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Physical Appearance: The best way to define Eveline would be a bombshell. She has slightly tanned skin, blonde, wavy hair that goes down to her lower back. She is around 5'8", and has a body that is slightly toned, but still has a dainty frame.
Clothing: Eveline wears a cropped biker jacket with the sleeves removed, along with a white crop top. She also wears a pair of jorts (jean shorts for those unaware) and pair of laced up biker boots. Her ears are pierced with silver roses, and has a small nose piercing as well. To top off the ensemble, she has a pair of dark tinted aviators.
Personality: Generally, Eveline has a very non-caring personality, often shrugging off most people as just a slight annoyance. She can express feelings of gratitude and happiness though, but normally that takes her trying to find a certain spark in a person for who they are. When people do get to know her, she's actually quite the wild child, often making very brash decisions despite what everyone else says.
Backstory: Eveline normally lives in the Unova region, right around Opelucid City, but she often travels the world to see new sights, go on some crazy thrill rides on her precious motorcycle... and for a paycheck occasionally as a model part-time. Since she had a pretty nice body due to her hobby already, it wouldn't hurt to make a little money showing off some clothes with it. Her latest stop was Oblivia, as she had been invited over to teach a bunch of ruffians that there are rules to biking, and considering the kids would likely recognize her from the work she'd done, maybe they would actually listen to her. Plus, she was planning on visiting a friend there anyways. While there, she had also gone to see Professor Hastings to see if they had found a way to make battling while on long trips with her vehicle easier. They had said they had a prototype for something like that, but it was very dangerous. Of course, disregarding that, Eveline took it for a test drive anyways, and a horrible accident happened. Next thing she knew, she was face down in front of Prof. Hasting's place, her bike a flaming hunk of scrap. In a fit, she started pounding the ground, then stormed into his place, but something wasn't right... he looked... slightly younger? And he also didn't recognize her... and that's when she connected the dots... she was in the past, and had no way to get back. After explaining to Hastings what happened, he felt somewhat responsible for this... and as such, began working to repair her bike and the device the future him had made... besides, it was a chance to work with technology from the future! Who wouldn't want to do that? And since it would take a while... Eveline decided she might as well see the world once more.
Team:
Rebellion (Krookodile):
Gender: Male
Level: 43
Ability: Moxie
Nature: Bold
Moves: Dig, Crunch, Swagger, Torment, Sandstorm, Rock Slide, Brick Break, Foul Play
Disorder (Malamar):
Gender: Male
Level: 41
Ability: Contrary
Nature: Naughty
Moves: Pluck, Psycho Cut, Foul Play, Night Slash, Swagger, Payback, Reversal, Stored Power
Edgy is the only acceptable answer. She'll be dropping in on everyone else at Blue Point soon enough now.
Making a good movepool for Overqwil was very hard though... because his movepool is straight garbage. The only Dark move they learn is Dark Pulse, and Overqwil's Sp. Attack is like... 65.
Edgy is the only acceptable answer. She'll be dropping in on everyone else at Blue Point soon enough now.
Making a good movepool for Overqwil was very hard though... because his movepool is straight garbage. The only Dark move they learn is Dark Pulse, and Overqwil's Sp. Attack is like... 65.
Sadly, those are moves that only Johtoan Qwilfish learns... like A. Sandshrew and G. Corsola, H. Qwilfish has a completely different learnpool, which is something that can't really be worked around. That would mean something like G. Rapidash could learn Flare Blitz.
Sadly, those are moves that only Johtoan Qwilfish learns... like A. Sandshrew and G. Corsola, H. Qwilfish has a completely different learnpool, which is something that can't really be worked around. That would mean something like G. Rapidash could learn Flare Blitz.
When adding moves to a pokemon, especially with a game like Legends Arceus, I think moves learned by a regional counterpart would be closer/more viable than say, Crunch or Foul Play. In this case, H. Qwilfish is already a Dark type, so adding J. Qwilfish's dark type moves seems perfectly reasonable to me.
As opposed to G. Rapidash learning Flare Blitz, I'd say it's more akin to G. Rapidash learning Reflect, which it can't learn normally bt K. Rapidash can learn in Gen 7.
The determining factor for me would be the typing of the move and how far removed it is from the existing move pool.
Based on this: List of Moves in Pokemon Legends Arceus, I'd wager the only reason H. Qwilfish doesn't get those three moves is because none of them exist in LA.
When adding moves to a pokemon, especially with a game like Legends Arceus, I think moves learned by a regional counterpart would be closer/more viable than say, Crunch or Foul Play. In this case, H. Qwilfish is already a Dark type, so adding J. Qwilfish's dark type moves seems perfectly reasonable to me.
As opposed to G. Rapidash learning Flare Blitz, I'd say it's more akin to G. Rapidash learning Reflect, which it can't learn normally bt K. Rapidash can learn in Gen 7.
The determining factor for me would be the typing of the move and how far removed it is from the existing move pool.
Based on this: List of Moves in Pokemon Legends Arceus, I'd wager the only reason H. Qwilfish doesn't get those three moves is because none of them exist in LA.
Alright peoples, it's time for a move system overhaul. Feel free to give your thoughts and criticisms.
Skip to the bottom if you want a TL;DR/Summary of everything.
Before I get asked: no, it isn't necessary, but I want to and it's a good opportunity to set some clear ground rules about some things, like Legend's Arceus' Mastery System, which I certainly plan to make use of but don't want to see abused.
For example, any pokémon with Serene Grace—looking at you, Togekiss.
Idk bout y'all, but I have no desire to see Serene Grace Togekiss spamming Strong-Style Air Slash for a STAB 90-BP move with a practically guaranteed flinch; or, if that is allowed, it should come with a sufficient trade-off so it isn't broken.
I will be accepting suggestions and ideas on how to balance Mastered moves.
Now onto more standard things. We currently implement an 8-move limit intended to make pokémon with wider move-pools less broken and more balance by restricting options; after having @Hecotoro 's Swampert spam EQ against me, I have decided these restrictions don't go far enough! Jk, but there is something to be said about filling your 8 move slots with: Fire Blast, Thunder, Focus Blast, Hyperbeam, Nasty Plot, etc., and then using these crazy strong moves back-to-back-to-back.
