This guide will explain to you how each attack works.
Note* The first number next to the attack's type is the Damage the attack causes, the number right after it is the Accuracy of the attack. Also, some attacks refer to a "special dice roll", this just means the judge instead of using the "//roll" command, he will use the keyword "dice roller" exclusive for AOL members which will cause the judge to roll ONE TEN-Sided Dice. Use CTRL + F to find info on an attack. Unless the attack indicates this, all Buffs to pokemon ( Raised defense due to harden or lowered enemy defense due to screech) dissapear when the pokemon with the buffs is switched out of battle. If you have any questions regarding any attack, please ask the admin "DoubleJoint777". You Will understand what each attack does if you just see me use it sine we are using a complicated accuracy system.
Before you see the attacks, check what these status effects do to pokemon and how they work in the rpg...
Paralyze - When your paralyzed, you ALWAYS ATTACK SECOND. If you plan on attacking that turn, the judge needs to throw in another dice roll in order to determine if your too "paralyzed" to move for that turn. This happens when the number he rolls lands on "1" or "2".
Sleep- Everytime you decide to attack, the judge must roll the special dice, if it lands on an "even" number, the pokemon wakes up and does his move, if an odd number is rolled, the pokemon stays asleep and doesnt do anything for the rest of the turn. (this is not true with the move "REST")
Confuse- When you decide to attack, the judge must roll the special dice, if it lands on an odd number, you attack youself and do 5% damage to yourself of ur maximum HP. If it lands on an even number, you attack normally FOR THAT TURN. Confuse only lasts for 4 turns and is automatically canceled when opponent switches pokemon.
Burn And Poison - At the end of every turn, the pokemon takes 5% damage off of their maximum HP unless they are in their pokeballs. When retreated to pokeballs, pokemon are Still Burned and Poisoned. Burn never effects Fire pokemon and Poison never effects Poison pokemon.
Frozen - your pokemon is frozen and wont be able to do anything for the rest of the battle unless a Fire attack is Used on it. Frozen doesnt effect Ice Type Pokemon
Absorb Grass 20 100%
1/2 of the damage you inflict heals yourself.
Acid Poison 40 100%
Lowers enemy's Defense (10% Chance, Judge must roll a "1" in a "special dice roll" in order for this to work. Enemy defense is lowered by 10%)
Acid Armor Poison -- --
Doubles user's Defense.
Aeroblast Flying 100 100%
High Critical Hit %, On your critical Hit Dice roll, if the numbers add to "4" or "7", this attack is a critical hit.
Agility Psychic -- --
Doubles user's Speed.
Amnesia Psychic -- --
Doubles user's Special Defense
Ancientpower Rock 60 100%
Raises all user's stats by 25% (10% Chance, Judge must roll a "1" in a "special dice roll" in order for this to work)
Attract Normal -- 10 100
Prevents opposite gender Pokemon from attacking (50% of the time; judge must roll an even number in order for the "attracted" pokemon to attack. This attack's effect is cancelled when the "attracted" opponent is switched out of battle.)
Aurora Beam Ice 65 100
Lowers opponent's Attack (10% chance, Judge must roll a "1" in a "special dice roll" in order for this to work. The attack of the enemy is lowered by 10%)
Barrage Normal 15 90
Hits 2-5 times per use, This is a multi hitting attack, The Judge Rolls the "special Dice" and stops until either you get the number "10" or the attack hit the opponent 5 times. You only need to roll for the third to the fifth hit, this attack will always hit 2 times.
Barrier Psychic -- --
Doubles user's Defense.
Baton Pass Normal -- --
This attack causes Your pokemon to switch out for one of your own pokemon. This switched pokemon gains all the "stat up" effects used on the Baton Pass-ed Pokemon. For example, if the baton pass pokemon used Agility, then uses baton pass to switch out, the pokemon that comes out will have Agility's effect.
Beat Up Dark 10 100%
For every 100% HPed pokemon your holding in your pokeballs, this attack gains 10 "base damage". If u had a 100% HP pokemon, instead of the attack doing 10 damage, it would be 20.
Belly Drum Normal -- --
Raises user's Attack to the max (For that species of pokemon), while losing half your hp.
Bide Normal -- 100%
User waits 2 turns, then multiplies the damage recieved in those 2 turns binding by 2 and sends it to the opponent.
Bind Normal 15 100%
Opponent trapped for 4 turns which means at the end of every turn, the opponent recieves the same amount of damage obtained from the first turn this attack was used. This works kind of like poison.
