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The Official PRR Attackdex
Topic Started: Nov 22 2008, 09:32 AM (20,648 Views)
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Owner of PRR6
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Posted Image

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

Acid Spray
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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
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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
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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
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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
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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
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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
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0
5-10
User
The user increases its speed by two stages for the next 5 turns

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

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

Ancient Power
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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
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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
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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
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20-30
20-25
One opponent
The user smashes its tail into an opponent.

Arm Thrust
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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
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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.

Aromatic Mist
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0
2-5
User + all Pokemon within area
The user sprays a mist throughout the area that increases special defense by 5 while in that current location.

Assist
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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)

Assurance
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10-15
12-15
One target
If the user has already taken damage during the turn, this attack is increased by 10

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

Aura Sphere
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15-20
20-30
One opponent
The user shoots out a blue ball. This move cannot miss

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

Avalanche
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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, Jun 24 2014, 12:40 PM.
Posted Image

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Owner of PRR6.
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B

Baby-Doll Eyes
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0
5-10
One target
The user makes adorable eyes to its target, which causes their defense decrease by 5 for the next 5 turns. This attack has +1 priority

Barrage
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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
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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
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Posted Image
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
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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.

Belch
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30-45
20-25
All opponents within area
The user sends out a gigantic and piggish burp damaging anyone nearby. This attack will only succeed if the user has consumed any sort of food (ie berries) in the rumble previously.

Belly Drum
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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
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0
1-5
One target
The user will give its target its hold item

Bide
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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
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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
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10-15
10-15
One opponent
The user bites the opponent.

Blast Burn
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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 turn.

Blaze Kick
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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
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30-40
40-60
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
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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
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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
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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
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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
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15-20
15-20
One opponent
The user hits the opponent with their bone, dealing damage.

Bone Rush
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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
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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.

Boomburst
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40-45
50-70
Entire course
The user sends out a gigantic scream which everyone can hear.

Bounce
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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
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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
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Posted Image
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
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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
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Posted Image
3-10
3-10
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.

Bubble Beam
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Posted Image
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
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10-20
10-17
One opponent
The user bites into the target, injecting energy into the wound and dealing moderate damage.

Bug Buzz
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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
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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
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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
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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
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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, Jun 24 2014, 11:25 AM.
Posted Image

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

Owner of PRR6.
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Sinnoh Champion
Member Avatar
Owner of PRR6
[ *  *  *  * ]
C

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

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

Celebrate
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0
0
One target
The user congratulates its target.

Charge
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Posted Image
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
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Posted Image
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
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0
5-10
1 target
User makes itself look charming and lower the targets attack by 10 for the next 5 turns.

Chatter
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Posted Image
10-17
15-23
All pokemon in user's area
User talks repeatedly to hurt the target(s). Can cause confusion (see status dex)

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

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

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

Clear Smog
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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
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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
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Posted Image
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
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Posted Image
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.

Confide
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Posted Image
0
2-5
One target
The user tells its target a secret, which for some reason causes its special attack to decrease by 5 for the next 5 turns. It is optional for the trainer to privately message its target's trainer a real secret, but is encouraged.

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

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

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

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

Conversion 2
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Posted Image
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
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Posted Image
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
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0
5-10
User gains cosmic energy and raises it's Defense and Sp. Defense by 5 for the next 5 turns.

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

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

Counter
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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
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Posted Image
10-15
12-15
1 target
If the target is holding any kind of item, the user of this move steals it.

Crabhammer
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Posted Image
25-30
25-28
1 target
User strikes the target with a powerful punch. Has a high chance of hitting a weak spot whatever the hell that means.

Crafty Shield
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0
5-10
User.
The user protects itself from status moves (if there are multiple going at it at the same time it will block those too). This attack will count towards the protect bar and cannot block the same moves Protect can't (see entry). 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.

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

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

Crunch
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Posted Image
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
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Posted Image
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
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Posted Image
?
20-30
1 target
User automatically takes away 1/2 of current HP from the target.

Curse
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Posted Image
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
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Posted Image
5-10
6-8
1 target
User uses claws or sythes to slash at the target.
Edited by Endoplasmic Reticulum, Jun 25 2014, 11:48 AM.
Posted Image

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

Owner of PRR6.
Offline Profile Goto Top
 
Sinnoh Champion
Member Avatar
Owner of PRR6
[ *  *  *  * ]
D

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

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

Dazzling Gleam
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Posted Image
15-20
20-25
All opponents within area
The user will shoot a bright light towards any opponents nearby.

Defend Order
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Posted Image
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
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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
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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
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Posted Image
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
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Posted Image
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.

