attack. You may not use any attacks while up in the air though, except hitting someone on the ground with the second attack.

Focus Blast
Fighting
Special
30-45
30-40
One target
The user shoots a massive ball at its target. There is a 10% chance of causing the target's special defense to decrease by 5 for the next 5 turns.

Focus Energy
Normal
Status
0
10-15
User
The user focuses its energy and all attacks have a 1/4 chance of doing an extra 10-15 damage for the next 5 turns.

Focus Punch
Figthing
Physical
30-50
30-40
One target
The user vigorously punches an opponent. If the attack is somehow disrupted it will count as two moves (if third move, it will deal 10 damage to the user instead for an over move usage penalty)

Follow Me
Normal
Status
0
2-10
User
When an opponent is using an attack on another opponent, the user uses this attack to lure the attack towards it instead. This attack has a +3 priority, meaning it can still be used even if you are three speeds lower than the opponent or less. If the user is 4 speeds slower or less, this attack will fail

Force Palm
Fighting
Physical
10-15
12-15
One target
The user smashes an opponent with its fist. May cause paralysis (see status dex)

Foresight
Normal
Status
0
5-10
One target
The user identifies the opponent making it easier to successfully hit them. It makes the users normal and fighting types hit ghosts. It makes the users normal and fighting types hit ghosts. It also makes the users moves be unable to miss. This effect lasts the entire turn

Foul Play
Dark
Physical
20-25
20-27
One target
The user charges right into an opponent doing a great amount of damage. If the target's attack is boosted, this attack's damage will be increased by the same amount.

Freeze Shock
Ice
Physical
40-50
35-45
Whole course
This attack is in two parts and counts as two moves. The user charges up and then sends out a mass wave of electricity that hits almost everyone. Can potentially cause paralysis (see status dex)

Frenzy Plant
Grass
Special
45-55
30-40
One target
The user spawns thick vines that burst out of the ground and grabs an opponent and throws them away. It counts as two moves. If used on your third move, you will only have two moves in the next reffing.

Frost Breath
Ice
Special
15-20
15-20
One target
The user sends out an icy breath hitting the pokemon nearby

Frustration
Normal
Physical
5 (For every 5 stamina you lost from the 200 this attacks gains 1)
15-20
One target
The user runs into the target and the amount of stamina left decides the amount of damage. The damage done is calculated before the users stamina is consumed from this attack

Fury Attack
Normal
Physical
2-3 (each)
3-7
One target
The user hits its target 2-5 times. This attack has a 100% chance of hitting the first two times, a 50% chance it will hit a third time, and a 25% chance it will hit a fourth and fifth time each. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Fury Cutter
Bug
Physical
5
5-10
One target
The user cuts its opponent with its fury. Each time this attack is used consecutively, the amount of damage done increases by 5

Fury Swipes
Normal
Physical
2-4 (each)
5-10
One target
The user latches on to an opponents face and keeps on scratching them 2-5 times. This attack has a 100% chance of hitting the first two times, a 50% chance it will hit a third time, and a 25% chance it will hit a fourth and fifth time each. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Fusion Bolt
Electric
Physical
25-30
30-35
One target and any other opponents near it
The user sends out a massive ball of electricity. If “Fusion Flare” was used in the same reffing, this attack does an extra 20 damage

Fusion Flare
Fire
Special
25-30
30-35
One target and any other opponents near it.
The user sends out a massive ball of fire. If “Fusion Bolt” was used in the same reffing, this attack does an extra 20 damage

Future Sight
Psychic
Special
25-30
20-30
One target
In two turns, an aura of psychic energy surrounds the opponent and does damage to them. The user concentrates for a long time while using this, leaving them vulnerable to an attack from an opponent.
Edited by Endoplasmic Reticulum, Nov 19 2013, 03:29 PM.
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G

Gastro Acid
Poison
Status
0
5-12
Hits one target
Causes the foe's ability to de-active and unable to be re-activated for the next 5 turns.

Gear Grind
Steel
Physical
5-10 (each)
10-18
One target
The user throws a gear at the target. This attack hits twice. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Giga Drain
Grass
Special
10-20
20-25
Hits one target
Sucks out a bit of life from a foe and gives halve of the damage done it to the user

Giga Impact
Normal
Psychic
45-55
30-40
Hits one target
The user rams into its target really hard. It counts as two moves. If used on your third move, you will only have two moves in the next reffing.

Glaciate
Ice
Special
10-17
20-30
Whole course
The user sends out a massive frosty breath that turns the entire field snowy. The snow can cause Pokemon to be trapped in it

Glare
Normal
Status
0
10-15
Hits one target
Shows an intimadating face at a foe, making it paralyzed.

Grass Knot
Grass
Special
See description
15-25
Hits one target
Creates a knot out of grass, tripping a foe. The heavier the foe, the more damage:
If 0.1-10 KG: 2-5
If 10.1-25 KG: 5-10
If 25.1-50 KG: 10-15
If 50.1-100 KG: 15-20
If 100.1-200 KG: 20-30
If 200.1 KG or more: 30-45

Grass Pledge
Grass
Special
7-10
7-15
One target
The user shoots a column of grass at an opponent. If this attack is combined with “Fire Pledge” the attack does an extra 10 damage, plus a field of fire will spread across the field that will do 5 damage to all opponents each turn for the next 5 turns except for the users. If this attack is combined with “Water Pledge” the attack does an extra 10 damage, plus it will turn the field into a swampy moor that makes all of the opponents slower, with there be a 1/10 chance that each opponent can get completely stuck in the swamp at the end of the reffing for the next turn. Users, flying types, those with 'Levitate' and those who are magnet risen are unaffected by this effect; lasts 5 turns.

Grasswhistle
Grass
Status
0
10-15
Hits one target
Creates a beautiful tune, lulling a foe into sleep.

Gravity
Psychic
Status
0
10-15
Affects everybody
Exerts strong gravity to bring down everyone above ground (ie Magnet Rise, Flying Types, Levitate) to ground so that they are vulnerable to ground type moves and will move across stages. Lasts 5 turns

Growl
Normal
Status
0
10-15
Entire Course
The user unleashes a massive growl, frightening everyone and lowering their attack by 5 for the next 5 turns.

Growth
Normal
Status
0
7-10
Affects user
Puts the user's body into a miniature growth spurt, increasing its attack and special attack by 5 for the next 5 turns. If sunny, it will increase by 10

Grudge
Ghost
Status
0
10-15
Affects last person that attacked it
If the user faints during the same turn as this move is used, the person who fainted him will lose 100 stamina.

Guard Split
Psychic
Status
0
5-15
User and One target
The user averages out its defense and special defense with a target

Guard Swap
Psychic
Status
0
5-10
Affects one target and user
The user switches defense and special defense stat changes with its target

Guillotine
Normal
Physical
1-Hit KO
95-100
Hits one user
Faints the user on the spot, but uses a severe amount of stamina

Gunk Shot
Poison
Physical
25-35
30-40
Hits one user
Shoots poisonous gunk at foe that can potentially poison them (see status dex)

Gust
Flying
Special
5-10
5-10
Hits one user
Shoots a gust of wind at a foe, even if the foe is using the move "Fly"

Gyro Ball
Steel
Physical
15-20
20-25
Hits one user
User spins around like a ball at foe. For each speed the user is slower than the target, this attack gains 5 damage.
Edited by Endoplasmic Reticulum, Jan 13 2014, 04:56 PM.
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H

Hail
Ice
Status
0
5-10
entire field
User summons a huge hailstorm that lasts 5 turns and each turn damages all non-Ice pokemon by 5 HP. See weather effects.

Hammer Arm
Fighting
Physical
25-30
20-30
1 target
User smashes target with it's arm but lowers their speed by one stage for the next 5 turns.

Harden
Normal
Status
0
3-5
User
User stiffens its muscles all around its body to raise its defense by 5.

Haze
Ice
Status
0
5-9
User & entire course
User creates a blackish haze to eliminate all stat changes, including the users

Headbutt
Normal
Physical
10-20
10-18
1 target
User slams its head at the target

Head Charge
Normal
Physical
35-45
25-35
One target
The user smashes into its opponents and receives recoil equal to ¼ of the damage done to the target

Head Smash
Rock
Physical
45-55
20-30
1 target
User smashes his head into a target's body, yup it's that straight forward. However, user receives 1/2 the damage done to the target as recoil.

Heal Bell
Normal
Status
0
10-20
User or 1 target
The user rings a bell over its head and cures it of any negative status effects with the exception of perish song and curse. Can also be used on an opponent

Heal Block
Psychic
Status
0
10-20
1 target
The user may use this on an opponent to prevent them from using moves that would heal HP (may also block them as they are about to use an attack too) It will not consume stamina, but it will still count as a move. In addition, the target can no longer use any recovery moves for the next 5 turns. Moves like Absorb, Dream Eater, Leech Seed, etc. will still do damage but will not have the target gain any HP. If the target's ability is Water Absorb or Volt Absorb, they will be unable to activate it while this is in effect. If it is already activated, it will automatically de-activate.

Heal Order
Bug
Status
15
20
User
User summons healers from her hive to heal the user.

Healing Wish
Psychic
Status
0
0
User, 1 target other than user
User puts all of its energy into an opponent, causing the user to gain 15 HP and restore any status ailments

Heal Pulse
Psychic
Status
0
10-20
One target
The user sends out a small pink burst, healing the target by 20 HP. Depending on the distance and the speed, another Pokemon can jump in the way and get healed instead.