Bite Dark 60 100%
Opponent flinches (The Judge will roll the "special dice", if it lands on the numbers 1, 2, or 3, the opponent loses his next turn due to "Flinching")
Blizzard Ice 120 70%
When you command your pokemon to do this attack, the judge will roll the "special dice" to see if this attack will hit the enemy because of its low accuracy. If the number rolled is 7 and below, the attack will hit. if its 8 9 or 10, the attack will miss. Also, after the attack, the judge will role the dice again. If the number rolled is "1", then the opponent is now Frozen.
Body Slam Normal 85 100%
Opponent paralyzed (The judge rolls the special dice, if the number rolled is 1, 2, or 3, then the opponent is paralyzed.)
Bone Club Ground 65 100%
Opponent flinches (Judge rolls the special dice, if it lands on the number 1, then the opponent flinches in his next turn, which means his next turn is skipped)
Bone Rush Ground 25 80%
Hits 2-5 times per use, This is a multi hitting attack, The Judge Rolls the "special Dice" and stops until either he get the number "9" or "10" or the attack hit the opponent 5 times. You only need to roll for the third to the fifth hit, this attack will always hit 2 times.
Bonemerang Ground 50 100%
Hits opponent twice
Bubble Water 20 100%
Lowers opponent's Speed (Judge rolls the special dice, if the number rolled is "1", then lower the enemy's speed by 10%.)
Bubblebeam Water 65 100%
Lowers opponent's Speed (Judge rolls the special dice, if the number rolled is "1", then lower the enemy's speed by 10%.)
Charm Normal -- 100
Cuts opponent's Attack in half
Clamp Water 35 10 75
Opponent cannot switch his pokemon for 4 turns.
Comet Punch Normal 18 90%
Hits 2-5 times per use, This is a multi hitting attack, The Judge Rolls the "special Dice" and stops until either he gets the number "10" or the attack hits the opponent 5 times. You only need to roll for the third, fourth, and the fifth hit. This attack will always hit 2 times
Confuse Ray Ghost -- 10 100%
Confuses opponent
Confusion Psychic 50 100%
Confuses opponent (Judge Rolls special dice, if it lands on "1", the opponent becomes confused)
Constrict Normal 10 100%
Lowers opponent's Speed (Judge rolls special dice, if it lands on "1", the opponents speed is lowered by 10%)
Conversion Normal -- --
Changes the pokemon who used this move's type to that of the opponent's type. For example, the normal type Porygon uses conversion on a Vaporeon, so now the porygon turns into a water type.
Conversion2 Normal -- --
Changes the pokemon who used this move's type to a type to that of one of their moves. For example, Porygon uses Covnersion 2, and he has the move Thunder. He can choose to turn into a thunder type for using conversion 2.
Cotton Spore Grass -- 100%
Cuts opponent's Speed in half
Counter Fighting -- 20 100%
If you use this attack, your turn order of attack will automatially be second. Once its ur turn, if the opponent attacked you with a physical attack, you will return 2x the damage inflicted to you back to the opponent.
Crabhammer Water 90 100%
High Critical Hit %, when u roll for critical hit that turn, if u roll a "4" or a "7", u get a critical hit.
Cross Chop Fighting 100 100%
High Critical Hit %, when u roll for critical hit that turn, if u roll a "4" or a "7", u get a critical hit.
Crunch Dark 80 100%
Lowers opponent's Spec. Def (Judge rolls special dice, if it lands on "1", the opponents Spec. Defense is lowered by 10%)
Curse ???? -- --
If a Ghost uses it: Takes 1/2 of users HP, damages opponent every turn for 20% of its max hp. If u use a non-ghost, raises Attack 10% and Defense 10% while cutting Speed by 10%.
Cut Normal 50 100% No special effect
Defense Curl Normal -- --
Raises Defense by 10%, increases power of Rollout by 30.
Destiny Bond Ghost -- --
If the pokemon faints when using this move in that turn, both pokemon are knocked out.
Detect Fighting -- --
Prevents damage taken on you for the round u use this move. After the first time using this move in the battle, youll have to roll a dice if u want to use this a second time. "//roll", if u get an even number, detect will work again. Can only be used 2 times.
Dig Ground 60 100%
Escapes caves, user digs into the ground when he uses it and attacks the next round. When he is in the ground, he avoids MOST attacks.
Disable Normal -- 50%
Roll the dice, (//roll), if it lands on an even number, the last move the opponent used cannot be used once more for the remainder of the duel.