Destiny Bond
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Posted Image
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

Diamond Storm
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Posted Image
25-35
40-45
Entire course
The user sends out a storm of diamonds swarming the whole field. There is a 50% chance the user's defense will increase by 5 for the next 5 turns.

Disable
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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.

Disarming Voice
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5-8
10-15
All opponents within area
The user sends out a tiny cute cry which damages anyone nearby. This attack cannot miss.

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

Dive
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Posted Image
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
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10-20
13-20
1 target
The target is hit by a circling punch which might make it confused (see status dex)

Doom Desire
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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
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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
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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
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0
15-20
User
Makes 10 clones of yourself, but they can be destroyed with 1 attack.

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

Double Slap
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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
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35-45
40-50
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
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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
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15-20
15-18
1 target
User scratches with huge, sharp claws.

Dragon Dance
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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
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15-25
15-25
1 target
User shoots a shock wave pulse from it's mouth.

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

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

Draining Kiss
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5-10
10-15
One target
The user kisses its target which causes it to gain HP equal to half of the damage done to the target

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

Dream Eater
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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
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15-20
15-18
1 target
User goes in a drill formation and charges towards the foe.

Drill Run
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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
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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
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25-30
25-35
1 target
User punches foe with a huge fist. Makes the target confused
Edited by Endoplasmic Reticulum, Jun 24 2014, 11:45 AM.
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PRR Winner of Rounds 2 (Swampert), 15 (Wailord) and 23 (Milotic).

Owner of PRR6.
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E

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

Echoed Voice
Normal
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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

Eerie Impulse
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0
5-15
All opponents nearby
The user generates an impulse which causes all targets nearby's special attack to decrease by 10 for the next 5 turns.

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

Electric Terrain
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0
10-15
The area which the user is at.
The user makes an electric terrain surround the area where the user is currently located. Anyone in the terrain will be unable to fall asleep, and will increase the power of all electric attacks by 10. Flying-types, those with the ability Levitate, Pokemon holding an Air Balloon, or Pokemon affected by Magnet Rise will be unaffected.

Electric Terrain
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0
10-15
The area which the user is at.
The user makes an electric terrain surround the area where the user is currently located. Anyone in the terrain will be unable to fall asleep, and will increase the power of all electric attacks by 10. Flying-types, those with the ability Levitate, Pokemon holding an Air Ballon, or Pokemon affected by Magnet Rise will be unaffected.

Electrify
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0
5-10
One target
The user makes all of its targets moves be Electric-typed for the rest of the turn.

Electro Ball
Electric
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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
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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
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0
2-10
1 target
Field doesn't effect
The user prevents its target from making use of any items.

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

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

Endure
Normal
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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
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20-25
20-25
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
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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
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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
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70-75
N/A
Hits everyone
As the user faints, it unleashes a gigantic explosion.

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

Extreme Speed
Normal
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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, Jun 25 2014, 11:29 AM.
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PRR Winner of Rounds 2 (Swampert), 15 (Wailord) and 23 (Milotic).

Owner of PRR6.
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F

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

Fairy Lock
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0
10-15
Entire course
The user prevents all opponents from leaving their current area in the field.

Fairy Wind
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5-8
10-15
Entire course
The user shoots out a wind of fairy dust that spreads across the whole field.

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

Feint Attack
Dark
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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.

Feather Dance
Flying
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0
5-15
One target
The user dances and lowers an opponents physical attack by 10 for the next 5 turns.

Feint
Normal
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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.

Fell Stinger
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3-5
5-10
One target
The user stings its opponent. If this move manages to KO its target, the users attack will increase by 10 for the next 5 turns.

Fiery Dance
Fire
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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.

Final Gambit
Fighting
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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
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30-40
32-40
One target
The user shoots a huge amount of flames at an opponent. Can cause burn (see status dex)

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

Fire Pledge
Fire
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15-20
15-25
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
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10-20
12-20
One target
The user smashes its fiery fist into a target. Can cause burn (see status dex)

Fire Spin
Fire
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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
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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
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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
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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
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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
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20-25
21-25
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
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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
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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
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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
Steel
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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
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0
5-10
One target
The user flatters its opponent, confusing them but increasing their special attack by 10

Fling
Dark
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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.

Flower Shield
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0
2-5
Entire course
The user emits a massive shield which increases all Grass-type Pokemon's defense by 5 for the next 5 turns.

Fly
Flying
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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.

Flying Press
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15-20
15-20
One target
The user dives down at its target. This attack is Fighting and Flying type simultaneously.