Here's the deal: high base power (henceforth BP) moves should be taxing and while this doesn't mean all of them to turn into Hyperbeam/Giga Impact where your pokémon can't move, it does mean pokemon should show some level of exertion after using these moves. If your Pikachu just spammed thunder 10 times without breaking a sweat then you've gone too far or it's on drugs.
Short aside: I do recall there being several items in various canons (side games, animes, manga, etc.) that can 'super-charge' pokémon. If you wish to put in the effort and research to find the, present them in the discussion thread, and then use them, great! If it helps the story you want to write then power to ya, just be mindful of other Rpers.
I will not be forcing a PP system onto people unless spamming moves gets out of hand. I trust that people can exercise good judgment.
That said, here's the new move system I have in mind:
Moves will be treated like skills or muscles, you have to exercise them or they degrade over time. You only have so much time and energy to spend on working out/exercising, so you can only keep so many moves in tippity-top condition. These will be referred to as 'Battle-Ready' moves and they can be used as normal, and you will be allowed to have your pokemon 'Master' then L.A. style.
Moves that are NOT Battle Ready can still be used but they will take a penalty of 50%.
Here's an example:
This is Esvora, the Garchomp
Her battle-ready moves are:
1. Outrage
2. Earthquake
3. Iron head
4. Poison Jab
5. Dragon Claw
6. Brick Break
7. Giga Impact
8. Scale Shot
She can use these moves at 100% efficacy: full BP and all the effects that come with them.
Outside of these battle-ready moves, she also knows: Sword Dance, Draco Meteor, and Sandstorm. She hasn't been keeping these moves sharp so while she can still use them in battle, their effectiveness would be reduced by 50%.
Sword Dance, will be reduced to a paltry +1 atk boost.
Draco Meteor would be reduced to 70 BP and a 1-stage Sp. Atk drop.
Sandstorm would only last for 2-3 turns instead of 4-5.
Makes sense?
Now, of course, Esvora could change while moves she keeps battle ready. So she could replace Giga Impact with Draco Meteor. Now she can use Draco Meteor at full power and Giga Impact takes the penalty. HOWEVER, re-training a move takes time. I'm not gonna tell you to RP it and have it takes weeks or anything, but don't try to use this as a quick swap.
I'm in the middle of a tournament and I want to quickly swap out my battle-ready moves—Nu-uh.
TMs/TRs can get around this, however, as the whole point of those is to grant your pokemon quick access to a move. If you want to use TMs/TRs to quick-swap your battle-ready moves then go ahead.
TL;DR
1.) Legends Arceus' Mastery System is fair game, but we need to look into further rules so it isn't abusable.
2.) No back-to-back spamming of high BP moves without good reason
3.) Hard move limit will be removed.
3.1) You have access to all your moves but can only use 8 of them at full effectiveness/battle-ready.
3.2) Moves that are NOT battle-ready will take a 50% penalty. Keep track of your battle-ready moves.
3.3) Swapping your battle-ready moves is allowed but should not be instantaneous unless you're using a TM/TR.
3.4) Moves that only inflict status conditions: Thunderwave, Will-o-wisp, Hypnosis, etc. must be battle-ready. Moves like Protect and Detect will also fall under this.
Name: ??? "Neo" ??? Gender: Male Age: 21 Trainer Class: Rocket Boss (Aspiring) Physical Appearance: Neo stands tall at 6’ flat, with broad shoulders that belie toned muscle. He has dusky skin and sharp, narrow eyes. Clothing: Slick, Sharp, Suave; that's how a Boss should be. Emulating the style of the famous Giovanni, Neo can only be found in the finest of wears: sleek black pants and a red shirt, always pressed to perfection, with prominent creases where there should be creased and not a wrinkle anywhere else; over his shirt is a black vest, with a single pocket near his left breast; within that pocket is a pocket-square/handkerchief folded into a rose; blooming at the center of that rose is a single, handkerchief pin that prominently displays a golden ‘R’; finishing it all off, Neo also dons a shoulder jacket. The shoulder jacket is held, almost lazily to his body by the golden braids of an aiguilette, that stretch between like-colored epaulets on either shoulder.
Neo has a few accessories that include a silver ring and a felt hat.
1.) Legends Arceus' Mastery System is fair game, but we need to look into further rules so it isn't abusable.
2.) No back-to-back spamming of high BP moves without good reason
3.) Hard move limit will be removed.
3.1) You have access to all your moves but can only use 8 of them at full effectiveness/battle-ready.
3.2) Moves that are NOT battle-ready will take a 50% penalty. Keep track of your battle-ready moves.
3.3) Swapping your battle-ready moves is allowed but should not be instantaneous unless you're using a TM/TR.
3.4) Moves that only inflict status conditions: Thunderwave, Will-o-wisp, Hypnosis, etc. must be battle-ready. Moves like Protect and Detect will also fall under this.
Oh god, thank you so much!
There were quite a few stuff I wanted to do and then realized "oh wait, I didn't put that move on my Moveset, so I can't" and had to go back to my character sheet to see what moves I had. It also felt weird that I had to use, for example, a full Thunder attack even if all I wanted was a small jolt.
This also means I'll have to recheck my Movesets, 'cause that will change a few things. I'll keep the ones I've used so far as Battle-Ready until I'm done with the Ruins before any major changes, since after that I'll make a time-skip of a few weeks until the Sanguine Event starts in-RP.
I will not promise you 'not edgy', I'm out to rebuild a criminal empire, so some crime and cruelty are precisely what I plan to do. Gonna need to recruit new Rocket grunts and then expand influence across Kanto and Johto before moving to other regions. That said, I haven't the foggiest idea of how I'll go about this yet, so can't tell you how it'll go.
The easiest way, in my view, will be to take over and subsume existing organizations or criminal groups.
Disasterous consequences largely rely on the extent to which OCs will seek out and interfere with Neo.
I will not promise you 'not edgy', I'm out to rebuild a criminal empire, so some crime and cruelty are precisely what I plan to do. Gonna need to recruit new Rocket grunts and then expand influence across Kanto and Johto before moving to other regions. That said, I haven't the foggiest idea of how I'll go about this yet, so can't tell you how it'll go.
The easiest way, in my view, will be to take over and subsume existing organizations or criminal groups.
Disasterous consequences largely rely on the extent to which OCs will seek out and interfere with Neo.