Dizzy Punch Normal 70 100%
Confuses opponent (Judge rolls special dice, if it lands on "1" or "2", the opponent becomes confused)
Double-Edge Normal 120 100%
1/4th of the damage you did to the opponent is also inflicted on you.
Double Kick Fighting 30 100%
Hits twice
Doubleslap Normal 15 80%
Hits 2-5 times per use, This is a multi hitting attack, The Judge Rolls the "special Dice" and stops until either he gets the number "10" or "9" or the attack hits the opponent 5 times. You only need to roll for the third, fourth, and the fifth hit. This attack will always hit 2 times
Double Team Normal -- 100%
After the pokemon uses this attack, Until the Double Teamed pokemon is switched out, the opponent's attack's accuracy is decreased by 10% every time this attack is used.
Dragon Rage Dragon -- 10 100%
Always does 40 damage to opponent's HP.
Dragonbreath Dragon 60 100%
Paralyzes opponent (Judge rolls special dice, if it lands on "1" or "2", the opponent becomes paralyzed)
Dream Eater Psychic 100 100%
Opponent must be asleep, 1/2 of damage done is returned to recover the user.
Drill Peck Flying 80 100%
No effects.
Dynamicpunch Fighting 100 50%
roll the dice "//roll" before attacking, is the number added is an odd number, this attack misses it's target. If the target is hit by this attack, it is automatically Confused.
Earthquake Ground 100 100%
This attack does 2x damage on the opponent pokemon if its currently digging using the move "Dig"
Egg Bomb Normal 100 80%
Judge rolls special dice, if it lands on "1" or "2", the opponent dodges this attack.
Ember Fire 40 100%
Burns opponent (Judge rolls special dice, if it lands on "1" the opponent becomes Burned)
Encore Normal -- 100
If this attack is used, the opponent must repeat the last attack he commanded his pokemon to do for the next 4 turns.
Endure Normal -- --
When used, during the round You cannot faint, if the opponent does enough damage to make you faint, your hp will stay "1" when lowered allowing you to survive another turn. After the first time using this move in the battle, youll have to roll a dice if u want to use this a second time. "//roll", if u get an even number, endure will work again. Can only be used 2 times.
Explosion Normal 250 100%
Very Powerful Attack, causes the user to faint. If theres an official duel with 2 pokemon left, 1 vs 1, Use of this attack is forbidden.
Extremespeed Normal 80 100%
User attacks first even if he has lower speed/ paralyzed.
Faint Attack Dark 60 --%
No matter what, this attack will hit the opponent even if hes using an evade move, used a lower accuracy move on you, is flying, or is under ground.
False Swipe Normal 40 100%
If this attack causes enough damage for the opponent to faint, the opponent is left with "1" HP and wont faint. This attack cannot be used to faint opponents.
Fire Blast Fire 120 80%
Burns opponent , the judge must throw the special dice , if it lands on "1" or "2" the attack fails, if it suceeds the judge must yet throw another special dice. if it lands on "1", the opponent becomes Burned.
Fire Punch Fire 75 100%
Burns opponent (Judge rolls special dice, if it lands on "1" the opponent becomes Burned)
Fire Spin Fire 15 100%
Opponent trapped for 4 turns which means at the end of every turn, the opponent recieves the same amount of damage obtained from the first turn this attack was used. This works kind of like poison.
Fissure Ground -- 30%
(Judge rolls special dice, if it lands on "1","2",or "3" the opponent is automatically Fainted)
Flail Normal -- 100
Damage of this attack = How much HP your pokemon has lost. For example, If your pokemon has 10 HP outta 100 left, this attack's damage is 90!
Flame Wheel Fire 60 100%
Burns opponent (Judge rolls special dice, if it lands on "1" the opponent becomes Burned)
Flamethrower Fire 95 100%
Burns opponent (Judge rolls special dice, if it lands on "1" the opponent becomes Burned)
Flash Normal -- 100%
After this attack is used on the opponent, the opponent must //roll before attacking the pokemon who used flash. If the 2 numbers rolled add to "8" or "6", the attack misses.
Fly Flying 70 100%
Outside battle the user can use his flying pokemon to travel to any other town in 10 minutes ON THAT CONTINENT. User Flies high into the air when he uses it and attacks the next round. When he is in the air, he avoids MOST attacks.
Focus Energy Normal -- --
After using this move, when the pokemon who used this move attacks and rolls for "critical hit", if it lands on "4" or "7", the attack is a critical hit.