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
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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
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45-55
40-50
One target
The user vigorously punches an opponent. If the attack is somehow disrupted it will count as two moves. If it is the third move, the user will only be limited to two moves for the next turn.

Follow Me
Normal
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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
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10-15
12-15
One target
The user smashes an opponent with its fist. May cause paralysis (see status dex)

Foresight
Normal
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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

Forests's Curse
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0
5-10
One target
The user curses its target, making it a Grass-type.

Foul Play
Dark
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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-Dry
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10-20
10-20
One target
The user rapidly cools its target, which may freeze them (see status dex). This move is super effective on Water-types.

Freeze Shock
Ice
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40-50
35-45
Whole course
This attack counts as two moves. If the user has only one move left, they will be limited to two moves the next turn. 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
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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 turn.

Frost Breath
Ice
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10-15
10-20
One target
The user sends out an icy breath hitting the pokemon nearby. This attack will always be guaranteed to get a power boost whenever there is a chance.

Frustration
Normal
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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
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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
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5-8
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
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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
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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
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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
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30-45
25-30
One target
In two turns, at the end, 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, Jun 24 2014, 12:39 PM.
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PRR Winner of Rounds 2 (Swampert), 15 (Wailord) and 23 (Milotic).

Owner of PRR6.
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Sinnoh Champion
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G

Gastro Acid
Poison
Posted Image
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
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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.

Geomancy
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0
5-10
One target
This attack counts as two moves. If the user has only one move left, they will be limited to two moves the next turn. The users special attack, special defense, and speed increases by 10 for the next 5 turns.

Giga Drain
Grass
Posted Image
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
Posted Image
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 turn.

Glaciate
Ice
Posted Image
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
Posted Image
0
10-15
Hits one target
Shows an intimadating face at a foe, making it paralyzed.

Grass Knot
Grass
Posted Image
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
Posted Image
15-20
15-25
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 causes there to 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.

Grass Whistle
Grass
Posted Image
0
10-15
Hits one target
Creates a beautiful tune, lulling a foe into sleep.

Grassy Terrain
Posted Image
Posted Image
0
10-15
The area which the user is at
The user makes a grass terrain surround the area where the user is currently located. Anyone in the terrain will have their HP increase by 5 at the end of the turn, and will increase the power of all grass attacks by 10. Flying-types, those with the ability Levitate, Pokemon holding an Air Balloon, or Pokemon affected by Magnet Rise will be unaffected.

Gravity
Psychic
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
0
5-15
User and One target
The user averages out its defense and special defense with a target

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

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

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

Gust
Flying
Posted Image
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
Posted Image
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, Jun 24 2014, 12:54 PM.
Posted Image

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

Owner of PRR6.
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Sinnoh Champion
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Owner of PRR6
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H

Hail
Ice
Posted Image
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
Posted Image
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.

Happy Hour
Posted Image
Posted Image
0
5-10
User
Whatever currency the user currently possesses (tickets, points, money, etc.) it will become doubled after using this attack

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

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

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

Head Charge
Normal
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
15
20
User
User summons healers from her hive to heal the user.

Healing Wish
Psychic
Posted Image
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
Posted Image
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
Posted Image
10-15
10-20
One target
The user charges at an opponent

Heart Swap
Psychic
Posted Image
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
Posted Image
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
Posted Image
20-30
31-40
All opponents
User summons a VERY hot wind that may cause a burn (see status dex)

Heavy Slam
Steel
Posted Image
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
Posted Image
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
Posted Image
10-17
10-20
One target
The user sends out a small, purple burst. It does an extra 10 damage if the opponent has a status problem

High Jump Kick
Fighting
Posted Image
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)
Posted Image
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.

Hold Back
Posted Image
Posted Image
5-8
1-3
One target
This user holds back when it attacks its target. This attack cannot faint, but it will leave the target with 1 HP. This attack is pretty much false swipe.

Hold Hands
Normal
Posted Image
0
0
One target
The user holds hands with its opponent

Hone Claws
Dark
Posted Image
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
Posted Image
10-15
10-15
One target
The user rams its horn into a target

Horn Drill
Normal
Posted Image
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
Posted Image
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
Posted Image
0
5-10
User
The user howls and raises their physical attack by 5

Hurricane
Flying
Posted Image
30-40
40-65
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
Posted Image
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 turn.

Hydro Pump
Water
Posted Image
30-40
30-40
One target
The user shoots a massive jet of water at an opponent

Hyper Beam
Normal
Posted Image
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 turn.

