Pokemon RPG
   Eternal Champions


 
Pokemon RPG
NAVIGATION
Rules
Members
Sagas/Battle Records
Pokemon Info
Training/Attack Descriptions
Items/Potions/Boosts






    
Training System

EXP system

For the EXP system, there will be 10 groups where pokemon will be placed in according to their level....the amount of experience points it takes to level up the pokemon is determined by what group its in. Group 1 takes 10 EXP, Group 2 takes 20 EXP, Group 3 takes 30 EXP, Group 4 takes 40 EXP, Group 5 takes 50 EXP, Group 6 takes 60 EXP, Group 7 takes 70 EXP, Group 8 takes 80 EXP, Group 9 takes 90 EXP, and Group 10 takes 100 EXP.

Group#1 (Pokemon level 1 - 10)

Group#2 (Pokemon level 11 - 20)

Group#3 (Pokemon level 21 - 30)

Group#4 (Pokemon level 31 - 40)

Group#5 (Pokemon level 41 - 50)

Group#6 (Pokemon level 51 - 60)

Group#7 (Pokemon level 61 - 70)

Group#8 (Pokemon level 71 - 80)

Group#9 (Pokemon level 81 - 90)

Group#10 (Pokemon level 91 - 100)

 

 

Going out of topic here.... every 10 minutes you train (including speed spars between each other (( Trainer battles without judges))) you will recieve 2 EXP points for each pokemon you have. If you train for 30 minutes, all your pokemon gain 6 XP.  Please try to use all your pokemon......now back to the "Official Duel XP gains" which by the way.... only count truly if an Admin is judging the match... this is to prevent cheapo's from dueling fakely to power up pokemon fast.......

If you defeat a Pokemon at your Level group, you gain 6 XP.

If you defeat a Pokemon at ONE level group BELOW you, you gain 4 XP.

If you Defeat a pokemon at TWO level groups BELOW you, you gain 2 XP.

If You Defeat a pokemon THREE or More level groups below you, you gain 0 XP.

If you defeat a pokemon at one level Group ABOVE you, you gain 8 XP.

If You defeat a pokemon TWO (You must be extremly lucky...) Level Groups ABOVE you, you gain 10 XP.

If you defeat a pokemon THREE Level Groups ABOVE you.... you recieve the Title of "GameShark Cheater" and gain No XP.. cause this event would be impossible to accomplish... XD.......

When you lose an official battle to a pokemon, you get half the XP you would have obtained if you would have won. For example, if you lose to a pokemon in your level group, you gain 3 XP.



Money System

300 Gold will be awarded to the winner of any official pokemon battle, 150 to the loser. Every 10 minutes you train will grant you 100 Gold.  You can also gain money by using attacks such as "Pay Day" and "Theif"....



This is the Attack Description of the attacks

 

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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