Foresight Normal -- --
Cancels out Evade raising moves, Normal/Fighting attacks can hit Ghost Pokemon if used on a ghost pokemon.
Frustration Normal -- 100%
This attack will be disabled in the RPG because it's damage cannot be calculated until further notice.
Fury Attack Normal 15 80%
Hits 2-5 times per use, This is a multi hitting attack, The Judge Rolls the "special Dice" and stops until either he gets the number "10" or "9" or the attack hits the opponent 5 times. You only need to roll for the third, fourth, and the fifth hit. This attack will always hit 2 times. You will have to roll for critical hits for EVERY hit this attack does.
Fury Cutter Bug 10 100%
2x damage each consecutive turn used
Fury Swiped Normal 15 80%
Hits 2-5 times per use, This is a multi hitting attack, The Judge Rolls the "special Dice" and stops until either he gets the number "10" or "9" or the attack hits the opponent 5 times. You only need to roll for the third, fourth, and the fifth hit. This attack will always hit 2 times Future Sight Psychic 80 100%
Hits 2 turns after use
Giga Drain Grass 60 100%
1/2 of the damage you inflict heals yourself.
Glare Normal -- 70%
Paralyzes opponent instantly if one number from 1 - 7 pops up in a special roll from the judge.
Growl Normal -- --
Lowers opponent's Attack by 10%
Growth Normal -- --
Raises user's Special Attack by 10%
Guillotine Normal -- 30%
(Judge rolls special dice, if it lands on "1","2",or "3" the opponent is automatically KOed) This technique can only be used to knock out 1 pokemon in official Duels.
Gust Flying 40 100% no effect
Harden Normal -- --
Raises user's Defense by 10%
Haze Ice -- --
Cancels out all status-affecting moves like poison, paralyzed, and etc.
Headbutt Normal 70 100%
flinches opponent (The Judge will roll the "special dice", if it lands on the numbers 1, 2, or 3, the opponent loses his next turn due to "Flinching")
Heal Bell Normal -- --
All pokemon in the heal bell pokemon's team's status effects are healed. For example, if Miltank uses heal bell when a pokemon on her team is poisoned, the poison will wear off off that pokemon.
Hi Jump Kick Fighting 85 90%
Roll the "special judge dice", this attack misses if it lands on the number "1" . If missed, user takes 1/8 of the damage that would've been done using this attack on the enemy.
Hidden Power Normal -- 100
This attack will be disabled in the RPG because it's damage cannot be calculated until further notice.
Horn Attack Normal 65 100%
No effects
Horn Drill Normal -- 30%
(Judge rolls special dice, if it lands on "1","2",or "3" the opponent is automatically Fainted)
Hydro Pump Water 120 80%
Judge rolls special dice, if it lands on "9" or "10", this attack misses.
Hyper Beam Normal 150 90%
User's next turn is skiped, judge rolls special dice, if it lands on "1", the entire attack misses and ur next turn is Still skipped.
Hyper Fang Normal 80 100%
Opponent flinches (If the number rolled in special judge dice is "1", the opponent flinches and his next turn is skipped)
Hypnosis Psychic -- 60%
Opponent falls asleep, this attack fails if the number rolled in a special judge dice roll is "7", "8", "9", or "10".
Ice Beam Ice 95 100%
Freezes opponent (Judge rolls the dice, if he gets the number "1", the opponent is frozen)
Ice Punch Ice 75 100%
Freezes opponent (Judge rolls the dice, if he gets the number "1", the opponent is frozen)
Icy Wind Ice 55 100%
Lowers opponent's Speed (Judge rolls the dice, if he gets the number "1", the opponent's speed is lowered by 10%)
Iron Tail Steel 100 80%
(Judge rolls the dice, if he gets the number "1", "2", or "3", the opponent's Defense is lowered by 10%)
Jump Kick Fighting 70 90%
Judge rolls the dice, if the number he gets is "1", this attack misses. If missed, user takes 1/8 of the damage that would've been done.
Karate Chop Fighting 50 100%
When player rolls the dice for Critical hit, if the number lands on "4" or "7", this attack becomes a critical hit.
Kinesis Psychic -- 80%
Lowers opponent's Accuracy, everytime this attack is used, the opponent's attack's accuracy is lowered by 10% until the opponent is switched.
Leech Life Bug 20 15 100
1/2 of the damage you inflict heals yourself.
Leech Seed Grass -- 100%
Steals 5% of HP from opponent until it leaves the fight, acts like poison.