Heart Stamp
Psychic
Physical
10-15
10-20
One target
The user charges at an opponent

Heart Swap
Psychic
Status
0
20-25
User and 1 target
User switches bodies with an opponent but the process takes awhile, so using it while being targeted by an attack may not work unless you are faster. The two controllers then switch which Pokemon they are controlling (their values such as HP, stamina, status effects etc will transfer to the switched users' new Pokemon). If any of the switched Pokemon faints, their others' original Pokemon will be restored

Heat Crash
Fire
Physical
See description
15-25
One target
The user crashes into an opponent, doing damage depending on how heavy they are and how light the target is.
If the target's weight is lower or equal to 20% of the users: 30-45
If the target's weight is between 20%-25% of the users: 20-30
If the target's weight is between 25%-33.3% of the users: 15-20
If the target's weight is between 33.3%-50% of the users: 10-15
If the target's weight is greater than 50% of the user's weight: 5-10

Heat Wave
Fire
Special
25-30
36-45
All opponents
User summons a VERY hot wind that may cause a burn (see status dex)

Heavy Slam
Steel
Physical
See description
15-25
One target
The slams into an opponent doing damage depending on the users and target's weight:
If the target's weight is lower or equal to 20% of the users: 30-45
If the target's weight is between 20%-25% of the users: 20-30
If the target's weight is between 25%-33.3% of the users: 15-20
If the target's weight is between 33.3%-50% of the users: 10-15
If the target's weight is greater than 50% of the user's weight: 5-10

Helping Hand
Normal
Status
0
5-10
1 target
User makes an opponent's next damaging attack +10 damage. This attack has a +5 priority, meaning it can still be used even if you are five speeds lower than the opponent or less. If the user is 6 speeds slower, this attack will fail.

Hex
Ghost
Special
7-12
5-15
One target
The user sends out a small, purple burst. It does an extra 10 damage if the opponent has a status problem

Hi Jump Kick
Fighting
Physical
35-45
30-45
1 target
User makes a very high and powerful jump, but if it somehow misses, user takes 1/2 the damage the user would have done

Hidden Power
Normal (Can be changed to any type, but once you have used it, it must be that type for the rest of the round)
10-15
15-25
All nearby opponents
Shoots out red balls of energy around the user, hitting anyone nearby. You must specify what type it is each time you use it (you don't need to bold though), and must stay the same type from the first time for the rest of the rumble.

Hone Claws
Dark
Status
0
5-10
User
The user grows claws/extends its claws and its physical attacks do an extra 5 damage, plus allowing their attacks to be unable to miss for the next 5 turns.

Horn Attack
Normal
Physical
10-15
10-15
One target
The user rams its horn into a target

Horn Drill
Normal
Physical
1-hit KO
95-100
One target
The fiercely damages its target which causes it to faint. However, it consumes a great amount of stamina.

Horn Leach
Grass
Physical
10-20
20-25
One target
The user charges an opponent and it’s HP is restored by half of the damage done to the opponent.

Howl
Normal
Status
0
5-10
User
The user howls and raises their physical attack by 5

Hurricane
Flying
Special
30-45
45-70
All Pokemon
The user blasts the field with a massive hurricane. Can cause confusion (see status dex) This attack cannot miss in rain, but in sun each target has a 1/2 chance of the attack missing them.

Hydro Cannon
45-55
30-40
Water
Special
One target
The user shoots a quick and powerful jet of water at an opponent. It counts as two moves. If used on your third move, you will only have two moves in the next reffing.

Hydro Pump
Water
Special
30-45
30-45
One target
The user shoots a massive jet of water at an opponent

Hyper Beam
Normal
Special
45-55
30-40
One target
The user shoots out a massive orange beam at its target. It counts as two moves. If used on your third move, you will only have two moves in the next reffing.

Hyper Fang
Normal
Physical
15-20
15-20
One target
The user runs up to an opponent and bites them.

Hyper Voice
Normal
Special
20-30
27-30
All opponents nearby
The user makes a huge sound waves that does damage to all nearby opponents

Hypnosis
Psychic
Status
0
10-20
One Target
The Pokemon goes right up to an opponent and its eyes glow pink. It puts the target to sleep (see status dex)
Edited by Endoplasmic Reticulum, Jan 27 2014, 11:49 PM.
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I

Ice Ball
Ice
Physical
3-5 (Grows by one each time it grows)
10-20
One target
The user shoots balls of ice at an opponent. Any time this attack is used during the rumble, its power will increase by an extra 5. Will stop after 5 increases. If the user is defense curled, this attack will do double damage as what it would normally do.

Ice Beam
Ice
Special
20-30
22-30
One Target
The Pokemon fires an icy beam at an opponent. The beam is pure ice so it is a light blue/whitish/icy color. This attack may also freeze the opponent (see status dex).

Ice Burn
Ice
Special
40-50
35-45
Whole course
This attack is in two parts and counts as two moves. The user charges up and then sends out a mass wave of fire that hits almost everyone. Can potentially cause burn (see status dex)

Ice Fang
Ice
Physical
10-15
10-15
1 target
User Bites target with icy fangs. It can potentially freeze the opponent (see status dex)

Ice Punch
Ice
Physical
10-20
12-20
One Target
The user punches the opponent, while it's fists have an icy glow. It may freeze the opponent (see status dex).

Ice Shard
Ice
Physical
5-10
7-12
1 target
User shoots out a fast shard of ice. This attack is +1 faster.

Icicle Crash
Ice
Physical
15-25
10-15
Targets one Pokemon, but can hit any Pokemon adjacent to the target
The user sends out a massive icicle at the opponent

Icicle Spear
Ice
Physical
2-5 (each)
7-13
One Target
The user throws a barrage of icy spears that will hit 2-5 times. This attack has a 100% chance of hitting the first two times, a 50% chance it will hit a third time, and a 25% chance it will hit a fourth and fifth time each. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Icy Wind
Ice
Special
7-10
15-20
Entire course
The user creates an icy wind

Imprison
Psychic
Status
0
5-10
One target
The user prevents its target from using any moves that the user has used throughout the rumble for the rest of the turn.

Incinerate
Fire
Special
5-7
5-7
One target
The user incinerates the opponent. If they are holding a berry, it becomes unusable.

Inferno
Fire
Special
25-30
30-35
One target
The user will shoot out a small, yet extremely hot, line of fire at an opponent that can easily be avoided. It guarantees a burn if it hits.

Ingrain
Grass
Status
+ 2-5 each turn
5-8
User
The user plants its roots into the ground and each turn the user gains HP. During this state the user can not jump nor dodge. The user can be unearthed by opponents who grab and throw them.

Iron Defense
Steel
Status
0
10-15
User
The user hardens it's body like iron, and boosts it's defense by 10 for the next 5 turns

Iron Head
Steel
Physical
15-20
15-20
One Target
The user rams into the opponent with a skull like iron.

Iron Tail
Steel
Physical
25-30
22-30
One Target
The user swings it's tail like a wrecking ball, and does a lot of damage. There is a 10% chance of causing the target's defense to decrease by 5 for the next 5 turns.
Edited by Endoplasmic Reticulum, Dec 3 2013, 12:52 AM.
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Judgement
Depends
Special
Special
25-30
37-47
Entire course
The user releases multiple shots of light around the field. The type of this attack is the same as the type of the user (if the user is dual typed, the type of this attack is chosen by one of the two at random).

Jump Kick
Fighting
Physical
20-30
20-25
Hits one target
Kicks a foe really hard. If foe dodges, user recieves 1/8 of the damage the user would have done.
Edited by Gryoine, Oct 4 2013, 02:07 PM.
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Karate Chop
Fighting
Psychical
10-15
10-15
Hits one target
User chops foe with a glowing hand

Kinesis
Psychic
Status
0
5-10
Affects one target
User distracts foe, blinding it for the rest of the turn.

Knock Off
Dark
Psychical
2-5
5-10
Hits one target
User knocks down the foe onto the ground, causing minor damage, as well as knocking off their held item and making it unusable
Edited by Gryoine, Oct 4 2013, 02:06 PM.
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Last Resort
Normal
Physical
40-45
If 1st move: 60-65
If 2nd move: 50-65
If 3rd move: 40-65
Entire Course
The user does a quick slam into all the Pokemon and then goes back to where it was. Amount of stamina depends on how many moves you've already used.

Lava Plume
Fire
Special
15-20
20-25
All Pokemon within area
The user erupts hot lava at multiple opponents and can cause a burn (see status dex)

Leaf Blade
Grass
Physical
20-25
17-25
One target
The user slashes the foe with a strong, sharp leaf.

Leaf Storm
Grass
Special
40-45
45-55
Entire course
User conjures up a giant blast of wind with a bunch of razor-sharp leaves inside it. Lowers your special attack by 10 for the next 5 turns.

Leaf Tornado
Grass
Special
10-15
10-20
One target and any other opponents near it
The user sends out a tornado of leaves at an opponent, and can suck in all Pokemon nearby

Leech Life
Bug
Physical
5-10
7-10
One target
The user bites the foe and leeches a little bit of HP from it. Recovers half the amount of damage dealt.

Leech Seed
Grass
Status/Special
5-8
10-15
One target
The user spits or throws seeds at the foe. Every turn for the next 5 turns the foe takes some damage, and the user gets the same amount of health back. Will not work on grass types.

Leer
Normal
Special
N/A
3-5
One target
The user frightens the foe with a weird look to lower its defense by 1 level.