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

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

Hypnosis
Psychic
Posted Image
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, Oct 16 2014, 05:58 PM.
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Ice Ball
Ice
Posted Image
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
Posted Image
20-25
21-25
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
Posted Image
40-50
35-45
Whole course
This attack counts as two moves. If the user has only one move left, they will be limited to two moves the next turn. 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
Posted Image
10-15
10-15
1 target
User Bites target with icy fangs. It can potentially freeze the opponent (see status dex)

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

Icicle Crash
Ice
Posted Image
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
Posted Image
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
Posted Image
7-10
15-20
Entire course
The user creates an icy wind

Imprison
Psychic
Posted Image
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
Posted Image
10-15
10-15
One target
The user incinerates the opponent. If they are holding a berry, it becomes unusable.

Inferno
Fire
Posted Image
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.

Infestation
Posted Image
Posted Image
2-5
10-15
One target & any opponents nearby
The user shoots a swarm of bugs at an opponent, 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 swarm for the next 5 turns. The opponent may use certain attacks to break free. The user may surround themselves with the Infestation, but the attack will do damage to them and they will be trapped.

Ingrain
Grass
Posted Image
+ 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.

Ion Defuge
Posted Image
Posted Image
0
10-15
Entire Course
The user emits charged electrons, which changes Normal-type moves into Electric-type moves for the rest of the turn. This attack has +1 priority

Iron Defense
Steel
Posted Image
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
Posted Image
15-20
15-20
One Target
The user rams into the opponent with a skull like iron.

Iron Tail
Steel
Posted Image
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, Jun 24 2014, 12:55 PM.
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Judgement
Depends
Posted Image
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
Posted Image
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 Sir DJ, Jun 24 2014, 04:37 AM.
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Karate Chop
Fighting
Posted Image
10-15
10-15
Hits one target
User chops foe with a glowing hand

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

King's Shield
Posted Image
Posted Image
0
15-20
One target
The user spawns a giant shield which protects them from attacks that do damage. If anyone makes contact with this shield (ie. from their contact attack that caused this attack to trigger), their attack will decrease by 10 for the next 5 turns. 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). This attack will count toward the protect bar, and any attacks that protect would normally fail against this attack would too.

Knock Off
Dark
Posted Image
10-17
10-20
Hits one target
User knocks down the foe onto the ground, causing any and all of their items to be knocked off and broken.
Edited by Endoplasmic Reticulum, Jun 24 2014, 06:23 PM.
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Last Resort
Normal
Posted Image
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.

Land's Wrath
Posted Image
Posted Image
20-25
30-40
Entire Course
The user gathers the energy of the land and focuses on its targets to do damage.

Lava Plume
Fire
Posted Image
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
Posted Image
20-25
17-25
One target
The user slashes the foe with a strong, sharp leaf.

Leaf Storm
Grass
Posted Image
35-45
40-50
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
N/A
3-5
One target
The user frightens the foe with a weird look to lower its defense by 5 for the next 5 turns.

Lick
Ghost
Posted Image
3-10
5-13
One target
The user licks the foe with a strong, long tongue. Can cause paralysis (see status dex)

Light Screen
Psychic
Posted Image
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
Posted Image
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
Posted Image
N/A
5-8
One target
The user kisses the foe to put it asleep.

Low Kick
Fighting
Posted Image
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
Posted Image
10-17
17-20
One target
The user kicks at an opponent and makes the opponent slower by one stage

Lucky Chant
Normal
Posted Image
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
Posted Image
15
N/A
User + One target
This attack KOes you and gives an opponent 15 HP and restores any status ailments

Luster Purge
Psychic
Posted Image
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, Jun 27 2014, 01:34 PM.
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Mach Punch
Fighting
Posted Image
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
Posted Image
10-15
10-20
One target
The user shoots out rainbow coloured leaves. This move cannot miss

Magic Coat
Psychic
Posted Image
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
Posted Image
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
Posted Image
25-30
25-40
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
Posted Image
10-15
10-20
One target
The user shoots a giant chunk of steel at an opponent. This move cannot miss

Magnetic Flux
Posted Image
Posted Image
0
5-10
Entire Course
The user increases the defense and special defense of all Pokemon with the 'Plus' or 'Minus' ability (including itself) by 5 for the next 5 turns.

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

Magnitude
Ground
Posted Image
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

Mat Block
Posted Image
Posted Image
0
30-45
User
The user spawn a giant mat which will prevent it from taking damage from one chain. This attack will count toward the protect bar, and any attacks that protect would normally fail against this attack would too.

Mean Look
Normal
Posted Image
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
Posted Image
0
5-10
User
The Pokemon concentrates and increases its attack by 5 for the next 5 turns.