Leer Normal -- 100%
Lowers opponent's Defense by 10%
Lick Ghost 20 100%
Paralyzes opponent (Judge rolls special dice, if it lands on "1", "2", or "3", the attack paralyzes the opponent)
Light Screen Psychic -- 30 --
User's Pokemon take 1/2 damage from special attacks for 5 rounds
Lock-On Normal -- 100
Next move preformed will have 100% accuracy
Lovely Kiss Normal -- 70%
Opponent falls asleep if the number rolled from the judge is NOT "8", "9", or "10"
Low Kick Fighting 50 90%
Judge rolls to determine if this attack misses, if the number rolled is "1", this attack misses. Opponent flinches (Judge rolls again, if the number rolled is "1", "2", or "3", then the opponent flinches)
Mach Punch Fighting 40 100%
User attacks first
Magnitude Ground -- 100%
Damage varies (Judge rolls dice, if it lands on "1", this attacks damage is 10, if it lands on "2", this attacks damage is 20, if it lands on "3", this attacks damage is 30, and etc.)
Mean Look Normal -- --
When used, the opponent cannot be switched out until the user is Fainted or switched out himself.
Meditate Psychic -- --
Raises user's Attack by 10%
Mega Drain Grass 40 100%
1/2 of the damage you inflict heals yourself.
Mega Kick Normal 120 80%
Judge rolls special dice, if it lands on "1" or "2", the attack misses.
Mega Punch Normal 80 90%
judge rolls special dice, if it lands on "1", this attack misses.
Megahorn Bug 120 90%
judge rolls special dice. if it lands on "1", this attack misses.
Metal Claw Steel 50 100%
Raises user's Attack (10% chance, Judge must roll a "1" in a "special dice roll" in order for this to work. The attack of your pokemon is raised by 10%)
Metronome Normal -- --
Due to the complexity of metronome, i will not make the info for this attack unless someone's pokemon will learn metronome.
Milk Drink Normal -- --
Heals 1/2 of your HP in battle
Mimic Normal -- 100%
Copies last attack used until user leaves battle
Mind Reader Normal -- 100%
Next move preformed will have 100% accuracy
Minimize Normal -- --
After the pokemon uses this attack, the opponent must //roll before attacking the "double teamed" pokemon. If the 2 numbers rolled add to "8" or "6", the attack misses.
Mirror Coat Psychic -- 100%
If you use this attack, your turn order of attack will automatially be second. Once its ur turn, if the opponent attacked you with a Special attack, you will return 2x the damage inflicted to you back to the opponent.
Mirror Move Flying -- --
What attack ur opponent used last turn is what you attack with.
Mist Ice -- --
Prevents moves that lower user's stats
Moonlight Normal -- --
Restores 60% if used between (Eastern Time) 6 PM - 6AM , 30% if used any other time.
Morning Sun Normal -- --
Restores 60% if used between (Eastern Time) 6 AM - 6PM , 30% if used any other time.
Mud-Slap Ground 20 100%
Lowers opponent's Accuracy by 10% everytime this attack is used for every attacks the opponent uses until he is switched out of the battle.
Night Shade Ghost -- 15 100%
Damage = level of user
Nightmare Ghost -- 100%
Takes 1/4 of opponent's HP, only works if the opponent is asleep.
Octazooka Water 65 100%
Lowers opponent's Accuracy every time this is used by 10%, this effect is cancelled when the opponent switches out of the battle.
Outrage Dragon 90 100%
Attacks for 3 rounds, then user is Confused
Pain Split Normal -- 100
Combines user's and opponents HP, and each Pokemon gets 1/2 of the total HP taken away from their regular HP
Pay Day Normal 40 100%
Winner of fight claims 2x level of user per use in cash
Peck Flying 35 100%
No effects.
Perish Song Normal -- --
After 3 rounds of this attack being used, if either pokemon are still out at this time when perish was used, they are both knocked out.
Petal Dance Grass 70 100%
Attacks for 3 rounds, then user is Confused
Pin Missile Bug 15 80%
Hits 2-5 times per use, This is a multi hitting attack, The Judge Rolls the "special Dice" and stops until either he gets the number "10" or "9" or the attack hits the opponent 5 times. You only need to roll for the third, fourth, and the fifth hit. This attack will always hit 2 times. U must roll for critical hit for every hit this attack does.
Poison Gas Poison -- 50%
Opponent is Poisoned if the special dice roll used by the judge lands on an even number.