Lick
Ghost
Physical
3-8
5-10
One target
The user licks the foe with a strong, long tongue. Can cause paralysis (see status dex)

Light Screen
Psychic
Special
N/A
15-20
User
The user makes a screen and the Special attack that goes through it has its damage halved (total damage, after boosts/decreases are applied) for the next 5 turns. This attack counts as a status effect, not a stat change. Therefore it cannot be stacked

Lock-On
Normal
Special
N/A
2-5
One target
The user locks on to one of the foes to ensure that its attacks cannot miss for the next 5 turns.

Lovely Kiss
Normal
Special
N/A
5-8
One target
The user kisses the foe to put it asleep.

Low Kick
Fighting
Physical
See description
15-25
One target
The user kicks low to knock the foe down, the heavier the Pokemon, the harder they fall, and the more damage done:
If 0.1-10 KG: 2-5
If 10.1-25 KG: 5-10
If 25.1-50 KG: 10-15
If 50.1-100 KG: 15-20
If 100.1-200 KG: 20-30
If 200.1 KG or more: 30-45

Low Sweep
Fighting
Physical
10-20
15-20
One target
The user kicks at an opponent and makes the opponent slower by one stage

Lucky Chant
Normal
Status
None
10-15
User
The user chants, making any attacks that damage the user not be affected by any boosts besides stat changes for the next 5 turns.

Lunar Dance
Psychic
Status
15
N/A
User + One target
This attack KOes you and gives an opponent 15 HP and restores any status ailments

Luster Purge
Psychic
Special
10-20
13-20
One target
The user attacks the foe with a violent burst of light. There is a 50% chance of the target's special defense to lower by 5 for the next 5 turns.
Edited by Endoplasmic Reticulum, Dec 7 2013, 04:34 PM.
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Mach Punch
Fighting
Physical
5-8
5-15
One target
Despite the distance or the field effects, the user dashes right up to an opponent and punches them before they usually are even able to counter. This attack has +1 priority.

Magical Leaf
Gras
Special
10-15
10-20
One target
The user shoots out rainbow coloured leaves. This move cannot miss

Magic Coat
Psychic
Status
0
10-15
One target
Certain attacks used on the user will be reflected back to the attacker. See here for what attacks. This attack has a +4 priority, meaning it can still be used even if you are four speeds lower than the opponent or less. If the user is 5 speeds lower or less, this attack will fail

Magic Room
Psychic
Status
0
5-15
Entire course
The user makes an invisible room surrounding the stage for the next 5 turns (will transfer over to the next stage) where no Pokemon can make use of items.

Magma Storm
Fire
Special
30-45
40-50
One target & any opponents nearby
The user shoots a humongous spiral of fire at a target, and any other opponents near it. Not only does it do damage to them, but it traps them inside the eye of the storm for the next 5 turns. The opponent cannot break free at all

Magnet Bomb
Steel
Physical
10-15
10-20
One target
The user shoots a giant chunk of steel at an opponent. This move cannot miss

Magnet Rise
Electric
Status
0
10-15
User
The user allows itself to float for the next 5 turns

Magnitude
Ground
Physical
See description.
25-30
Entire course
The user makes the ground shake, with a wide range on how much damage it does. Will do an extra 5-10 to those underground. Below is how you determine how much Magnitude does a certain amount of damage to all opponents determined randomly
The ref plugs in 1-100.
If 1-5: 1-2
If 6-15: 3-5
If 16-35: 5-10
If 36-65: 10-20
If 67-85: 20-30
If 86-95: 30-35
If 96-100: 45-55

Mean Look
Normal
Status
0
5-15
One target
The user gives an opponent a mean look which makes them immobilized and unable to escape from them

Meditate
Psychic
Status
0
5-10
User
The Pokemon concentrates and increases its attack by 5 for the next 5 turns.

Me First
Normal
Status
Depends on attack
The amount of stamina the attack does + 5-15
User & one target
Upon being attacked with a damage-dealing move, the user will attack the target first with the same attack (before they can use the move). It will only work if you are the same speed, and will fail against increased priority attacks.

Mega Drain
Grass
Special
5-8
8-15
One target
The user drains the life out of its opponent and gains HP equal to 1/2 of the damage done to the opponent

Megahorn
Bug
Physical
30-45
30-40
One target
The user jabs the target with its horn.

Mega Kick
Normal
Physical
30-45
30-40
One target
The user fiercely kicks at its target. Can be easy to avoid

Mega Punch
Normal
Physical
15-20
13-20
One target
The user punches its target

Memento
Dark
Status
0
N/A
Entire course
The user faints, but in the process causing everyone's attack and special attack to permanently drop by 10

Metal Burst
Steel
Physical
Varies
15-20
One target
Upon taking damage, the user will scream metal (somehow) that will do 1.5x damage the user just took to a target

Metal Claw
Steel
Physical
5-10
5-10
One target
The user’s claw turns to steel as it swipes its opponent. There is a 10% chance of the user's attack being increased by 5 for the next 5 turns.

Metal Sound
Steel
Status
0
10-15
One target
The user shoots a burst of metal at an opponent and lowers their special defense by 10 for the next 5 turns.

Meteor Mash
Steel
Physical
25-30
22-30
One target
The user’s fist turns into steel as it punches its opponent. There is a 20% chance of the user's attack being increased by 5 for the next 5 turns.

Metronome
Normal
Depends on the attack
Depends on the attack
Depends on the attack
Depends on the attack
The user uses another attack in the game at random. To make life easier for the refs, click here for a list of moves and a numerical value. If you count shadow moves, you are an idiot.

Milk Drink
Normal
Status
15
20
User
The user drinks its own milk and regains 15 HP.

Mimic
Psychic
Status
0
5-10
User & One Target
The user adds another move used during the same turn to its movepool. The user can only mimic one move at a time (if it mimics another, it won’t be able to use the one it mimicked before)

Mind Reader
Psychic
Status
0
5-10
User & one target
The user reads its opponents mind and anticipates their next move. The users next attack is guaranteed to successfully hit

Minimize
Normal
Status
0
5-10
User
The user shrinks itself, allowing it to be more nimble and dodge attacks. However it may not be able to overcome field obstacles as easily.

Miracle Eye
Psychic
Status
0
2-5
One target
The user gets rid of a dark type opponent’s immunity to psychic attacks

Mirror Coat
Psychic
Status
What the target's attack would have done + 10.
30-40
User & one target
Upon being fired at by a special attack, a mirror coats the user and redirects the attack back to the Pokemon who used the attack. If the attack is an attack that hits more than one target, it only prevents the user from taking damage, not everyone else.

Mirror Move
Flying
Status
Depends on the attack
Stamina of attack + 5-10
Depends
The uses the same attack as the most recent attack used. This attack will become that type.

Mirror Shot
Fighting
Special
10-15
13-15
One target
The user shoots a flash at an opponent with a 30% chance of blinding them for the next 2 turns

Mist
Ice
Status
0
10-15
Whole course
The user shoots a huge veil of mist that surrounds the entire field for 5 turns. It negates any moves that influence stat changes

Mist Ball
Psychic
Special
10-20
13-20
One target and any others nearby
The user shoots a ball of mist at a target. There is a 50% chance of the target(s) special attack being decreased by 5 for the next 5 turns.

Memento
Dark
Status
0
N/A
One target
The user automatically faints itself, but causes the targets attack and special attack to decrease by 10

Moonlight
Normal
Status
10, 15 or 20
20
The User
User uses the power of the moon to restore HP. In normal weather, 15 HP is recovered. If sunny, recover 20 HP. If rainy, recover 10 HP.

Morning Sun
Normal
Status
10, 15 or 20
20
The User
User uses the power of the sun to restore HP. In normal weather, 15 HP is recovered. If sunny outside, recover 20 HP. If rainy, recover 10 HP.

Mud Bomb
Ground
Special
10-15
10-15
One target
Can make the area around the target slippery and muddy. Can also slow opponents down while they go over the area. The user shoots a massive ball of mud at its opponent

Muddy Water
Water
Special
20-30
30-50
Whole course
The user shoots a massive wave of mud that hits everyone. Depending on the situation of where it is on the field, it can also cause certain Pokemon to get trapped.

Mud Shot
Ground
Special
6-10
7-10
One target
The user shoots out a thick line of mud at an opponent. The mud covers them and makes them move slower by one stage for the next 5 turns.

Mud Slap
Ground
Special
2-5
5-10
One target
The user throws mud into its opponents eyes making their attacks more likely to miss for the rest of the turn

Mud Sport
Ground
Status
0
10-12
Entire course
The user turns the field into a muddy mess and halves the power of electric moves
Edited by Endoplasmic Reticulum, Nov 27 2013, 06:42 PM.
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N

Nasty Plot
Dark
Status
0
10-15
User
User thinks nasty thoughts and increases its special attack by 10 for the next 5 turns.

Natural Gift
Normal
Physical
10-20
10-20
1 target
User uses its held item to determine the type of this move. It is up to the ref to determine what type that is. This attack will not work if the user is not holding an item.

Nature Power
Depends on surroundings
Status
Depends on surroundings
Depends on surroundings
Depends on surroundings
User uses the surrounding area to use a move.
Indoors/Miscellaneous - Tri Attack
Sand, Wasteland, etc. - Earthquake
Cave, dark area, etc. - Shadow Ball
Mountain, rocky area, etc. - Rock Slide
Meadow, grassy area, etc. - Stun Spore
Jungle, forest, etc. - Seed Bomb
Pond, marsh, swamp, etc. - Mud Bomb
Lake, Ocean, etc. - Surf
Underwater - Hydro Pump
Snowy area, ice rink, etc. - Ice Beam
Volcanic/Fiery Area, etc. - Flamethrower
Cloudy, sky area, etc. - Air Slash

Needle Arm
Grass
Physical
10-15
10-13
1 target
User smashes target with a prickly arm

Night Daze
Dark
Special
15-20
15-20
One target
The user sends out a black shock wave at its opponent

Night Shade
Ghost
Special
See description
30-50
1 target
User creates a makes a ghostly sphere around itself, giving damage equal to user's HP. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are not applied.