Me First
Normal
Posted Image
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
Posted Image
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
Posted Image
30-45
30-40
One target
The user jabs the target with its horn.

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

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

Memento
Dark
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
20-25
22-25
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
Posted Image
15
20
User
The user drinks its own milk and regains 15 HP.

Mimic
Psychic
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
0
2-5
One target
The user gets rid of a dark type opponent’s immunity to psychic attacks

Mirror Coat
Psychic
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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.

Misty Terrain
Posted Image
Posted Image
0
10-15
The area which the user is at.
The user makes a misty terrain surround the area where the user is currently located. Anyone in the terrain will be unable to be affected by burn, freeze, paralysis, or poison, and will decrease the power of all dragon attacks by 10. Flying-types, those with the ability Levitate, Pokemon holding an Air Balloon, or Pokemon affected by Magnet Rise will be unaffected.

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

Moonblast
Posted Image
Posted Image
20-30
20-30
One target
The user draws the power of the moon to blast its target. There is a 30% chance of the target's special attack decreasing by 5 for the next 5 turns.

Moonlight
Normal
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
20-25
30-45
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
Posted Image
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
Posted Image
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
Posted Image
0
10-12
Entire course
The user turns the field into a muddy mess and halves the power of electric moves

Mystical Fire
Posted Image
Posted Image
10-17
10-23
One target
The user shoots hot fire at an opponent which also lowers their special attack by 5 for the next 5 turns.
Edited by Endoplasmic Reticulum, Jun 25 2014, 11:50 AM.
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Nasty Plot
Dark
Posted Image
0
10-15
User
User thinks nasty thoughts and increases its special attack by 10 for the next 5 turns.

Natural Gift
Normal
Posted Image
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
Posted Image
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. - Earth Power
Cave, dark area, etc. - Power Gem
Mountain, rocky area, etc. - Rock Slide
Meadow, grassy area, etc. - Stun Spore
Jungle, forest, etc./Grassy Terrain - Energy Bomb
Pond, marsh, swamp, etc. - Mud Bomb
Lake, Ocean, etc. - Surf
Underwater - Hydro Pum
Ice Rink, igloo, etc.. - Ice Beam
Volcanic/Fiery Area, etc. - Flamethrower
Cloudy, sky area, etc. - Air Slash
Electric, power plant, etc./Electric Terrain - Thunderbolt
Mystical, fantasy-esque, etc./Misty Terrain - Moonblast

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

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

Night Shade
Ghost
Posted Image
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
Posted Image
10-20
10-18
1 target
User instantly slashes at target with sharp claws, etc.

Nightmare
Ghost
Posted Image
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.

Noble Roar
Posted Image
Posted Image
0
10-20
Entire course
The user shoots out a massive roar, lowering all targets attack and special attack by 5 for the next 5 turns.

Nuzzle
Posted Image
Posted Image
2-5
10-20
One target
The user rubs its cheeks at an opponent, guaranteeing a paralysis.
Edited by Endoplasmic Reticulum, Jun 26 2014, 11:14 AM.
Posted Image

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

Owner of PRR6.
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Sinnoh Champion
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O

Oblivion Wing
Posted Image
Posted Image
15-20
25-30
One target
The user absorb's its target's HP which causes the user to regain HP equal to 75% of the damage done to the target.

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

Odor Sleuth
Normal
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
35-45
35-45
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, Jun 27 2014, 01:23 PM.
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PRR Winner of Rounds 2 (Swampert), 15 (Wailord) and 23 (Milotic).

Owner of PRR6.
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P

Pain Split
Normal
Posted Image
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.

Parting Shot
Posted Image
Posted Image
0
25-30
One target
The user threatens an opponent, which lowers their attack and special attack by 5 for the next 5 turns. They then switch positions with the target.

Payback
Dark
Posted Image
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
Posted Image
5-10
5-10
One target
The user smashes into its target

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

Perish Song
Normal
Posted Image
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 Blizzard
Posted Image
Posted Image
20-25
30-40
Entire course
The user stirs a blizzard...made out of petals.

Petal Dance
Garss
Posted Image
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

Phantom Force
Posted Image
Posted Image
20-25
25-35
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.

Pin Missile
Bug
Posted Image
2-5 (each)
2-10
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.

Play Nice
Posted Image
Posted Image
0
2-5
One target
The user befriends its target, causing their attack to decrease by 5 for the next 5 turns.'

Play Rough
Posted Image
Posted Image
20-25
21-25
One target
The user plays rough with its target. There is a 10% chance of lowering the target's attack by 5 for the next 5 turns.