Poisonpowder Poison -- 70%
Opponent is Poisoned if the special dice roll used by the judge lands on any number from "1" to "7"
Poison Sting Poison 15 100%
Opponent is Poisoned if the number rolled by the judge dice roll is "1", "2", or "3"
Pound Normal 40 100%
No effects.
Powder Snow Ice 40 100%
Opponent is frozen (judge rolls dice, if the number rolled is "1", the opponent is frozen.)
Present Normal -- 100%
Either does 40, 80, 120, or heals 80 damage to opponent. Jude rolls 1 Four sided dice. If the number lands on "1", 40 damage is done to opponent, 80 damage if it lands on "2", 120 damage if it lands on "3", or HEALS the opponent 80 damage if it lands on "4".
Protect Normal -- --
Prevents damage taken on you for the round u use this move. After the first time using this move in the battle, youll have to roll a dice if u want to use this a second time. "//roll", if u get an even number, detect will work again. Can only be used 2 times.
Psybeam Psychic 65 100%
Confuses opponent (Judge rolls dice, if it lands on "1", the opponent is confused)
Psych Up Normal -- --
User gains any status boosts used by opponent
Psychic Psychic 90 100%
Lowers opponent's Spec. Def (Judge rolls dice, if it lands on "1", the opponent's Spec. Def is lowered by 10)
Psywave Psychic -- 80%
Damage = 1.5 x user's level (Judge rolls dice, if it lands on "1" or "2", this attack misses)
Pursuit Dark 40 100%
Double damage if opponent switched Pokemon in the same round u use this attack.
Quick Attack Normal 40 100%
User attacks first
Rage Normal 20 100%
Attack grows by 10% everytime ur damaged. (must be used consecutively)
Rain Dance Water -- --
Powers up Water moves by 50% for 5 rounds, makes Thunder type moves 100% accurate, makes Moonlight heal 20% more, and makes fire type attacks 50% weaker.
Rapid Spin Normal 20 100%
User escapes from binding moves and Leech Seed
Razor Leaf Grass 55 25 100%
High Critical Hit %, On your critical Hit Dice roll, if the numbers add to "4" or "7", this attack is a critical hit.
Razor Wind Normal 80 80%
High Critical Hit %, On your critical Hit Dice roll, if the numbers add to "4" or "7", this attack is a critical hit. Before this attack is used, the judge must roll another dice, if the number rolled is "1" or "2", this attack misses.
Recover Normal -- --
Returns 1/2 of max HP to user
Reflect Psychic -- --
User's Pokemon take 1/2 damage from physical attacks for 5 rounds
Rest Psychic -- --
User restores all HP and conditions, sleeps two rounds
Return Normal -- 20 100%
This move cannot be used in this RPG.
Reversal Fighting -- 100%
Damage = how much HP the opponent has lost so far.
Roar Normal -- --
Opponent must switch pokemon, user goes 2nd
Rock Slide Rock 75 90%
Opponent flinches (The Judge will roll the "special dice", if it lands on the numbers 1, 2, or 3, the opponent loses his next turn due to "Flinching") The Judge rolls another dice, if it lands on "1", this attack misses.
Rock Smash Fighting 20 100%
Lowers opponent's Defense by 10%
Rock Throw Rock 50 90% The Judge rolls dice, if it lands on "1", this attack misses.
Rolling Kick Fighting 60 90%
Opponent flinches (The Judge will roll the "special dice", if it lands on the numbers 1, 2, or 3, the opponent loses his next turn due to "Flinching") The Judge rolls another dice, if it lands on "1", this attack misses.
Rollout Rock 30 90%
Lasts 5 turns, damage doubles every round if attack doesnt miss. The Judge rolls a dice, if it lands on "1", this attack misses when this attack is used every round.
Sacred Fire Fire 100 100%
Burns opponent (Judge rolls dice, if it lands on an even number, the enemy is Burned)
Safeguard Normal -- --
User's Pokemon protected from status effects for 5 rounds
Sand-Attack Ground -- 100
Lowers user's Accuracy by 10% everytime this is used until opponent is switched out of battle.
Sandstorm Rock -- --
Both Pokemon damaged for 5 rounds by 5% of maximum HP (Rock, Steel, and Ground unaffected)
Scary Face Normal -- 100%
Cuts opponent's Speed in half
Scratch Normal 40 100%
No effects
Screech Normal -- 100%
Cuts opponent's Defense in half
Seismic Toss Fighting -- 100%
Damage = level of user
Selfdestruct Normal 200 100%
User faints
Shadow Ball Ghost 80 100%
Lowers opponent's Spec. Def (Judge rolls dice, if the number rolled is "1" or "2", the opponent's spec. def. is lowered by 10%)
Sharpen Normal -- --
Raises user's Attack by 10%
Sing Normal -- 50%
Opponent falls asleep if the number rolled by the judge dice roll is even.