You know, I'm a bit tipsy, so hopefully this doesn't sound too bad. XD
Italics* = Battle ready moves
1. Thunderbolt* (TM24 FRLG)
2. Electric Terrain* (Egg USUM)
3. Charge* (Egg FRLG)
4. Thunder Wave* (Lv. 13 XY)
5. Flash* (TM70 HGSS)
6. Helping Hand* (Tutor HGSS)
7. Disarming Voice* (Egg XY)
8. Nasty Plot* (Lv. 16 HGSS)
9. Nuzzle (Lv. 12 SwSh) - Halved base power (10), and has 10% chance to paralyze instead of 100%.
10. Thunder Shock (Lv. 1 FRLG) - Halved base power (20), 5% chance to paralyze.
11. Charm (Lv. 1 FRLG) - Lowers Attack by 1 instead of 2.
12. Tail Whip (Lv. 1 SwSh) - Decreases Defense on one foe, not all adjacent foes. Has 75% accuracy instead of 100%.
13. Play Nice (Lv. 4 SwSh) - Doesn't bypass accuracy or evasion, but still lowers Attack. Will be blocked by Protect, Detect, and Spiky Shield, and can't bypass Substitutes.
14. Sweet Kiss (Lv. 8 SwSh) - Causes Confusion, which stays for 1-3 posting turns instead of 2-5. Instead of 33% chance to damage themselves during Confusion, has 15% chance to damage themselves.
15. Grass Knot (TR77 SwSh) - Halved base power (10-60 depending on weight).
Italics* = Battle ready moves
1. Helping Hand* (Lv. 1 SwSh)
2. Quick Attack* (Lv. 10 SwSh)
3. Return* (TM27 USUM)
4. Retaliate* (TM79 SwSh)
5. Protect* (TM25 SwSh)
6. Bite* (Lv. 17 B2W2)
7. Iron Tail* (TM23 FRLG)
8. Dig* (TM15 SwSh)
9. Swift (Lv. 20 SwSh) - Has 95% Accuracy as the stars don't hone in on the foe, and attacks only one foe, not all adjacent foes. Has 40 Base Power.
10. Baby-Doll Eyes (Lv. 15 SwSh) - Has 0 priority instead of +1. Still lowers foe's Attack by 1.
11. Sand Attack (Lv. 5 SwSh) - Still decreases target's Accuracy by one, but has 95% Accuracy.
12. Tail Whip (Lv. 1 SwSh) - Decreases Defense on one foe, not all adjacent foes. Has 75% accuracy instead of 100%.
13. Growl (Lv. 1 SwSh) - Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 95% Accuracy.
14. Tackle (Lv. 1 SwSh) - Base Power decreases to 35 and Accuracy decreases to 95%.
15. Covet (Lv. 1 SwSh) - Either steals the item and does no damage if the user isn't holding an item or does damage but doesn't steal the item, regardless if the user isn't holding an item. Base Power is lowered 40.
@kyuukestu Since my trainer doesn't have 8 moves yet (because she is a newbie), do I need to resubmit her BR moves? Or are they automatically BR moves because, well, those are her only moves? (Alvin has 7 moves and Fennie has 4 moves)
@kyuukestu Since my trainer doesn't have 8 moves yet (because she is a newbie), do I need to resubmit her BR moves? Or are they automatically BR moves because, well, those are her only moves? (Alvin has 7 moves and Fennie has 4 moves)
This may not be happening soon as I'm still on 'break', but I figured I'd send out the announcement in advance. I've received approval from Stellar to have a set of legendary encounters. These will be semi-canon and take place several years in the future when most Ocs should have matured and grown stronger.
The legendary encounters will be Articuno, Zapdos, and Moltres; and, they'll take place as raid-style battles in Oblivia. The legendaries will be incredibly powerful, far more so than usual, and anyone who wants to participate should expect a difficult battle. The details are yet unclear, but anyone who's interested in such an event should let me know so that I can keep them in mind.
I should make it clear that this is a high-level battle and so the biggest contributors will likely be trainers who have approved Mega Evolution, Battle Bond, or Legendaries. I'll try to ensure that trainers without those power-ups can still participate, but for those without that heightened level of power, you may find facing the legendary birds to be even me difficult than it is already intended to be.
Also disclaimer, I endeavor to make the battles difficult enough that a party wipe, or even a number of them, may occur. If it comes to that trainers will need to retreat and try again.
Each legendary bird will probably get its own Rp where the sole goal will be to defeat it.
My pokémon won't help in the fights with their given levels, but I'll try contribute. At the very least it'll be a good excuse to get back into the RP.
Every trainer had a duty to care for their pokémon: to ensure they were as happy and healthy as they could be; exercise was a huge part of keeping a pokémon healthy, however, when a trainer came to own a large and varied number of pokémon, they might find ‘exercise’ could mean a variety of activities...
Aqua Resort, Sophian Island, Oblivia Region
Esther cozied into her oversized jacket. She kept her head down and released a stifled yawn into the crook of her shoulder while a branch, still wet with dew, whooshed past overhead. A gust of wind kicked up and Esther shivered uncontrollably. She shrunk further into her jacket and created what warmth she could with the age-old tactic of rubbing her palms raw.
Mornings on Sophian Island were always like this: at best cold and at worse frigid. These temperatures weren’t something you would expect from a tropical island, but Sophian Island was an outlier. They had Mt. Sorbet to thank for that; the sacred snowcapped resting place of Articuno all but dominated the island’s climate. It was rather interesting, and much more complex than icy mountain makes island cold, though it was—admittedly—something like that.
Although Sophian island was in a tropical zone, it only ever felt that way during the days when the full force of the sun kept the frigid winds rolling of Mt. Sorbet at bay. However, once the sun vanished from the sky, the winds coming off snowcapped peaks could descend to the rest of the island. This descent was where all the magic happened.
Sophian Island was hit by a northerly wind (wind coming from the north), this wind came from the ocean and immediately encountered Mt. Sorbet. The windward side of a mountain (the side that faces the wind) typically receives warm, moist air, often from an ocean [1]. As wind hits a mountain, it is forced upward and begins to cool [1]; in Mt. Sorbet’s case, this is doubly true due to Articuno’s (and other Ice-type pokémon’s) influence. Cool air reaches its dew point more quickly, and the result is rain and snow [1]; usually the latter on Mt. Sorbet. This snowfall replenishes the snow on Mt. Sorbet and contributes to its perpetual snowcaps.