Pluck
Flying
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
15-20
17-20
One target
The user jabs an opponent and could cause poison (see status dex)

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

Poison Tail
Poison
Posted Image
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
Posted Image
5-10
3-8
One target
The user lightly hits its target with its fist

Powder
Posted Image
Posted Image
0
15-20
One target
The user sprays an explosive powder on its target which causes their next fire move to be cancelled and instead causes its target to explode, dealing 25 damage.

Powder Snow
Ice
Posted Image
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
Posted Image
15-20
20-25
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
Posted Image
0
5-10
User and one target
The user averages out its attack and special attack with a target.

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

Power Trick
Psychic
Posted Image
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-Up Punch
Posted Image
Posted Image
5-8
10-15
One target
The user punches its target. The user's attack will then increase by 5 for the next 5 turns.

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

Present
Normal
Posted Image
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
Posted Image
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
Posted Image
10-20
12-20
One target
The user shoots a pink beam at its opponent. May cause confusion (see status dex)

Psychic
Psychic
Posted Image
20-25
20-25 + 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
Posted Image
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
Posted Image
15-25
15-20
One target
The user tears at the target with blades formed by psychic power.

Psycho Shift
Fighting
Posted Image
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
Posted Image
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
Posted Image
15-20
15-20
One target
The user sends out a pulse of psychic energy at an opponent

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

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

Punishment
Dark
Posted Image
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
Posted Image
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, Jun 27 2014, 01:41 PM.
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PRR Winner of Rounds 2 (Swampert), 15 (Wailord) and 23 (Milotic).

Owner of PRR6.
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Q

Quash
Dark
Posted Image
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
Posted Image
5-10
9-14
1 target
User attacks foe with a super-quick attack. This attack has +1 priority.

Quick Guard
Fighting
Posted Image
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
Posted Image
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 Sir DJ, Jun 24 2014, 04:59 AM.
Posted Image

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

Owner of PRR6.
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Rage
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
7-10
15-20
Entire course
The user releases razor-sharp leaves across the stage, slicing all opponents with them.

Razor Shell
Posted Image
Posted Image
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
Posted Image
Posted Image
15-20
15-20
Entire Course
This attack counts as two moves. If the user has only one move left, they will be limited to two moves the next turn. Will store a bunch of air and then blast it at all opponents

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

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

Reflect
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
20-25
20-30
All opponents within area
The user sings out an ancient song that can potentially induce sleep (see status dex)

Rest
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
40-55
40-45
Entire course
This attack counts as two moves. If the user has only one move left, they will be limited to two moves the next turn. 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.

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

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

Rock Smash
Posted Image
Posted Image
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
Posted Image
Posted Image
5-10
5-8
One opponent
The user throws a rock at the opponent.

Rock Tomb
Posted Image
Posted Image
10-15
20-25
One opponent
The user traps the target between pillars of rock, making them immobilized.

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

Role Play
Posted Image
Posted Image
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
Posted Image
Posted Image
10-15
10-13
One opponent
The user kicks the target while spinning.

Rollout
Posted Image
Posted Image
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
Posted Image
Posted Image
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)

Roost
Posted Image
Posted Image
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)

Rototiller
Posted Image
Posted Image
0
5-10
Entire Course
The user causes plants to grow which increases the attack and special attack of grass-type Pokemon by 5. Lasts until the field changes
Edited by Endoplasmic Reticulum, Aug 18 2014, 09:01 PM.
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PRR Winner of Rounds 2 (Swampert), 15 (Wailord) and 23 (Milotic).

Owner of PRR6.
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Sinnoh Champion
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S

Sacred Fire
Fire
Posted Image
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
Posted Image
15-20
15-20
One target
The user slashes its horns at the opponent. Stat changes by the target is not calculated.

Safeguard
Normal
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
5-10
3-8
One target
The user scratches its target

Screech
Normal
Posted Image
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
Posted Image
25-30
25-30
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
Posted Image
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. Will cause the target's attacks to have a likelier chance of missing for the rest fo the turn.
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./Grassy Terrain – Magical Leaf/Vine Whip. 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.
Mystical, fantasy-esque, etc./Misty Terrain - Fairy Wind. 30% chance of lowering the opponents special attack by 5 for the next 5 turns.
Miscellaneous/Electric Terrain – Body Slam/Thunder Shock. May cause paralysis (see status dex)

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

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

Seed Flare
Grass
Posted Image
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
Posted Image
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.

Self-destruct
Normal
Posted Image
60-70
N/A
Hits everyone
Automatically knocks yourself out of the rumble.