Night Slash
Dark
Physical
10-20
10-18
1 target
User instantly slashes at target with sharp claws, etc.

Nightmare
Ghost
Status
0
10-15
1 target
User shows a sleeping foe a very frightening nightmare, giving user -1 HP every 5 hours. Doesn't work on non-sleeping foes and stops when target wakes up.
Edited by Gryoine, Oct 4 2013, 02:03 PM.
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O

Octazooka
Water
Special
10-15
10-15
One target
User shoots gunk at the target, damaging it.

Odor Sleuth
Normal
Status
0
5-10
One target
User snips at its foe, making it easier to successfully hit them. It makes the users normal and fighting types hit ghosts. It also makes the users moves be unable to miss. This effect lasts the entire turn

Ominous Wind
Ghost
Special
10-15
20-25
Entire course
User summons an eerie wind to hit all opponents. There is a 10% chance of making the user's attack, defense, special attack, and special defense increase by 5, and its speed to increase by 1 stage, for the next 5 turns.

Outrage
Dragon
Physical
30-45
20-30
1 target
The user goes on a complete outrage, but its next three attacks MUST be Outrage, but stamina loss is not for each. The user may choose different targets each time though. Afterwards, the user becomes confused

Overheat
Fire
Special
40-45
40-45
All opponents within area
User shoots out fire surrounding them going across the entire field. For the next 5 turns, the user's special attack decreases by 10.
Edited by Endoplasmic Reticulum, Feb 5 2014, 03:42 PM.
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Pain Split
Normal
Status
0
20-30 (for each extra target, the amount of stamina consumed is increased by 5)
One or more targets (users choice)
The user and the user’s choices of target’s HP is added up and averaged. That becomes the user and targets new HP. If a decimal, it is rounded down.

Payback
Dark
Physical
7-10
7-15
One target
The user gets revenge on the target. If the user was attacked by the target beforehand on the same turn, Payback does an extra 10 damage.

Pay Day
Normal
Physical
5-10
5-10
One target
The user smashes into its target

Peck
Flying
Physical
3-10
3-8
One target
The user lightly pecks its target

Perish Song
Normal
Status
0
60-80
Entire course
The user sings a horrible song which makes everyone’s ears bleed out. In three turns, the opponents’ eardrum’s pop which causes them to lose 50 HP and 100 stamina. The user in three turns has an aneurysm which causes them to faint.

Petal Dance
Garss
Special
30-45
20-35
One target
The user shoots out a series of pink petals, but its next three attacks MUST be Petal Dance. The user may choose different targets each time though. Afterwards, the user becomes confused

Pin Missile
Bug
Physical
1-3 (each)
1-7
One target
The user shoots out a burst of small needles, hitting 2-5 times. This attack has a 100% chance of hitting the first two times, a 50% chance it will hit a third time, and a 25% chance it will hit a fourth and fifth time each. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Pluck
Flying
Physical
10-15
10-13
One target
The user plucks at its opponent with a sharp beak. If the opponent is holding an item, the user will consume it instead

Poison Fang
Poison
Status
7-10
7-10
One target
The user bites its opponent with a poisonous venom. Can make the target badly poisoned (see status dex)

Poison Gas
Poison
Status
0
10-20
Whole course
The user spreads a poisonous fog around the entire field, which poisons anyone that gets hit. However, it can be blown away before it gets a chance to poison opponents.

Poison Jab
Poison
Physical
15-20
17-20
One target
The user jabs an opponent and could cause poison (see status dex)

Poisonpowder
Poison
Status
0
5-10
One target
The user sprays a purple powder over its opponent which causes poison. However, it is easy to avoid

Poison Sting
Poison
Physical
1-3
1-5
One target
The user stings its target which can make it poisoned (see status dex)

Poison Tail
Poison
Physical
7-10
5-12
One target
The user’s tail becomes poisonous and swings it at an opponent. May cause poison (see status dex)

Pound
Normal
Physical
5-10
3-8
One target
The user lightly hits its target with its fist

Powder Snow
Ice
Status
5-8
10-15
Entire course
The user shoots a weak force of snow at an opponent. May cause freeze (see status dex)

Power Gem
Rock
Special
10-20
15-25
All opponents within area
The user shoots multiple flashing rocks at an area and does damage to all opponents in that area

Power Split
Psychic
Status
0
5-10
User and one target
The user averages out its attack and special attack with a target.

Power Swap
Psychic
Status
0
5-10
User & one target
The user swaps physical and special attack changes with an opponent.

Power Trick
Psychic
Status
0
5-10
User
This attack switches your current stat changes that affect physical attack to physical defense, and physical defense to physical attack. In addition, for the next 5 turns, stat changes that affect physical attack will affect physical defense and stat changes that affect physical defense will affect physical attack.

Power Whip
Grass
Physical
30-45
30-40
One target
The user strikes its opponent with a massive vine

Present
Normal
Physical
5-10, 15-20, or 20-30
10-15
One target
The user walks up to an opponent and unwraps a present. The effect is determined by a random number generator. The ref enters 1 as the lowest number and 10 as the highest number. If the number is 1-4, this attack does 5-10 damage, if it is 5-7, this attack does 15-20 damage, if it is an 8, this attack does 20-30 damage, but if it is or 9 or 10, the target instead gains 20 HP.

Protect
Normal
Status
0
20
User
User creates a green force field which prevents you from being affected by an opponents attack. This attack has a +4 priority, meaning it can still be used even if you are four speeds lower than the opponent or less (if you are 5 speeds lower or less, this attack will fail). There are a few moves that protect cannot block, check the attack entry on bulbapedia for those. Baton Pass, Grudge, and Destiny Bond are exceptions, protect can block it.

Psybeam
Psychic
Special
10-20
12-20
One target
The user shoots a pink beam at its opponent. May cause confusion (see status dex)

Psychic
Psychic
Special
20-30
25-30 + More depending on what they do (like for example, redirecting a Draco Meteor would cost an extra 20 stamina or so) - up to refs discretion.
1 target
The user grabs hold of an opponent or anything else with psychic power and can move them around. More stamina is taken up depending on their commands. There is also a 10% chance of causing the target's special defense to decrease by 5 for the next 5 turns.

Psycho Boost
Psychic
Special
35-45
35-45
One target and any opponents near it
The user shoots out a pulse of psychic energy that hits all opponents near its initial target. Afterwards, the users special attack is lowered by 10 for the next 5 turns

Psycho Cut
Psychic
Physical
15-25
15-20
One target
The user tears at the target with blades formed by psychic power.

Psycho Shift
Fighting
Status
0
15-20
One target
If the user has a status condition, it gives it to an opponent of its selection and cure the user of it.

Psych Up
Normal
Status
0
5-10
User & one target
The user selects an opponent and copies their stat changes (including the amount of turns left) and replaces it with their own.

Psyshock
Psychic
Special
15-20
15-20
One target
The user sends out a pulse of psychic energy at an opponent

Psystrike
Psychic
Special
30-40
30-35
One target
The user sends out a psychic wave at its opponent

Psywave
Psychic
Special
10-40
20-25
One target
The user shoots a psychic wave at an opponent

Punishment
Dark
Physical
10
20-30
One target
This attack does an extra 5 damage for each stat increase the target has. However, if the target also has a stat decrease, the power of this move will decrease by 5. For attack and defense changes, 5 is added/subtracted for each 5 that is increased/reduced (so for example, iron defense will have this attack do an extra 10 damage, not 5), and speed is an extra 5 for each individual stage increased.

Pursuit
Dark
Physical
5-10
10-15
One target
This attack hits an opponent. You may use this attack on an opponent that is currently running away from another attack and it will automatically strike first and do double damage
Edited by Endoplasmic Reticulum, Dec 3 2013, 10:09 PM.
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Q

Quash
Dark
Status
0
10-15
One target
When an opponent uses a move, this attack will make that move go at the end of the turn if the target and the user are the same speeds (attacks with increased priority may be Quashed if the targets speed level is the same as the user), and will not be able to Quash Protect. Protect can still block Quash though.

Quick Attack
Normal
Physical
5-10
9-14
1 target
User attacks foe with a super-quick attack. This attack has +1 priority.

Quick Guard
Fighting
Status
0
10-15
User
The user automatically protects itself from moves with increased priority. This attack has a +3 priority, meaning it can still be used even if you are three speeds lower than the opponent or less (if you are 4 speeds lower or less, this attack will fail). This attack counts towards the protect bar

Quiver Dance
Bug
Status
0
10-15
User
The user performs a dance that makes its special attack and special defense increase by 5, and its speed increase by 1 stage for the next 5 turns.
Edited by Endoplasmic Reticulum, Jan 24 2014, 03:39 PM.
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PRR Winner of Rounds 2 (Swampert), 15 (Wailord) and 23 (Milotic).

Owner of PRR6.
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Rage
Normal
Status
5-10
5-10
One opponent and User
The user will make it so whenever they are hit by an attack, their attack will increase by 5 for the next 5 turns. This effect lasts 5 turns.