The snow kept the air cold as it crested the mountain and as it descended the leeward side (the side opposite the windward) and as the unnaturally cool air of the mountain moved into the temperate ground-level air, it simulated a cold front.
A cold front forms when a cold air mass pushes into a warmer air mass [2]. They move fast, up to twice as fast as a warm front [2]. As a cold front moves into an area, the heavier (denser) cool air pushes under the lighter (less dense) warm air, causing it to rise into the troposphere [2]. As the warm air is pushed higher, the moisture it carries condenses and falls as rain [3]. This produces a lot of heavy rain along the cold front but once the cold air mass has come in this often abruptly changes to a clear spell of weather [3].
During the summers when the sun stayed longer, the Sophian River and the surrounding ocean absorbed heat during the day and released it at night. This heat clashed against the cold air descending from Mt. Sorbet, and they largely neutralized each other. This left the temperature slightly cooler than it otherwise would be and creates light rains as the warm, moisture-filled air rising off the water is quickly cooled by the cold air coming down the mountain. Conversely, during the winter when the days shortened the Sophian River couldn’t absorb enough heat to neutralize the Sorbet cold front and so the cold air mass moved over the Sophian river, picked up moisture over the warm water, and then deposited rain over the island. This was the ‘lake effect’ in action [5].
The constant rainfalls and mostly temperate climates were what created the thick, jungle-like forestry around Aqua Resort. They also contributed to the mighty rush of the Sophian river and would ensure the river remained powerful even after decades, if not centuries.
The end result of Sophian island’s unique combination of features was a micro-climate markedly different when compared to its sister islands.
Another puff of wind passed; this time accompanied by a low growl and Esther leaned back and stared upward while propped against her palms. Staring down at her was a set of chocolate-brown reptilian eyes. Even without her telepathic Musharna, Esther had no problem parsing that look.
“Don’t worry Pyrrha; I’m not that cold,” Although Pyrrha’s feather would be much warmer than her jacket, Esther smiled and waved off her partner. The cold air would do good in rousing her senses and furthermore... ”look, we’re almost there anyway.”
Through the trees, Esther could spot the white sands of the beach. Pyrrha picked up the pace and Esther crossed her legs from her perch.
“Careful girl, we don’t want to scuff the wood on the cliffs.”
Esther lifted her legs as she received a reassuring rumble. Soon her legs were comfortably perched on her seat—the top board of her Grand Piano. Sophian Island held one section of the coastline that could truly be called a beach. It was situated on the island’s southwest which meant it was a fair distance from Aqua Resort, which sat on the island's southeast. Aside from the distance, reaching the beach required one to descend one of the many crags that acted as the island’s perimeter.
Her luggage of Esther and one Grand Piano notwithstanding, Pyrrha had made short work of the trip: traipsing through the forest and then sliding down the perilous crags. The Kommo-o stepped on the beach, pausing only to search for a spot where she could place the piano and trainer.
Meanwhile, Esther hooked her fingers inside her lips and released a great, shrill whistle.
“Dafina! Hyāchia! Khorēia! Time for training!”
The wants of Esther’s pokémon—the Coterie, as she liked to call them—were as varied as their species, and their needs, both biological and otherwise, were much the same. Each pokémon had its own unique needs: for Pariparisithea it was the need to devour dreams; for Bâquile Nâva it was an iron-rich diet and a humid environment; Khina Bursahni needed to occasionally absorb her life force; Su’a’ mora de Lucia began to wilt if without clean air and fertile soil; so on and so forth. It was a lot of work to keep all her pokémon at the top of their game and their health was only half the equation; healthy pokémon were good, but happy and healthy pokémon were exceptional!
Today, Ether’s focus was happiness. Dafina, Hyāchia, and Khorēia were a vocal trio with many sound-based moves between them. So they needed to keep their vocal cords practiced and warmed; fortunately, they all enjoyed singing and the act could both exercise their vocal cords and keep them happy.
Of course, exercises required you to push the boundaries of what you could do, and not any old song was suitable for that.
Esther settled down onto the seat of her grand piano and her fingers walked across the keys, warming up with a few major scales. She practiced for about half a minute, then the surf broke and two pokémon emerged from the water and waddled onto the beach—Dafina the Primarina and Khorēia the Milotic. A sonorous trill came from the air, heralding the arrival of her final pokémon—Hyāchia the Altaria.
“Okay girls, how about the Upper Range Test today?” Eager yips, chirps, and trills answered her. Esther cleared her throat and set her fingers to the rest position. “On three...two...”
For an idea of what this song sounds like and how high it goes, feel free to check out the videos below. The first is with Voice Synthesizing software (in English), humans do tend to struggle toward the end but the second is a human attempt at the song (in Japanese) High Range Test - SynthV Eleonor Forte (English) High Range Test - Kaneko Lumi (Japanese)
You know, I'm a bit tipsy, so hopefully this doesn't sound too bad. XD
Italics* = Battle ready moves
1. Thunderbolt* (TM24 FRLG)
2. Electric Terrain* (Egg USUM)
3. Charge* (Egg FRLG)
4. Thunder Wave* (Lv. 13 XY)
5. Flash* (TM70 HGSS)
6. Helping Hand* (Tutor HGSS)
7. Disarming Voice* (Egg XY)
8. Nasty Plot* (Lv. 16 HGSS)
9. Nuzzle (Lv. 12 SwSh) - Halved base power (10), and has 10% chance to paralyze instead of 100%.
10. Thunder Shock (Lv. 1 FRLG) - Halved base power (20), 5% chance to paralyze.
11. Charm (Lv. 1 FRLG) - Lowers Attack by 1 instead of 2.
12. Tail Whip (Lv. 1 SwSh) - Decreases Defense on one foe, not all adjacent foes. Has 75% accuracy instead of 100%.
13. Play Nice (Lv. 4 SwSh) - Doesn't bypass accuracy or evasion, but still lowers Attack. Will be blocked by Protect, Detect, and Spiky Shield, and can't bypass Substitutes.
14. Sweet Kiss (Lv. 8 SwSh) - Causes Confusion, which stays for 1-3 posting turns instead of 2-5. Instead of 33% chance to damage themselves during Confusion, has 15% chance to damage themselves.