Shadow Ball
Ghost
Posted Image
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
Posted Image
10-20
10-18
One target
The user swipes an opponent with its shadowy claws

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

Shadow Sneak
Ghost
Posted Image
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
Posted Image
0
2-5
User
The user sharpens its body and increases its physical attack by 5 for the next 5 turns.

Sheer Cold
Ice
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
10-15
10-20
One target
The user shoots out a wave of electricity. This attack cannot miss.

Signal Beam
Bug
Posted Image
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
Posted Image
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
Posted Image
0
3-7
One target
The user shoots a small beam at its target changing their ability to “Simple”

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

Sketch
Normal
Posted Image
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
Posted Image
0
10-15
User & One target
The user swaps abilities with an opponent, with both being de-activated

Skull Bash
Normal
Posted Image
35-45
20-30
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
Posted Image
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
Posted Image
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
Posted Image
17-20
17-20
One target
The user uppercuts an opponent, sending them flying upwards. Can even hit flying Pokemon

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

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

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

Sleep Powder
Grass
Posted Image
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
Posted Image
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
Posted Image
10-15
10-15
One target
Can cause poison (see status dex)

Sludge Bomb
Poison
Posted Image
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
Posted Image
20-30
35-45
Entire Course
The user sends out a massive tidal wave of sludge. May cause poison (see status dex)
Edited by Endoplasmic Reticulum, Jun 25 2014, 11:37 AM.
Posted Image

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

Owner of PRR6.
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Sinnoh Champion
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[ *  *  *  * ]
S

Smack Down
Rock
Posted Image
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

Smelling Salts
Normal
Posted Image
10-20
10-30
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
Posted Image
5-8
10-20
Entire course
The user sends out a foul stench across the field. May cause poison (see status dex)

SmokeScreen
Normal
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
0
3-5
One target
The user dumps a pile of water on an opponent change its type to water.

Soft-Boiled
Normal
Posted Image
15
20
User
The user regains some HP

Solar Beam
Grass
Posted Image
30-45
20-30
One target
This attack counts as two moves. If the user has only one move left, they will be limited to two moves the next turn. However, if it is sunny it will only count as one move. If the field is raining, hailing, or sandstorm it does 10 less damage

Sonic Boom
Normal
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
One area
The user lays Spikes at an area (if never specified it is the area which the user is in) and whenever an opponent steps in that area they will take damage. 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.

Spiky Shield
Posted Image
Posted Image
0
15-20
One target
The user spawns a giant shield which protects them from attacks that do damage. If anyone makes contact with this shield (ie. from their contact attack that caused this attack to trigger), they will take 5 damage. 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). This attack will count toward the protect bar, and any attacks that protect would normally fail against this attack would too.

Spite
Ghost
Posted Image
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
Posted Image
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
Posted Image
0
0
Nothing
A random splash, which does absolutely nothing.

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

Stealth Rock
Rock
Posted Image
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
One area
The user lays giant spiky rocks across an area (if never specified it is the area which the user is in), which opponents will take damage from whenever they step in 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
Posted Image
10-15
10-15
One target
The user crushes its target

Steel Wing
Steel
Posted Image
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.

Sticky Web
Posted Image
Posted Image
0
10-20
One area
The user sprays a massive web at an area. Anyone who is in the area gets stuck in the web; anyone who enters the area gets stuck in the web. Certain attacks may break the user free or destroy the web.

Stockpile
Normal
Posted Image
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
Posted Image
10-20
5-20
One target
The user stomps on its target

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

Stored Power
Psychic
Posted Image
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
Posted Image
10-15
10-15
One target
The user attacks a target with a fierce blow

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

String Shot
Bug
Posted Image
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
Posted Image
5-10
5-15
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
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
Posted Image
0
10-20
One target
The user shoots a sonar wave that confuses its target

Surf
Water
Posted Image
20-25
30-40
Whole course
The user shoots a massive wave of water that hits everyone.

Swagger
Normal
Posted Image
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
Posted Image
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
Posted Image
0
10-15
One target
The user shoots a small ball at an opponent which if hit, will cause confusion

Sweet Scent
Normal
Posted Image
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
Posted Image
10-15
10-20
One target
The user shoots a series of stars at an opponent. This attack cannot miss.

Switcheroo
Dark
Posted Image
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
Posted Image
0
10-15
User
Raises the users attack sharply. All of the users physical attacks will have a 10 point boost.

Synchronoise
Psychic
Posted Image
30-45
20-30
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
Posted Image
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, Oct 16 2014, 06:16 PM.
Posted Image

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

Owner of PRR6.
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Sinnoh Champion
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[ *  *  *  * ]
T

Tackle
Posted Image
Posted Image
7-10
5-10
One target
The user tackles into a target

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

Tail Slap
Posted Image
Posted Image
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
Posted Image
Posted Image
0
5-10
One target
The wags its tails which lowers its target’s physical defense by 5

Tailwind
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
0
5-10
One Target
Annoys the foe, forcing them only to use damaging attacks for the rest of the turn.