Rage Powder
Bug
Status
0
0
All Pokemon
The user spreads out cloud of green powder which somehow would redirect all nearby moves to you. This attack has a +3 priority, meaning it can still be used even if you are three speeds lower than the opponent or less (if you are 4 speeds lower or less this attack will fail). You are incredibly stupid if you use this move, hence there being a lack of stamina lost

Rain Dance
Water
Status
0
5-10
Entire field
The user performs an ancient dance to summon a huge rain storm above the whole stage. The storm disappears after 5 turns. See weather effects.

Rapid Spin
Normal
Physical
5-10
10-15
One opponent
The user spins itself around at such a high speed he can even lift himself from the ground and strikes one opponent with it, freeing himself from unwanted leeches or vines.

Razor Leaf
Grass
Physical
7-10
15-20
Entire course
The user releases razor-sharp leaves across the stage, slicing all opponents with them.

Razor Shell
Water
Physical
10-20
13-15
One target
The user shoots its shell at the opponent. There is a 50% chance of causing the target's defense to decrease by 5 for the next 5 turns.

Razor Wind
Normal
Special
20-30
20-25
Entire Course
This attack counts as two moves. Will store a bunch of air and then blast it at all opponents

Recover
Normal
Status
15
20
The User
The user quickly recovers, gaining back some of its lost health.

Recycle
Normal
Status
0
2-5
User
If the user loses an item, it can use this move to get it back. Any sort of item.

Reflect
Psychic
Status
0
15-20
User
The user makes a screen and the Physical attack that goes through it has its damage halved (total damage, after boosts/decreases are applied) for the next 5 turns. This attack counts as a status effect, not a stat change. Therefore it cannot be stacked

Reflect Type
Normal
Status
0
2-5
User & one target
The user changes its type to the same type as an opponent of the users choice for the rest of the turn

Refresh
Normal
Status
0
5-10
User
The user refreshes itself of status effects except for perish song and curse, but this includes positive status effects.

Relic Song
Normal
Special
20-25
20-30
All opponents within area
The user sings out an ancient song that can potentially induce sleep (see status dex)

Rest
Psychic
Status
0
0
The user
User regains 2 point of stamina for every hour you are resting. To wake up you may command to "wake up!" or something of sorts. When you are attacked by another Pokemon, and you command to wake up following by avoiding or countering the attack, the amount of stamina you gained will be 2 points for every hour you are resting until the attacker commanded the attack. In addition, waking up makes you drowsy so your speed will be lowered by 2 for a short while (for the next attack or so)

Retaliate
Normal
Physical
10-20
15-20
One target
The user crashes into an opponent. This attack will do an extra 20 damage if a Pokemon has fainted in the same reffing

Return
Normal
Physical
5 (for every 5 stamina you have, this attacks gains 1)
15-20
One opponent
The user runs into the opponent and the amount of stamina left decides the amount of damage. The damage done is calculated before the users stamina is consumed from this attack

Revenge
Fighting
Physical
17-22
20-25
One opponent
The user hits the opponent with its fist or leg, damage dealt doubles when the user was already hit by an attack in the same update.

Reversal
Fighting
Physical
Depends on user’s HP
10-20
One target
The amount of damage done is dependant on the user’s HP. If the user has 71+ HP, this does 2-5. If the user has 36-70 HP, this attack does 5-10. If the user has 21-35 HP, this attack does 15-20. If the user has 11-20 HP, this attack does 25-35. If the user has 5-10 HP, this attack does 45-55. If the user has 1-4 HP, this attack does 60-70.

Roar
Normal
Status
0
15-20
Multiple opponents or just one
The user roars, causing the target(s) to run away from the user in fear so they can't use their attack(s) that were specifically aimed at the user (however the target's attempt at the attack is still counted). Move may be used on two targets who are attacking the user at once.

Roar Of Time
Dragon
Special
40-55
40-45
Entire course
The user roars very loudly, causing the shock waves you always see in movies when someone travels through time to appear and hit the other pokémon. This attack is in two parts and counts as two moves.

Rock Blast
Rock
Physical
2-5 (Each time)
7-12
One opponent
The user shoots 2-5 rocks at the target. This attack has a 100% chance of hitting the first two times, a 50% chance it will hit a third time, and a 25% chance it will hit a fourth and fifth time each. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Rock Climb
Normal
Physical
27-37
30-35
One opponent
The user climbs up a hill, then jumps on the opponent from an angle it doesn't expect. May cause confusion (see status dex)

Rock Polish
Rock
Status
0
5-10
User
The user becomes more aerodynamic, making himself faster by two stages (there you happy The_Fad?).

Rock Slide
Rock
Physical
13-20
15-20
One Target & Any Other Opponents Nearby
The user summons a rockslide.

Rock Smash
Fighting
Physical
5-10
6-10
One opponent
The user hits the opponent with his fist. There is a 50% chance of causing the target's defense to decrease by 5 for the next 5 turns.

Rock Throw
Rock
Physical
5-10
5-8
One opponent
The user throws a rock at the opponent.

Rock Tomb
Rock
Physical
5-10
15-20
One opponent
The user traps the target between pillars of rock, making them immobilized.

Rock Wrecker
Rock
Physical
35-45
40-50
One opponent
The user crushes the target between its hands.

Role Play
Psychic
Status
0
5-10
One opponent
The user studies the target as if he plays the target in a play, replacing his ability with that of the target regardless of if it is activated or not (and the user will receive this de-activated). This cannot be used to copy Wonderguard or Multitype

Rolling Kick
Fighting
Physical
10-15
10-13
One opponent
The user kicks the target while spinning.

Rollout
Rock
Physical
3-5
10-15
Single target (may change targets each time)
The user rolls into an opponent. Any time this attack is used during the rumble after the first, its power will increase by an extra 5. Will stop after 5 increases. If the user is defense curled, this attack will do double damage as what it would normally do.

Roost
Flying
Status
15
17-20
User
The user lands, recovering HP. (User loses flying type IF THEY ARE A FLYING TYPE for the remainder of the update)

Round
Normal
Special
10-15
15-25
All opponents within area
The sings a song which does a fair amount of damage. If any extra rounds are used at the same time, each one will do 2 more damage than the previous.
Edited by Endoplasmic Reticulum, Jan 15 2014, 11:14 PM.
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PRR Winner of Rounds 2 (Swampert), 15 (Wailord) and 23 (Milotic).

Owner of PRR6.
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Sacred Fire
Fire
Special
20-35
40-45
One target and any others nearby
The user shoots a huge scorching fire at an area. Big chance to cause burn (see status dex)

Sacred Sword
Fighting
Physical
15-20
15-20
One target
The user slashes its horns at the opponent. Stat changes by the target is not calculated.

Safeguard
Normal
Status
0
15
User
The user spawns a green barrier that surrounds them and prevents them from gaining negative status effects from an opponent’s moves (with exception to perish song and curse) for the next 5 turns. Field effects can still give them status effects though.

Sand-Attack
Ground
Status
0
5-10
One target
The user shoots sand at its target to make them not see as well for the rest of the turn

Sandstorm
Ground
Status
0
5-10
Entire course
The user causes the gusts of sand to spray everywhere, brewing a "sandstorm" weather effect for the next 5 turns.

Sand Tomb
Ground
Physical
3-10
10-15
One target & any opponents nearby
The user shoots a massive spiral of sand at a target, and any other opponents near it. Not only does it do damage to them, but it traps them inside the eye of the sand tomb for the next 5 turns. The opponent may use certain attacks to break free. The user may surround themselves with the whirlpool, but the attack will do damage to them and they will be trapped.

Scald
Water
Special
10-15
10-20
One target
The user sends out searing hot water at an opponent. Chance of burning (see status dex)

Scary Face
Normal
Status
0
15-20
All opponents within area
The user makes a scary face which causes anyone close by to become more nervous and careful, which makes their speed to lower by 2 stages for the next 5 turns.

Scratch
Normal
Physical
5-10
3-8
One target
The user scratches its target

Screech
Normal
Status
0
10-20
Entire course
The user shoots out a massive yell which lowers everyone's defense by 10 for the next 5 turns.

Searing Shot
Fire
Special
20-30
20-30
One target
The user shoots an inferno of scarlet flames at the opponent. It can leave the target with a burn (see status dex)

Secret Power
Normal
Physical
10-20
15-25
Depends on the attack
This attack will turn into another attack depending on the field. The typing, determination of whether it is physical or special, damage, and stamina will NOT be altered. But how many opponents, the changes on the field, and the situation of what happens is dependant on the attack that it is turned into. Side effects of the move is negated, and there is another that may be replaced
Desert, sandy, etc. – Mud Slap. 30% chance of lowering the opponents special attack by 5 for the next 5 turns.
Mountain, wasteland, cave, etc. – Rock throw. May cause confusion (see status dex)
Meadow, grassy area, etc. – Needle Arm. May cause poison (see status dex)
Jungle, forest, etc. – Magical leaf. May cause sleep (see status dex)
Pond, marsh, swamp, etc. – Mud Shot. 30% chance of lowering the opponents
Lake, Ocean, etc. – Water Pulse. 30% chance of lowering the opponents attack by 5 for the next 5 turns.
Underwater – Waterfall. 30% chance of lowering the opponents defense by 5 for the next 5 turns.
Snowy area, ice rink, etc. – Avalanche. May cause freeze (see status dex)
Volcanic, fiery area, etc. – Flame Burst. May cause burn (see status dex)
Cloudy, sky area, etc. - Air Cutter. 30% chance of lowering the opponents special defense by 5 for the next 5 turns.
Miscellaneous – Body Slam. May cause paralysis (see status dex)

Secret Sword
Fighting
Special
20-30
20-27
One target
The user lunges its horn at the opponent

Seed Bomb
Grass
Physical
15-20
13-20
One target
The user shoots a seed at its target that explode on impact

Seed Flare
Grass
Special
30-45
50-65
Entire course
The user makes powerful and explosive seeds rain down over the entire field. There is a 40% chance of the target's special defense to decrease by 10 for the next 5 turns.