Sketch Normal -- --
Copies last move used on user permanently
Skull Bash Normal 100 100%
Ducks head on turn 1, attacks Turn 2, raises user's Defense by 10%
Sky Attack Flying 140 100%
User glows on turn 1, attacks Turn 2
Slam Normal 80 80% Judge rolls special dice, if it lands on "1" or "2", this attack misses.
Slash Normal 70 100%
High Critical Hit %, On your critical Hit Dice roll, if the numbers add to "4" or "7", this attack is a critical hit.
Sleep Powder Grass -- 80%
Opponent falls asleep if the number rolled by the special judge dice is NOT "1" or "2".
Sleep Talk Normal -- --
One of user's moves chosen at random while asleep. Before this attack is used, the judge will assign every move at the pokemons disposal to a number (except Sleep Talk) , when the judge rolls the dice (usually 1 dice with 3 sides), the number that comes out will determine which attack is used, based on the number it was assigned.
Sludge Poison 65 100%
Poisons opponent (When Judge rolls special dice, if it lands on "1", "2", or "3", the opponent is now poisoned.)
Sludge Bomb Poison 90 100%
Poisons opponent (When Judge rolls special dice, if it lands on "1", "2", or "3", the opponent is now poisoned.)
Smog Poison 20 70%
Judge first needs to determine if this attack hits the target, Judge rolls special dice, if it lands on "1", "2", or "3", this attack misses. Poisons opponent with another dice roll (When Judge rolls special dice, if it lands on an even number, the opponent is now poisoned.)
Smokescreen Normal -- 100%
Lowers user's Accuracy by 10% everytime this is used until opponent is switched out of battle.
Snore Normal 40 100%
Opponent flinches (The Judge will roll the "special dice", if it lands on the numbers 1, 2, or 3, the opponent loses his next turn due to "Flinching"). User must be asleep
Softboiled Normal -- --
Heals 1/2 HP in battle
Solarbeam Grass 120 100
User charges on Turn 1, attacks Turn 2
Sonicboom Normal -- 100%
Always does 20 damage
Spark Electric 65 100%
Paralyzes opponent (The Judge will roll the "special dice", if it lands on the numbers 1, 2, or 3, the opponent becomes paralyzed)
Spider Web Bug -- 100%
While user is in battle, opponent cannot leave the current battle.
Spike Cannon Normal 20 100%
Hits 2-5 times per use, This is a multi hitting attack, The Judge Rolls the "special Dice" and stops until either he gets the number "10" or "9" or the attack hits the opponent 5 times. You only need to roll for the third, fourth, and the fifth hit. This attack will always hit 2 times. You will have to roll for critical hits for EVERY hit this attack does.
Spikes Normal 15 100%
Any Pokemon that is switched in takes damage equal to 15% of their maximum HP
Spite Ghost -- 100%
This attack will not be used in this RPG
Splash Normal -- --
Useless Attack that does nothing
Spore Grass -- 100%
Opponent falls asleep
Steel Wing Steel 70 90%
Judge first rolls dice to determine if this attack misses. This attack misses if the dice roll rolls "1". Raises user's Defense by 10% if the number rolled on a Second judge dice roll is "1".
Stomp Normal 65 100%
Opponent flinches (The Judge will roll the "special dice", if it lands on the numbers 1, 2, or 3, the opponent loses his next turn due to "Flinching")
Strength Normal 80 100%
No extra Effects.
String Shot Bug -- 100%
Lowers opponent's Speed by 10%
Stun Spore Grass -- 30 80%
Opponent becomes paralyzed if in a judge roll, the numbers rolled are NOT "1" or "2".
Submission Fighting 80 80%
judge rolls special dice to determine this attacks accuracy. If the number rolled is "1" or "2", this attack misses. If this attack causes damage to other pokemon, user takes 25% of what damage he inflicted.
Substitute Normal -- --
Takes 1/4 of user's HP to make a clone. Clone has 1/2 of the HP of the creator and takes the user's hits until it runs out of HP.
Sunny Day Fire -- --
Powers up Fire moves by 50% for 5 rounds, Causes Morning Sun to heal 20% more, Makes Solar Beam attack in one round, Melts all Frozen pokemon outside their pokeballs, and powers down water moves by 50%.