Techno Blast
Posted Image (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)
Posted Image
15-20
15-20
One target
The user shoots a beam of light at its target.

Teeter Dance
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
10-15
10-18
One opponent
The user attacks an opponent and steals their held item(s)

Thrash
Posted Image
Posted Image
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
Posted Image
Posted Image
30-40
35-40
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
Posted Image
Posted Image
20-25
22-25
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
Posted Image
Posted Image
10-15
10-15
One target
The bites target with electric fangs. It can potentially paralyze the opponent (see status dex

Thunder Punch
Posted Image
Posted Image
10-20
12-20
One target
The user smashes its electric fist into a target. Can cause paralysis (see status dex)

Thunder Shock
Posted Image
Posted Image
5-10
7-10
One target
The user sends a shock of lightning at its target. May cause paralysis (see status dex)

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

Tickle
Posted Image
Posted Image
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.

Topsy-Turvy
Posted Image
Posted Image
0
10-20
Entire course
The user inverses stat changes

Torment
Posted Image
Posted Image
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
Posted Image
Posted Image
0
10-20
1 target
Has a 100% chance of causing Badly Poisoned (if it hits).

Toxic Spikes
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
0
2-5
One target
The user swaps its held item with an opponent. Will fail if the target is not holding an item.

Sticky Web
Posted Image
Posted Image
0
10-20
One area
The user sprays a massive web at an area. Anyone who is in the area gets stuck in the web; anyone who enters the area gets stuck in the web. Certain attacks may break the user free or destroy the web.

Trick-or-Treat
Posted Image
Posted Image
0
5-10
One target
The user adds Ghost-type to the targets type

Triple Kick
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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, Oct 16 2014, 06:19 PM.
Posted Image

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

Owner of PRR6.
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Sinnoh Champion
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[ *  *  *  * ]
U

Uproar
Posted Image
Posted Image
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
Posted Image
Posted Image
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, Jun 23 2014, 10:38 AM.
Posted Image

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

Owner of PRR6.
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Sinnoh Champion
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Owner of PRR6
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V

Vacuum Wave
Posted Image
Posted Image
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
Posted Image
Posted Image
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

Venom Drench
Posted Image
Posted Image
0
2-5
One target and any others nearby
The user drenches its target in an odd liquid which may coat any other Pokemon near it. This lowers the targets attack, special attack, and speed by one permanently if they are poisoned.

Venoshock
Posted Image
Posted Image
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.

Vice Grip
Posted Image
Posted Image
5-15
5-13
One opponent
The user grips the opponent with large pincers to inflict damage.

Vine Whip
Posted Image
Posted Image
2-5
2-5
One target
The user grabs or hits the opponent with a strong whip made of plant.

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

Volt Switch
Posted Image
Posted Image
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
Posted Image
Posted Image
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, Oct 16 2014, 06:24 PM.
Posted Image

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

Owner of PRR6.
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Sinnoh Champion
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Owner of PRR6
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W

Wake-up-slap
Posted Image
Posted Image
10-20
10-20
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
Posted Image
Posted Image
15-20
15-20
One target
User rams into an opponent with water surrounding it

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

Water Pledge
Posted Image
Posted Image
15-20
15-25
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 causes there to 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
Posted Image
Posted Image
10-15
10-15
One target
The user shoots out an orb of water at an opponent. Can cause confusion (see status dex)

Water Shuriken
Posted Image
Posted Image
2-4 (each)
5-15
One target
The user throws a bunch of water stars at its 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. This attack has +1 priority.

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

Water Spout
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
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
Posted Image
Posted Image
0
10-15
One target
The user shoots out a sinister, blue flame that inflicts a burn to an opponent.

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

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

Withdraw
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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
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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
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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
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0
5-10
User
The user increases their attack and special attack by 5

Worry Seed
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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
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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
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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, Oct 16 2014, 06:27 PM.
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Owner of PRR6.
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X

X-Scissor
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Posted Image
15-20
15-20
One target
The user puts its arms in an X formation, then slashes them out at the target.
Edited by Endoplasmic Reticulum, Jun 25 2014, 05:37 PM.
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PRR Winner of Rounds 2 (Swampert), 15 (Wailord) and 23 (Milotic).

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Y

Yawn
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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.
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Z

Zap Cannon
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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
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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.
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