Seismic Toss
Fighting
Physical
See description
30-50
One target
The user grabs the opponent and throws them, giving damage equal to user's HP. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are not applied.

Selfdestruct
Normal
Physical
60-70
N/A
Hits everyone
Automatically knocks yourself out of the rumble.

Shadow Ball
Ghost
Special
15-20
16-20
1 target
Sends a purple ball at someone. There is a 20% chance of the target's special defense to lower by 5 for the next 5 turns.

Shadow Claw
Ghost
Physical
10-20
10-18
One target
The user swipes an opponent with its shadowy claws

Shadow Force
Ghost
Physical
30-45
40-50
One target
This attack is in two parts and counts as two moves. The user disappears slowly (this will generally not be able to avoid to dodge an attack in time), avoiding it from any attacks but it MUST strike before the end of the reffing or else it will be forced out of disappearance without attacking. User may not use any attacks while vanished. This attack will go through protect

Shadow Punch
Ghost
Special
10-15
10-20
One target
The user punches at opponent with a fist filled with shadow. This attack cannot miss.

Shadow Sneak
Ghost
Physical
5-10
9-14
One target
The user will temporarily disappear into the shadows and strike an opponent. This attack has +1 priority.

Sharpen
Normal
Status
0
2-5
User
The user sharpens its body and increases its physical attack by 5 for the next 5 turns.

Sheer Cold
Ice
Special
1-Hit KO
85-90
1 Target
Freezes the opponent, fainting them instantly. But it ONLY works on pokemon with lower HP then yours.

Shell Smash
Normal
Status
0
10-15
User
The user breaks its shell (yes BREAKS its shell), decreasing its defense and special defense by 5, but makes its attack and special attack increase by 10, plus making it faster by 2 stages. Lasts for 5 turns.

Shift Gear
Steel
Status
0
10-15
User
The user rotates its gears, increasing its physical attack by 5, and makes it quicker by two stages for the next 5 turns.

Shock Wave
Electric
Special
10-15
10-20
One target
The user shoots out a wave of electricity. This attack cannot miss.

Signal Beam
Bug
Special
10-20
10-20
One target
The user shoots a multi coloured beam at its opponent. May cause confusion (see status dex)

Silver Wind
Bug
Special
10-15
20-25
Entire course
The user causes a wind that is silver to brew and does damage to everyone. There is a 10% chance of the user's attack, defense, special attack, and special defense to increase by 5, and its speed increasing my one stage, for the next 5 turns.

Simple Beam
Normal
Status
0
3-7
One target
The user shoots a small beam at its target changing their ability to “Simple”

Sing
Normal
Status
0
20-30
All opponents within area
The user sings and puts all Pokemon nearby to sleep

Sketch
Normal
Status
0
1-20
User
Any attack that has been used in the reffing prior to using this attack is added to the users movepool.

Skill Swap
Psychic
Status
0
10-15
User & One target
The user swaps abilities with an opponent, with both being de-activated

Skull Bash
Normal
Physical
25-30
15-20
One target
This attack counts as two moves and will increase the users defense by 5 for the next 5 turns. The user does not have to strike immediately, but it cannot use any other attacks until it does so.

Sky Attack
Flying
Physical
40-50
30-40
One target
This attack is in two parts and counts as two moves. The user glows blue and then rams into an opponent.

Sky Drop
Flying
Physical
10-20
5-10
One target
The user grabs an opponent and lifts it into the air and drops it. The damage done and the stamina lost increases depending on the opponents weight, and how high it is taken.

Sky Uppercut
Fighting
Physical
17-20
17-20
One target
The user uppercuts an opponent, sending them flying upwards. Can even hit flying Pokemon

Slack Off
Normal
Status
15
20
User
The user slacks off and regains 15 HP.

Slam
Normal
Physical
10-20
10-18
One target
The user slams into its target, however it is easy to avoid this attack

Slash
Normal
Physical
15-20
10-20
One target
The user slashes at its opponent

Sleep Powder
Grass
Status
0
10-15
One target
The user sprays a blue powder over its opponent which causes it to fall asleep. However, it is easy to avoid

Sleep Talk
Normal
Status
Depends on attack
Depends on attack
Depends on attack
This attack can only be used when the user is asleep or resting. User uses another RNG'd move in its movepool.

Sludge
Poison
Special
10-15
10-15
One target
Can cause poison (see status dex)

Sludge Bomb
Poison
Special
15-25
15-25
One target
The user lobs a massive ball of sludge at an opponent. Can cause poison (see status dex)

Sludge Wave
Poison
Special
20-30
35-45
Entire Course
The user sends out a massive tidal wave of sludge. May cause poison (see status dex)

Smack Down
Rock
Physical
5-10
5-13
User
The user shoots a small stone at an opponent. A Pokemon that is flying will instantly be knocked to the ground, with extra damage included depending on how high the Pokemon is

SmellingSalt
Normal
Special
10-20
10-15
One target
The user slaps an opponent. If the opponent is paralyzed, this attack is increased by 10, but it cures its target’s paralysis

Smog
Poison
Special
2-5
10-15
Entire course
The user sends out a foul stench across the field. May cause poison (see status dex)

Smokescreen
Normal
Status
0
10-15
Whole course
The Pokemon shoots out a massive veil of thick smoke that surrounds the entire field and makes it more difficult for Pokemon to hit each other for the rest of the turn.

Snarl
Dark
Special
5-15
15-20
All opponents within area
The user rants about how terrible its day was, which makes a bunch of Pokemon hurt themselves out of frustration. It also weakens the targets special attack by 5 for the next 5 turns.

Snatch
Dark
Status
0
10-20
User & One target
When an opponent uses a certain move (check the attack's Bulbapedia page to know which), the move will be cancelled (and the target won't lose stamina) and the user will receive the effect instead. This attack has a +4 priority, meaning it can still be used even if you are four speeds lower than the opponent or less and it must be faster than the opponent to succeed.

Snore
Normal
Special
5-10
7-15
All opponents within area
This attack cannot be activated unless the user is asleep or resting. The user makes a huge snoring noise which does damage to all nearby opponents

Soak
Water
Status
0
3-5
One target
The user dumps a pile of water on an opponent change its type to water.

Softboiled
Normal
Status
15
20
User
The user regains some HP

Solarbeam
Grass
Special
30-45
20-30
One target
This attack is in two parts and counts in two moves. However, if it is sunny it is in one part and counts as one move. If the field is raining, hailing, or sandstorm it does 10 less damage

SonicBoom
Normal
Special
10
13-15
One target
The user shoots a huge wave of soundwaves at its target. Type weaknesses/resistance, STAB and stat boosts do not apply

Spacial Rend
Dragon
Special
25-30
25-32
One target and any others nearby
The user shoots out a massive purple wave at an opponent which hits them and any others nearby

Spark
Electric
Physical
10-17
8-15
One target
The user charges at its opponent and has a chance of paralyzing them (see status dex)

Spider Web
Bug
Status
0
5-10
One target
The user shoots a sticky web at an opponent which causes them to get stuck and trapped. Opponent may escape by using certain moves

Spike Cannon
Normal
Physical
2-4 (Each Time)
5-10
One target
The user shoots several amount of spikes at an opponent, hitting them 2-5 times. This attack has a 100% chance of hitting the first two times, a 50% chance it will hit a third time, and a 25% chance it will hit a fourth and fifth time each. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Spikes
Ground
Other
1 Layer - 7-12, 2 Layer - 11-16, 3 Layer - 15-20, 4 Layer or More - 20-25
1 Layer - 5-10, 2 Layer - 10-15, 3 Layer - 15-20, 4 Layer or More - 20-25
Area within range
The user lays Spikes across the field. The more layers the user puts the more damage that is done if an opponent steps on them. Can be removed by attacks such as Rapid Spin, Whirlwind, Gust etc.

Spite
Ghost
Status
0
10-15
One target
When an opponent uses a move, the user makes the stamina of that attack doubled, and will make it doubled whenever the target uses it in the next 3 turns. May be used even if the opponent isn't using a move to make their most recent used moves consume double stamina whenever they use it for the next 3 turns.

Spit Up
Normal
Special
20-35
20-25
One target
The user sucks in the stockpiled rocks around it and shoots it at an opponent. If the user has more than one stockpile up, the amount of damage done and the amount of stamina used increases by 10.

Splash
Normal
Other
0
0
Nothing
A random splash, which does absolutely nothing.

Spore
Grass
Status
0
10-20
User
The user sprays a powder over an opponent and puts them to sleep.

Stealth Rock
Rock
Status
1 Layer - 7-12, 2 Layer - 11-16, 3 Layer - 15-20, 4 Layer or More - 20-25
1 Layer – 7-12, 2 Layer - 11-16, 3 Layer - 16-22, 4 Layer or More – 20-30
Area within range
The user lays giant spiky rocks across the field, which opponents will take damage from if they step on it. The more layers the user puts the more damage that is done. The rocks may be destroyed with certain attacks. Super effectiveness is calculated in the damage done. If the user never specifies how many layers, it will automatically be 1.