15. Grass Knot (TR77 SwSh) - Halved base power (10-60 depending on weight).
Italics* = Battle ready moves
1. Helping Hand* (Lv. 1 SwSh)
2. Quick Attack* (Lv. 10 SwSh)
3. Return* (TM27 USUM)
4. Retaliate* (TM79 SwSh)
5. Protect* (TM25 SwSh)
6. Bite* (Lv. 17 B2W2)
7. Iron Tail* (TM23 FRLG)
8. Dig* (TM15 SwSh)
9. Swift (Lv. 20 SwSh) - Has 95% Accuracy as the stars don't hone in on the foe, and attacks only one foe, not all adjacent foes. Has 40 Base Power.
10. Baby-Doll Eyes (Lv. 15 SwSh) - Has 0 priority instead of +1. Still lowers foe's Attack by 1.
11. Sand Attack (Lv. 5 SwSh) - Still decreases target's Accuracy by one, but has 95% Accuracy.
12. Tail Whip (Lv. 1 SwSh) - Decreases Defense on one foe, not all adjacent foes. Has 75% accuracy instead of 100%.
13. Growl (Lv. 1 SwSh) - Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 95% Accuracy.
14. Tackle (Lv. 1 SwSh) - Base Power decreases to 35 and Accuracy decreases to 95%.
15. Covet (Lv. 1 SwSh) - Either steals the item and does no damage if the user isn't holding an item or does damage but doesn't steal the item, regardless if the user isn't holding an item. Base Power is lowered 40.
Name: Madison “Maddie” Morgan
Gender: Female
Age: 17
Trainer Class (What goal do you have in mind for your character? Contests/Battler/Breeder/etc.): Battler
Physical Appearance: Maddie has jet black hair that extends down to about halfway down her back. She has brown eyes. She’s about 5’5” and is on the skinnier side.
Clothing: (Optional) Maddie’s main outfit consists of a white, spaghetti-strap top, and a pair of skinny jeans. She sometimes changes for events such as tournaments, but this is what she wears while traveling for the most part.
Personality: (Optional) Maddie is somewhat shy at first, and doesn’t always react well to large crowds. She’s not very used to the outdoors, but tries her best for the sake of the journey. She is also a bit overwhelmed by the idea of owning Pokemon, and struggles to control her starter at times.
Backstory: (Optional) Maddie grew up scared of Pokemon for most of her childhood. She hadn’t really gotten a chance to go on a journey with her own starter like her friends, as her mom was sick for most of her life. She had to stay at home to take care of her mother. When Maddie was 16, her mother unfortunately succumbed to her sickness. She learned from her that one of her biggest regrets was never seeing Maddie become the trainer she had the potential to be. After learning this, Maddie made a promise to herself to finally set out on a journey through Johto to honor her mother and overcome her fears of Pokemon for good.
Starter:
Species: Totodile
Gender: Male
Level: 11
Ability: Torrent
Nature: Jolly
Current Moveset: Scratch, Leer, Water Gun, Mud Slap
Name: Madison “Maddie” Morgan
Gender: Female
Age: 17
Trainer Class (What goal do you have in mind for your character? Contests/Battler/Breeder/etc.): Battler
Physical Appearance: Maddie has jet black hair that extends down to about halfway down her back. She has brown eyes. She’s about 5’5” and is on the skinnier side.
Clothing: (Optional) Maddie’s main outfit consists of a white, spaghetti-strap top, and a pair of skinny jeans. She sometimes changes for events such as tournaments, but this is what she wears while traveling for the most part.
Personality: (Optional) Maddie is somewhat shy at first, and doesn’t always react well to large crowds. She’s not very used to the outdoors, but tries her best for the sake of the journey. She is also a bit overwhelmed by the idea of owning Pokemon, and struggles to control her starter at times.
Backstory: (Optional) Maddie grew up scared of Pokemon for most of her childhood. She hadn’t really gotten a chance to go on a journey with her own starter like her friends, as her mom was sick for most of her life. She had to stay at home to take care of her mother. When Maddie was 16, her mother unfortunately succumbed to her sickness. She learned from her that one of her biggest regrets was never seeing Maddie become the trainer she had the potential to be. After learning this, Maddie made a promise to herself to finally set out on a journey through Johto to honor her mother and overcome her fears of Pokemon for good.
Starter:
Species: Totodile
Gender: Male
Level: 11
Ability: Torrent
Nature: Jolly
Current Moveset: Scratch, Leer, Water Gun, Mud Slap
1. Thunderbolt - Electric | Special | Has a 1/10 chance of paralyzing the opponent.
2. Electric Terrain - Electric | Status | Electrifies the field, lasting for 5 of my posts and affects all Pokemon that are grounded. Boosts the power of Electric-Type moves for those affected by 30%, prevents Pokemon from sleeping (Rest will fail, and so will being drowsy from Yawn), Rising Voltage does double damage, Terrain Pulse becomes Electric-Type, Nature Power becomes Thunderbolt, Secret Power may cause paralysis, Mimicry changes user of ability to Electric-Type, and Camouflage changes user to Electric-Type.
3. Charge - Electric | Status | Charges up so the next Electric-Type move directly after will deal double damage. It also raises the user's Special Defense.
4. Thunder Wave - Electric | Status | Sends a weak jolt of electricity to paralyze the opponent.
5. Flash - Normal | Status | Makes herself shine in a bright light to lower the target's accuracy, temporarily blinding them. It can also be used to illuminate the darkness.
6. Helping Hand - Normal | Status | With increased priority, she shares energy with a nearby ally to double the damage their attack deals.
7. Disarming Voice - Fairy | Special | Hard to dodge and affects all adjacent foes, but can be dodged. Doesn't affect those with Soundproof. Can't be used if affected by Throat Chop's effect.
8. Nasty Plot - Dark | Status | Thinks nasty thoughts and dirty schemes, raising her Special Attack considerably.
9. Nuzzle - Electric | Physical | Halved base power (10), and has 10% chance to paralyze instead of 100%.
10. Thunder Shock - Electric | Special | Halved base power (20), 5% chance to paralyze.
11. Charm - Fairy | Status | Lowers Attack by 1 instead of 2, and has 50% Accuracy.
12. Tail Whip - Normal | Status | Decreases Defense on one foe, not all adjacent foes. Has 50% accuracy instead of 100%.
13. Play Nice - Normal | Status | Doesn't bypass accuracy or evasion, has 50% Accuracy, but still lowers Attack. Will be blocked by Protect, Detect, and Spiky Shield, and can't bypass Substitutes.