Super Fang Normal -- 90%
Cuts opponent's current HP in half, judge must NOT roll a "1" on his accuracy dice roll.
Supersonic Normal -- 50%
Opponent becomes Confused if the number thrown on a dice roll from a judge is Even.
Surf Water 95 100%
No Effects
Swagger Normal -- 100%
Confuses opponent, but doubles their attack
Sweet Kiss Normal -- 80%
Cuts opponent's Attack in half if the numbers "1" or "2" are NOT rolled in a judge dice roll.
Sweet Scent Normal -- 100%
Lowers opponent's Evade, your attacks gain 10% in accuracy until the opponent switches out of battle.
Swift Normal 60 --
Hits the opponent even if they are digging or flying.
Sword Dance Normal -- --
Doubles user's Attack
Synthesis Grass -- --
Restores HP 60% of HP if (In Eastern Time) the current time is 12:00 PM - 6:00 PM. 30% at all other times.
Tackle Normal 35 100%
No Effects.
Tail Whip Normal -- --
Lowers opponent's Defense by 10%
Take Down Normal 90 90%
Judge rolls to see if this attack does not miss. If the special dice roll rolls the number "1", this attack misses. If this attack hits, the user is hurt by 25% of the damage he does to the opponent.
Teleport Psychic -- --
Has no Official battle purpose, but lets you teleport to any town in the RPG in 30 mintues.
Thief Dark 40 100%
Everytime this attack is used, the opponent gets 75 Gold stolen from him.
Thrash Normal 90 100%
Attacks for 3 rounds, then user is Confused
Thunder Electric 120 70%
Judge first rolls for accuracy, if it lands on "1", "2", or "3", this attack misses. Paralyzes opponent (Judge rolls dice, if he gets "1", the opponent is paralyzed.)
Thunder Wave Electric -- --
Paralyzes opponent
Thunderbolt Electric 95 100%
Paralyzes opponent (Judge rolls dice, if he gets "1", the opponent is paralyzed.)
Thunderpunch Electric 75 100%
Paralyzes opponent (Judge rolls dice, if he gets "1", the opponent is paralyzed.)
Thundershock Electric 40 100%
Paralyzes opponent (Judge rolls dice, if he gets "1", the opponent is paralyzed.)
Toxic Poison -- 100%
Poisons opponent, poison damage doubles every round unless opponent is switched.
Transform Normal -- --
User turns into opponent, with opponent's moves but own stats
Tri Attack Normal 80 100%
2 Judge Dice rolls are needed for this attack. If the first one rolled ends with "1" or "2", the judge must roll another dice... (This dice has to be 3-Sided) If the number rolled is 1, the opponent is paralyzed, 2 results in the opponent being burned, 3 results in the opponent being Frozen.
Triple Kick Fighting 10 100%
Attacks three times per turn, damage increases each use, 10 base damage the first hit, 25 base damage the second hit, 50 damage the 3rd hit. U must roll for critical hit for each hit used AND before u use every hit, the judge must roll the special dice, if any of them land on "1", stop using this attack immedietly.
Twineedle Bug 25 100%
Attacks twice per use, poisons opponent if in a judge roll, the number lands on "1" or "2". For each hit, the player must roll for critical hit.
Twister Dragon 40 100%
Opponent flinches If the number rolled from a judge roll is "1" or "2".
Vicegrip Normal 55 100%
no effects
Vine Whip Grass 35 100% no effects
Vital Throw Fighting 70 100%
User goes second, but never misses (except if opponent is digging or in the air)
Water Gun Water 40 100%
no effects
Waterfall Water 80 100%
no effects
Whirlpool Water 15 70%
Hits 2-5 times per use, This is a multi hitting attack, The Judge Rolls the "special Dice" and stops until either he gets the number "10", "9", "8", or the attack hits the opponent 5 times. You only need to roll for the third, fourth, and the fifth hit. This attack will always hit 2 times. You will have to roll for critical hits for EVERY hit this attack does.
Whirlwind Normal -- 100%
Opponent is Forced to switch pokemon, user goes 2nd
Wing Attack Flying 65 100% no effects
Withdraw Water -- --
Raises user's Defense by 10%
Wrap Normal 15 100%
Opponent trapped for 4 turns which means at the end of every turn, the opponent recieves the same amount of damage obtained from the first turn this attack was used. This works kind of like poison.
Zap Cannon Electric 100 50%
This attack misses if the number rolled on a judge dice is an ODD number. Paralyzes opponent automatically.
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