Steam Roller
Bug
Physical
10-15
10-15
One target
The user crushes its target

Steel Wing
Steel
Physical
10-20
10-17
One target
The users wings turn into steel and rams into an opponent. There is a 10% chance of the user's defense to increase by 5 for the next 5 turns.

Stockpile
Normal
Status
0
5-10
User
The user surrounds a series of rocks around it which protects it from attack(s). The rocks may be destroyed to penetrate the user. However, the more times the user has used Stockpile, the more attacks it will take to damage the user.

Stomp
Normal
Physical
10-20
5-20
One target
The user stomps on its target

Stone Edge
Rock
Physical
30-45
30-40
One target
The user shoots out a massive pointy rock at an opponent.

Stored Power
Psychic
Special
1-5
20-30
One target
The user shoots out a small white beam at an opponent. This attack does an extra 5 damage for each stat increase the user has. For attack and defense changes, 5 is added/subtracted for each 5 that is increased (so for example, iron defense will have this attack do an extra 10 damage, not 5), and speed is an extra 5 for each individual stage increased.

Storm Throw
Fighting
Physical
10-20
10-20
One target
The user attacks a target with a fierce blow

Strength
Normal
Physical
15-20
15-20
One target
The user attacks its opponent with its mighty strength

String Shot
Bug
Status
0
5-10
One target
The user shoots out thick, white strings at its opponent which causes them to get tangled and stuck. They may use certain attacks to break free

Struggle Bug
Bug
Special
3-5
3-10
One target
The user will shot a small beam at an opponent, and decreases their special attack by 5 for the next 5 turns.

Stun Spore
Grass
Status
0
5-10
One target
The user sprays a yellow powder over its opponent which causes paralysis. However, it is easy to avoid.

Submission
Fighting
Physical
15-20
5-15
One target
The user attacks a target and receives recoil equal to 1/4 of the damage done to the opponent

Substitute
Normal
Status
0
1/4 of current stamina. If under 120 stamina. It becomes 30.
User
User sacrifices a quarter (or 30 if under 120 stamina) of its current stamina to create a decoy. This decoy takes in all damage from damaging attacks aimed at the user, and has 30 HP before it is destroyed. User cannot be inflicted by status conditions from attacks while substituted. If the user already has a substitute up, they may not use this move again.

Sucker Punch
Dark
Physical
15-20
5-10
One target
Upon being attacked with an attacking move that will directly affect the user, the user may strike first with this attack with a 1+ priority. This will attack will fail unless it is used under these circumstances

Sunny Day
Fire
Weather Effect
0
5-10
Entire Field
The user brightens the area, making it very sunny. Fire type moves are increased (see weather effects). Disappears after 5 turns

Super Fang
Normal
Physical
Half of their HP
20-30
One target
The user pierces through an opponent by biting them and cuts their HP in half.

Superpower
Fighting
Physical
30-45
30-35
One target
The user gains superpower and strikes the opponent with a tremendous force. Will lower the users attack and defense by 5 for the next 5 turns

Supersonic
Normal
Status
0
10-20
One target
The user shoots a sonar wave that confuses its target

Surf
Water
Special
20-30
30-45
Whole course
The user shoots a massive wave of water that hits everyone.

Swagger
Normal
Status
0
2-10
One target
The user shows the target its swagger, making the target confused at the possibility, as well as enraged that they don't have it, causing their attack to increase by 10 for the next 5 turns.

Swallow
Normal
Status
15
10
User
The user swallows the stockpiled rocks around it. If the user has more than one stockpile up, the amount of HP gained and the amount of stamina used increases by 10

Sweet Kiss
Normal
Status
0
10-15
One target
The user shoots a small ball at an opponent which if hit, will cause confusion

Sweet Scent
Normal
Status
0
5-10
Entire course
The user shoots out an incredibly sweet scent which lures all opponents near the user except if they are asleep or frozen.

Swift
Normal
Special
10-15
10-20
One target
The user shoots a series of stars at an opponent. This attack cannot miss.

Switcheroo
Dark
Status
0
2-5
One target
The user swaps its held item with an opponent. Will fail if the target is not holding an item.

Swords Dance
Normal
Other
0
10-15
User
Raises the users attack sharply. All of the users physical attacks will have a 10 point boost.

Synchronoise
Psychic
Special
15-20
10-15
Entire course
The user makes noises in peoples heads that will give them headaches but can only penetrate Pokemon that are the same type as it is. They will not be resistant

Synthesis
Grass
Status
10, 15 or 20
20
The User
User uses the energy from the sun to restore HP. In normal weather, 15 HP is recovered. If sunny outside, recover 20 HP. If dark or cloudy, recover 10 HP.
Edited by Endoplasmic Reticulum, Jan 22 2014, 02:55 PM.
Posted Image

PRR Winner of Rounds 2 (Swampert), 15 (Wailord) and 23 (Milotic).

Owner of PRR6.
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T

Tackle
Normal
Physical
7-10
5-10
One target
The user tackles into a target

Tail Glow
Bug
Status
0
10-15
User
The user’s tail glow and increases its special attack by 10 for the next 5 turns

Tail Slap
Normal
Physical
2-5 (Each)
7-13
One target
The user slaps its opponent with their tail 2-5 times in a row. This attack has a 100% chance of hitting the first two times, a 50% chance it will hit a third time, and a 25% chance it will hit a fourth and fifth time each. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Tail Whip
Normal
Status
0
5-10
One target
The wags its tails which lowers its target’s physical defense by 5

Tailwind
Flying
Other
0
5-10
User
The user whips up a tailwind that ups the speed and mobility of the user, making their speed increase by 2 stages for the next 5 turns.

Take Down
Normal
Physical
20-30
15-20
One target
User smashes into its target. However, the user receives 1/4 of the damage done to the opponent as recoil

Taunt
Normal
Status
0
5-10
One Target
Annoys the foe, forcing them only to use damaging attacks for the rest of the turn.

Techno Blast
Normal (Can be changed to fire, water, ice, or electric, but once you have used it, it must be that type for the duration of the round)
Special
15-20
15-20
One target
The user shoots a beam of light at its target.

Teeter Dance
Normal
Status
0
15-20
All pokemon within area
The user performs a drunken dance that causes the pokemon near the user to dance to it and become confused.

Telekinesis
Psychic
Status
0
10-20 + More depending on what they do (like for example, redirecting a Draco Meteor would cost an extra 20 stamina or so) - up to refs discretion.
One target
The user grabs hold of a Pokemon with a psychic pull and throws them away. User can also use the attack on itself to move it away from certain attacks. User may also grab anything else. Depending on what the user does, it may cost extra stamina.

Teleport
Psychic
Status
0
10-20
User
The user teleports away from its current position to a chosen new location but the process takes awhile, so avoiding one attack may not work unless you are faster

Thief
Dark
Physical
2-5
5-15
One opponent
The user attacks an opponent and steals their held item(s)

Thrash
Normal
Physical
30-45
20-30
One target
The user goes on a complete rampage, but its next three attacks MUST be Thrash, but stamina loss is not for each. The user may choose different targets each time though. Afterwards, the user becomes confused

Thunder
Electric
Special
30-45
35-45
One Target
A massive thunderbolt is inflicted onto target, that can hit Pokemon that are flying. It can cause paralysis (see status dex). This attack cannot miss when raining, but in sun it has a 1/2 chance of completely missing.

Thunderbolt
Electric
Special
20-30
22-30
One Target
The Pokemon fires an electric bolt of thunder at an opponent. The beam is pure electricity so it is a yellow electrifying color. This attack may also paralyze the opponent (see status dex).

Thunder Fang
Electric
Physical
10-15
10-15
One target
The bites target with electric fangs. It can potentially paralyze the opponent (see status dex

Thunderpunch
Electric
Physical
10-20
12-20
One target
The user smashes its electric fist into a target. Can cause paralysis (see status dex)

Thundershock
Electric
Special
5-10
7-10
One target
The user sends a shock of lightning at its target. May cause paralysis (see status dex)

Thunder Wave
Electric
Status
0
5-15
One Target
The Pokemon shoots a wave of electricity at a target which causes paralysis

Tickle
Normal
Status
0
5-10
One target
The user tickles their opponent and lowers their physical attack and physical defence by 5 for the next 5 turns.

Torment
Dark
Status
0
5-10
One target
The user torments its opponent for 5 turns and prevents them from using the same move more than once within each reffing.

Toxic
Poison
Status
0
10-20
1 target
Has a 100% chance of causing Badly Poisoned (if it hits).

Toxic Spikes
Poison
Status
0
5-15
Area within range
The scatters a bunch of poisonous spikes around the course. If you touch one you can either get poisoned, or badly poisoned (see status dex). Can be removed by attacks such as Rapid Spin, Whirlwind, Gust etc.

Tri Attack
Normal
Special
15-20
17-22
One target
The user shoots a triangular beam at an opponent. Can cause burn, paralysis, or freeze (see status dex)

Trick
Dark
Status
0
2-5
One target
The user swaps its held item with an opponent. Will fail if the target is not holding an item.

Trick Room
Psychic
Status
0
20-30
Entire course
The user makes a psychic invisible room for the next 5 turns surrounding the stage (room will transfer over with stage change), making everyone's speed increases or decreases become inverted (ie. ++ speed will become -2 speed). When the user's speed changes while in the Trick Room, it will too become inverted.