14. Sweet Kiss - Fairy | Status | Causes Confusion, which stays for 1-3 posting turns instead of 2-5. Instead of 33% chance to damage themselves during Confusion, has 15% chance to damage themselves.
15. Grass Knot - Grass | Special | Halved base power (10-60 depending on weight).
1. Sunny Day - Fire | Status | Makes the sunlight harsher, clearing the sky to do so. Will last for 5 of my posts. Doubles the power of Fire-Type moves, halves the power of Water-Type moves, recovers more health from Synthesis, Morning Sun, and Moonlight; Solar Beam and Solar Blade don't need to charge and double in power, Thunder and Hurricane's accuracy is lowered; Harvest constantly restores berries, and activates Chlorophyll, Dry Skin, Flower Gift, Solar Power, Leaf Guard, and Forecast.
2. Flame Charge - Fire | Physical | Increases the user's speed while cloaking himself in flames to attack.
3. Quick Attack - Normal | Physical | Is a quick attack with increased priority (not as much as Helping Hand though).
4. Facade - Normal | Physical | When affected by poison, paralysis, or a burn, this attack's power is doubled.
5. Protect - Normal | Status | Generates a protective dome around himself. It's technically slightly big enough to cover a crouched human or a medium-sized Pokemon. Each successive consecutive use makes this move less likely to work.
6. Superpower - Fighting | Physical | Summoning great power, Fluffy attacks. This makes him weaker, lowering his Attack and Defense.
7. Bite - Dark | Physical | Fluffy bites with darkness covered teeth and it has ~1/3 chance to flinch.
8. Iron Tail - Steel | Physical | Fluffy's tail is coated with metallic energy and it has ~1/3 chance to lower the target's Defense.
9. Swift - Normal | Special | Has 95% Accuracy as the stars don't hone in on the foe, and attacks only one foe, not all adjacent foes. Has 40 Base Power.
10. Baby-Doll Eyes - Fairy | Status | 50% Accuracy, has 0 priority instead of +1. Still lowers foe's Attack by 1.
11. Sand Attack - Ground | Status | Still decreases target's Accuracy by one, but has 50% Accuracy.
12. Tail Whip - Normal | Status | Decreases Defense on one foe, not all adjacent foes. Has 50% accuracy instead of 100%.
13. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 50% Accuracy.
14. Tackle - Normal | Physical | Base Power decreases to 35 and Accuracy decreases to 95%.
15. Covet - Normal | Physical | Either steals the item and does no damage if the user isn't holding an item or does damage but doesn't steal the item, regardless if the user isn't holding an item. Base Power is lowered 40.
16. Dig - Ground | Physical | Takes longer to get out, Base Power is lowered to 50. Receives 2.5x more damage when hit by Magnitude or Earthquake.
17. Retaliate - Normal | Physical | Base Power halved to 35 and 70 if an ally fainted previously.
18. Return - Normal | Physical | Base Power halved and the less health this Pokemon has, the less damage it deals.
19. Helping Hand - Normal | Status | Has a Priority of +1 instead of +5, only raises the move's power by 25% instead of 50%, has to make contact with Pokemon the user wants to boost.
20. Copycat - Normal | Status | Can imitate the move that was just used, but does half the damage/effectiveness of the move, and there's no secondary effects from said move.
21. Baton Pass - Normal | Status | Switches out with a teammate, but only passes half the boosts and all the negative detriments. Also passes any volatile status conditions (like confusion).
22. Take Down - Normal | Physical | Base Power is lowered to 45, user takes recoil damage by 1/2 damage dealt.
23. Charm - Fairy | Status | Lowers Attack by one, Accuracy is 50%.
24. Double-Edge - Normal | Physical | Base Power is lowered to 60, user takes recoil damage by 3/4 damage dealt.
25. Ember - Fire | Special | Base Power lowered to 20, has 5% chance to Burn the target.
26. Smog - Poison | Special | Base Power lowered to 15, has 10% chance to Poison the target.
27. Fire Fang - Fire | Physical | Base Power lowered to 30, has a 5% chance to Burn the target, and a separate 5% chance to cause Flinch. Has 90% Accuracy instead of 95%
28. Fire Spin - Fire | Special | Base Power lowered to 35, only traps the target for 1-3 turns (posts) and prevents them from fleeing or switching out naturally (items will get them out or if they are a Ghost-Type), gradually deals 1/32 damage of max HP instead of 1/16. Can be dispelled by Rapid Spin or a strong move that affects air (Vacuum Wave, most Flying-Type moves like Gust, Hurricane, etc.).
1. Aqua Jet - Water | Physical | Cloaking himself in water and becoming a blur, Brute Tooth smashes into the target.
2. Dive - Water | Physical | Outside of battle, Brute Tooth has the strength to pull along a person and their luggage through the water for long distances and taking them down quite deep. In a battle, Brute Tooth can dive into water, then come out the next post to attack. Surf and Whirlpool will hit and will do twice the damage. Paralysis, infatuation, and confusion will disrupt Dig.
3. Waterfall - Water | Physical | Brute Tooth scales up waterfalls quickly and with enough power to pull along a human and their luggage. In battle, they charge the opponent with the power to scale a waterfall, and has a 1/5 chance to cause flinching.
4. Surf - Water | Special | Brute Tooth can pull along a human and their luggage across water for long distances, and even battling harsh rapids to swim somewhat decent. In battle, Brute Tooth summons a wave of water (whether from the ground or in the water he's in) to attack everyone adjacent to him. Surf will do double damage to those who are using Dive.
5. Whirlpool - Water | Special | Brute Tooth can create a whirlpool and trap the opponent within, which damages them and makes it impossible to flee unless they destroy the whirlpool with a counter spin, have Run Away, uses Rapid Spin, forces a switch/flee, or are Ghost-Types. Can hit Pokemon during Dive and will deal double damage. Naturally occurring whirlpools can be negated with a use of a Whirlpool, allowing passage through those waters.
6. Rain Dance - Water | Status | Brute Tooth creates rain clouds and makes it rain for 5 of my posts. This doubles the power of Water-Type moves, halves the power of Fire-Type moves, halves the power of Solar Beam and Solar Blade, lessens healing done by Moonlight, Synthesis, and Morning Sun, Weather Ball becomes Water-Type, Thunder and Hurricane become more difficult to miss (as much as a Swift or Aerial Ace), and activates Rain Dish, Swift Swim, Dry Skin, Hydration, and Forecast.