Triple Kick
Fighting
Physical
1-3
10-15
One target
The user kicks an opponent three times. With each kick, the attack gains 2 extra power. Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Transform
Normal
Status
0
5-10
User
The user morphs itself to look like a selected opponent. It then has access to all of the moves they can use.

Trump Card
Normal
Special
Depends on user’s stamina
Amount of damage done
One target
The power of this move depends on the user’s stamina. If you have 180-200 stamina, this does 5-10. If you have 160-179 stamina, this attack does 7-10. If you have 140-159 stamina, this attack does 10-15. If you have 121-139 stamina, this attack does 15-20. If you have 120 or below stamina, this attack does 60-70. The damage done is determined before the users stamina is consumed from this attack


Twineedle
Bug
Physical
2-4 (each)
5-10
One target
The user hits its target twice. With each hit, it has a chance of poisoning its opponent (see status dex). Boosts/decreases (from abilities, stat changes, etc), super effectiveness, not very effectiveness, and STAB are all added after the total damage from each time is calculated, not for each separate hit.

Twister
Dragon
Special
5-10
7-12
One target & any opponents nearby
The user shoots a twister at its target and any other Pokemon near it. They then get swallowed up and spat out. This attack will do an extra 5 damage if the target is flying
Edited by Endoplasmic Reticulum, Jan 14 2014, 12:06 PM.
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U

Uproar
Normal
Special
20-30
15-20
One target
The user goes on an uproar, screaming at its targets. Its next three attacks MUST be Uproar. The user may choose different targets each time though. Any opponents hit that are asleep or resting will instantly wake up

U-turn
Bug
Physical
10-20
10-20
One opponent
The user rushes at an opponent fast and strikes them. Immediately it flees away from the target before it can hit it.
Edited by Gryoine, Oct 4 2013, 01:59 PM.
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V

Vacuum Wave
Fighting
Special
5-10
9-14
One opponent
The user whirls its fists to send a wave of pure vacuum. This attack has +1 priority

V-Create
Fire
Physical
55-70
50-60
One target and any others nearby
This overpowered move has the user send out a massive flame shaped like a “V”. However it lowers your physical and special defenses by 5 and makes you slower by one stage

Venoshock
Poison
Special
10-15
10-18
One target
The user drenches the target in a special poisonous liquid. Will do an extra 10 damage if the target is poisoned.

Vicegrip
Normal
Physical
5-15
5-13
One opponent
The user grips the opponent with large pincers to inflict damage.

Vine Whip
Grass
Physical
5-10
5-10
One target
The user grabs or hits the opponent with a strong whip made of plant.

Vital Throw
Fighting
Physical
10-20
10-25
One opponent
The user grabs the opponent and throws the with great force. This attack cannot miss.

Volt Switch
Electric
Special
15-20
25-30
One target
The target shoots an electric beam at the opponent, and then switches positions with them. If they block the attacking portion you will not swap with them, and you may not swap with ground types.

Volt Tackle
Electric
Physical
30-45
15-25
One opponent, multiple if close together
The user builds up electrical energy and charges at the opponent to do damage. User take recoil equal to 1/3 of the damage done to the target.
Edited by Endoplasmic Reticulum, Jan 13 2014, 03:33 PM.
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W

Wake-up-slap
Fighting
Physical
10-15
10-15
One target
The user slaps an opponent. If used on a sleeping Pokemon, this attack gains 10 damage but wakes them up. If used on a resting opponent, this attack loses 5 damage but wakes them up

Waterfall
Water
Physical
15-20
15-20
One target
User rams into an opponent with water surrounding it

Water Gun
Water
Special
5-10
5-10
One opponent
The user shoots a small burst of water at an opponent

Water Pledge
Water
Special
7-10
7-15
One target
The user shoots a column of water at an opponent. If this attack is combined with “Fire Pledge” the attack does an extra 10 damage, plus a rainbow will go across the field that will double the chance of secondary effects happening for the next 5 turns. If this attack is combined with “Grass Pledge” the attack does an extra 10 damage, plus it will turn the field into a swampy moor that makes all of the opponents slower, with there be a 1/10 chance that each opponent can get completely stuck in the swamp at the end of the reffing for the next turn. Users, flying types, those with 'Levitate', or those who are magnet risen are unaffected by this effect; lasts 5 turns.

Water Pulse
Water
Special
10-15
10-15
One target
The user shoots out an orb of water at an opponent. Can cause confusion (see status dex)

Water Sport
Water
Status
0
10-12
Entire course
The user turns the field into a watery pond and halves the power of fire moves

Water Spout
Water
Special
See description
30-50
All opponents within area
The user sprays water, hitting all nearby opponents. The lower the user's HP, the less damage this attack does.
If 100+ HP - 45-55
If 90-99 HP - 40-50
If 80-89 HP - 30-45
If 70-79 HP - 27-30
If 60-69 HP - 20-30
If 50-59 HP - 10-20
If 40-49 HP - 10-15
If 30-39 HP - 5-10
If 20-29 HP - 3-5
If 10-19 HP - 1-3
If 1-9 HP - 1

Weather Ball
Normal
Special
7-10
10-15
One target
This attack does an extra 10 damage if there is a weather effect. In addition, it also changes type depending on the effect. If sunny, it becomes fire type. If rainy, it becomes water type. If hailing, it becomes ice type. If sandstorm, it becomes rock type.

Whirlpool
Water
Special
3-10
10-20
One target & any opponents nearby
The user shoots a massive spiral of water at a target, and any other opponents near it. Not only does it do damage to them, but it traps them inside the eye of the whirlpool for the next 5 turns. The opponent may use certain attacks to break free. The user may surround themselves with the whirlpool, but the attack will do damage to them (will not take into account abilities such as Water Absorb or Flash Fire) and they will be trapped.

Whirlwind
Normal
Other
0
10-15
Widespread Effect
The user whips up a large wind that can blow opponents away as well as certain attacks (Sleep Powder, Smog, Haze, etc.)

Wide Guard
Rock
Status
0
30-45
User
The user spawn a forcefield which will prevent you from taking damage from one chain that will hit the entire course (will not work against attacks that only hit one area such as hidden power). This attack has a +3 priority, meaning it can still be used even if you are three speeds lower than the opponent or less (if you are 4 speeds lower or less, this attack will fail). This attack will count toward the protect bar, and any attacks that protect would normally fail against this attack would too.

Wild Charge
Electric
Physical
20-30
15-20
One target
The user charges at an opponent and the user receives recoil equal to ¼ of the damage done to the target

Will-O-Wisp
Fire
Status
0
10-15
One target
The user shoots out a sinister, blue flame that inflicts a burn to an opponent.

Wing Attack
Flying
Physical
10-15
10-13
One target
The user rams into its target with its wings.

Wish
Normal
Status
15
10-20
User
The user makes a wish and regains 15 HP at the end of the next turn.

Withdraw
Water
Status
0
1-5
User
The user may retreat into its shell, increasing its defense by 10. The user may stay in the shell as long as they want, but they cannot move or attack. If they decide to move out of their shell and dodge or counter an attack, they will not be able to.

Wonder Room
Psychic
Status
0
15-20
Entire course
The user makes a psychic invisible room surrounding the stage for the next 5 turns (will transfer over with stage change), making everyone's defense changes become special defense changes and vice versa. When the user's defense change, it will instead change their special defense and vice versa.

Wood Hammer
Grass
Physical
30-45
15-25
One target
The user’s hand turns into a hammer and whacks its opponent. The user then receives recoil equal to 1/3 of the damage done to the opponent.

Work Up
Normal
Status
0
5-10
User
The user increases their attack and special attack by 5

Worry Seed
Grass
Status
0
10-15
One target
The user shoots a seed at an opponent and prevents them from sleeping or resting for the next 3 turns. It will also automatically wake them up if they are currently asleep.

Wrap
Normal
Physical
4-8 (Each turn until target is released)
10-15
One Target
The user wraps itself or an appendage, i.e. tail, around the target, and squeezes tightly. Probability of the opponent escaping depends on the conditions of the match. The opponent's and user's move selections during this time are hampered at the ref's discretion.

Wring Out
Normal
Physical
See Description
20-30
One Target
The user does damage based on its targets HP. The More HP they have, the more damage this does.
If 100+ HP - 30-45
If 90-99 HP - 30-35
If 80-89 HP - 25-30
If 70-79 HP - 20-30
If 60-60 HP - 20-25
If 50-59 HP - 15-20
If 40-49 HP - 10-20
If 30-39 HP - 10-15
If 20-29 HP - 5-10
If 10-19 HP - 3-5
If 1-9 HP - 1
Edited by Endoplasmic Reticulum, Jan 22 2014, 02:13 AM.
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X

X-Scissor
Bug
Physical
15-20
10-20
One target
The user puts its arms in an X formation, then slashes them out at the target.
Edited by Gryoine, Oct 4 2013, 01:42 PM.
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Y

Yawn
Normal
Other
0
7-12
One target
The user lets out a giant yawn at a target, making it drowsy. At the end of the next reffing, the target will fall asleep. User may not rest while drowsy, and user may not get drowsy while resting.
Edited by Gryoine, Oct 4 2013, 01:42 PM.
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Z

Zap Cannon
Electric
Special
30-45
45-50
One target
The user sends a small burst of electricity that can easily be dodged. Will 100% cause paralysis.

Zen Headbutt
Psychic
Physical
17-22
22-27
One target
User's head begins to glow, and at full speed it rams into a target at high speed, knocking it to the ground.
Edited by Gryoine, Oct 4 2013, 01:42 PM.
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