7. Poison Jab - Poison | Physical | Jabbing the target with poison, this has ~1/3 chance to poison the target, unless they are a Poison-Type, Steel-Type, or have the ability Immunity.
8. Drill Run - Ground | Physical | Drilling through the ground, Brute Tooth drives towards the target and has an increased critical hit ratio.
9. Throat Chop - Dark | Physical | Either inflicts damage by hitting anywhere on the opponent or prevents the target from using sound-based moves for a single post by hitting the throat. Base Power is lowered to 40.
10. Peck - Flying | Physical | Base Power lowered to 12, can not hit non-adjacent targets in a triple battle.
11. Fury Attack - Normal | Physical | Base Power lowered to 10, Accuracy lowered to 60%, and only attacks 1-3 times consecutively.
12. Bite - Dark | Physical | Has a 15% chance to Flinch, and Base Power lowered to 30.
13. Agility - Psychic | Status | Raises Speed by one instead of two.
14. Night Slash - Dark | Physical | Base Power lowered to 35, doesn't have increased critical hit ratio.
15. Flip Turn - Water | Physical | Base Power lowered to 20.
16. Scale Shot - Dragon | Physical | Base Power lowered to 10, Accuracy lowered to 80%, hits the targets 1-3 times consecutively.
17. Psychic Fangs - Psychic | Physical | Base Power lowered to 35, only removes either Light Screen, Reflect, or Aurora Veil. Doesn't remove more than one if there is more than one present.
18. Bounce - Flying | Physical | Base Power lowered to 40, has a 10% chance to Paralyze the target, receives 2.5x more damage from moves like Gust, Twister, Hurricane, and Thunder, can be hit by moves like Sky Uppercut, and can be hit and cancel the attack mid-Bounce by Smack Down and Thousand Arrows.
19. Ice Fang - Ice | Physical | Base Power lowered to 30, has 5% chance to Freeze the target, and an independent 5% chance to Flinch the target. Has 90% Accuracy instead of 95%.
20. Crunch - Dark | Physical | Has a 10% chance to lower the target's Defense, and Base Power lowered to 40.
1. Stone Edge - Rock | Physical | Making an incredibly sharp rock, the attack has an increased critical hit ratio.
2. Sandstorm - Rock | Status | Causes a sandstorm for 5 of my posts. Damages all but Ground-, Rock-, and Steel-Types, and those with Sand Veil, Sand Rush, Sand Force, Overcoat, Magic Guard, and those with Safety Goggles. Activates Sand Veil, Sand Rush, and Sand Force. Synthesis, Morning Sun, and Moonlight recovers less health while Shore Up recovers more health, and Solar Blade and Solar Beam do half damage. Weather Ball becomes Rock-Type. Rock-Type's Special Defense double.
3. Fly - Flying | Physical | Gives the user more strength to carry people, their luggage, and some Pokemon across the region at a faster pace with relative ease. As an attack, it flies high up in the air, and then dives down to attack in the next post. Can be hit by Gust, Thunder, Twister, Whirlwind, Hurricane, Smack Down and Sky Uppercut, with Gust and Twister doing double damage and Smack Down disrupting the attack, with paralysis, infatuation, and confusion also disrupting the attack. This can reach non-adjacent foes.
4. Sky Drop - Flying | Physical | Aero grabs the opponent and flies up high. During this time, the target can attack the Aerodactyl to try and get free. On the next post, Aero will throw the opponent towards the ground in a free fall. If they can cushion their fall, use their moves to make them float, have Levitate, or are Flying-Type, they can prevent the damage this attack does. Both the target and the user can get hit by Gust, Thunder, Twister, Sky Uppercut, Hurricane, and Smack Down, but Smack Down won't stop the attack and Gust and Twister will do double damage. Sky Drop will fail from Gravity and targets weighing more than 440.9 lbs (200 kg). Can reach non-adjacent foes.
5. Defog - Flying | Status | Aero gets rid of fog or things that obstruct his view of the opponent, lowering their evasion. It also gets rid of Light Screen, Reflect, Safeguard, Aurora Veil, and Mist on the opponent's side, and Spikes, Toxic Spikes, Stealth Rock, and Sticky Web on all sides of the field. It also gets rid of terrain.
6. Strength - Normal | Physical | Summoning super strength, Aero can move boulders three times his size and eight times his weight.
7. Thunder Fang - Electric | Physical | Has a 1/10 chance to paralyze and a 1/10 chance to flinch the target.
8. Psychic Fangs - Psychic | Physical | Psychic energy coats Aero's teeth and he bites the opponent. The psychic energy breaks through Light Screen, Reflect, and Aurora Veil, erasing them from the opponent's side. It won't remove them if they miss or if the target is immune or protected from the attack.
9. Bite - Dark | Physical | Has a 15% chance to Flinch, and Base Power lowered to 30.
10. Ancient Power - Rock | Special | Base Power lowered to 30, has a 1% chance to raise the user's Attack, Defense, Special Attack, Special Defense, and Speed by 1.
11. Supersonic - Normal | Status | Has 35% Accuracy instead of 55%, and the opponent's confusion only lasts 1-3 turns/posts and they deal half as much confusion damage against themselves. Can't reach behind the Substitute.
12. Wing Attack - Flying | Physical | Base Power lowered to 30, Accuracy lowered to 80%, and can't hit non-adjacent foes in a triple battle.
13. Scary Face - Normal | Status | Accuracy 50% instead of 100%, lowers the target's Speed by one instead of two.
14. Rock Slide - Rock | Physical | Base Power lowered to 35, has a 10% chance to Flinch, and only hits one foe, not all adjacent foes.
15. Roar - Normal | Status | Has -8 Priority (for comparison, Trick Room has -7 Priority), and if the opponent's experience is similar or higher than the user's experience, the move fails. It never bypasses Accuracy and has 50% Accuracy, and can't hit through Protect, Detect, or Spiky Shield.
16. Crunch - Dark | Physical | Has a 10% chance to lower the target's Defense, and Base Power lowered to 40.
17. Iron Head - Steel | Physical | Base Power lowered to 40, and has a 10% chance to Flinch.
18. Take Down - Normal | Physical | Base Power is lowered to 45, user takes recoil damage by 1/2 damage dealt.
19. Steel Wing - Steel | Physical | Base Power lowered to 35, has a 5% chance to raise the user's Defense.
20. Iron Tail - Steel | Physical | Base Power lowered to 50, has a 10% chance to lower the target's Defense.
21. Rock Tomb - Rock | Physical | Base Power lowered to 25, Accuracy lowered to 80%, and has a 50% chance to lower the target's Speed.
22. Rock Blast - Rock | Physical | Base Power lowered to 10, Accuracy lowered to 80%, and only hits 1-3 times consecutively.
23. Ice Fang - Ice | Physical | Base Power lowered to 30, has 5% chance to Freeze the target, and an independent 5% chance to Flinch the target. Has 90% Accuracy instead of 95%.
24. Fire Fang - Fire | Physical | Base Power lowered to 30, has 5% chance to Burn the target, and an independent 5% chance to Flinch the target. Has 90% Accuracy instead of 95%.
25. Brutal Swing - Dark | Physical | Base Power lowered to 30, has 90% Accuracy, and deals double damage to allies while hitting all adjacent foes and allies.
26. Earthquake - Ground | Physical | Base Power lowered to 50, deals 1.5x more damage to targets using Dig, and fails in Grassy Terrain.
27. Dragon Claw - Dragon | Physical | Base Power lowered to 40, 90% Accuracy.
28. Dragon Dance - Dragon | Status | Has 50% chance to raise either Attack or Speed.
29. Stealth Rock - Rock | Status | Sets entry hazards that attack the target as they switch in. Deals half the percentage of the target's max HP instead of the usual, and can be blown away with something like Twister or another strong gust of wind or Rapid Spin or Defog. (1x type effectiveness = 6.25%; 2x type effectiveness = 12.5%; 4x type effectiveness = 25%; 0.5x type effectiveness = 3.125%; 0.25x type effectiveness = 1.5625%).
30. Rock Smash - Fighting | Physical | Still has the strength to smash rock outside of combat. When in combat, Base Power lowered to 20, and has a 10% chance to lower the target's Defense. Tires out the user more (less PP).
31. Roost - Flying | Status | Loses the Flying-Typing for that turn/post - becoming grounded - and restores 1/4 of the user's max HP.
32. Aqua Tail - Water | Status | Base Power lowered to 45, Accuracy lowered to 80%.
33. Sky Attack - Flying | Physical | Still takes a turn to charge, Base Power lowered to 70, Accuracy lowered to 80%, no increased critical hit ratio, and a 10% chance to Flinch. Can't hit non-adjacent Pokemon in a triple battle. Sleep, Freeze, partial trapping, and flinching will disrupt the duration of Sky Attack, not pause it.
1. Dig - Ground | Physical | Will dig underground, and then will attack the next turn. Can create subterranean tunnels or holes across the battlefield to confuse the opponent if they don't want to attack. Can also be used to travel across the region. Can still be hit by Earthquake, Magnitude, and Fissure, and will be dealt double damage from Earthquake and Magnitude. Paralysis, infatuation, and confusion will disrupt Dig.
2. Earthquake - Ground | Physical | Causing an earthquake, it damages everyone adjacent to the user. Deals double damage to those using Dig. Will only do half damage when Grassy Terrain is in effect.
3. Sand Tomb - Ground | Physical | Douggie can create a swirling sand tornado and traps the opponent within, which damages them and makes it impossible to flee unless they destroy the sand tornado with a counter spin, have Run Away, uses Rapid Spin, forces a switch/flee, or are Ghost-Types.
4. False Swipe - Normal | Physical | Holds back when it scratches, so the target doesn't get knocked out.
5. Cut - Normal | Physical | Making themselves sharp, they cut through even thick logs or messy bramble with ease.
6. Shadow Claw - Ghost | Physical | Claws cloaked in ghostly energy, they swipe. It has an increased critical hit ratio.
7. Aerial Ace - Flying | Physical | Hard to dodge and can affect non-adjacent foes, but can be dodged.
8. Rock Smash - Fighting | Physical | Douggie summons the power to smash rock, being able to smash boulders six times her size. Has a 1/2 chance to lower the target's Defense.
9. Night Slash - Dark | Physical | Base Power lowered to 35, doesn't have increased critical hit ratio.
10. Tri Attack - Normal | Special | Has 5% chance to either Paralyze, Freeze, or Burn the target. Base Power lowered to 40.
11. Sand Attack - Ground | Status | Still decreases target's Accuracy by one, but has 50% Accuracy.
12. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 50% Accuracy.
13. Astonish - Ghost | Physical | Base Power lowered to 15, has 10% chance to Flinch, won't do double damage to a Pokemon that uses Minimize.
14. Mud-Slap - Ground | Special | Base Power lowered to 10, has a 50% chance to lower the target's Accuracy.
15. Bulldoze - Ground | Physical | Base Power lowered to 30, has 50% chance to lower the target's Speed, and does no damage when Grassy Terrain is in effect.
16. Sucker Punch - Dark | Physical | Base Power lowered to 35, no Priority, has a 90% Accuracy.
17. Slash - Normal | Physical | No increased critical hit ratio, and Base Power lowered to 35.
18. Rototiller - Ground | Status | Has a 50/50 chance to either raise Attack or Special Attack of all Grass-Types on the field, except those in the middle of a semi-invulnerable move. Fails if there are no Grass-Types on the field.
19. Magnitude - Ground | Physical | Base Power lowered between 5-75, and doesn't double the damage against Pokemon using Dig, and fails if Grassy Terrain is in effect.
20. Mud Bomb - Ground | Special | Base Power lowered to 30, has a 10% chance to lower the target's Accuracy.
1. Psychic - Psychic | Special | Has a 1/10 chance of lowering the target's Special Defense. Attacks the opponent with a wave of psychic energy. Can move objects and other beings (with consent) with this, too.
2. Psyshock - Psychic | Special | Creating shards of psychic energy, she inflicts damage with them, using Hattie's Special Attack against the target's Defense. Still activates Mirror Coat and not Counter, and its damage is reduced by Light Screen and not Reflect.
3. Heal Pulse - Psychic | Status | Hattie creates a healing wave and can reach non-adjacent targets and allies. It restores a good chunk of their health and restores their energy.
4. Light Screen - Psychic | Status | Hattie creates a light wall that becomes near transparent and hugs her allies, halving the damage from Special attacks for 5 of my posts. It can be removed via Brick Break, Defog, Psychic Fangs, or if the Pokemon has Screen Cleaner. Pokemon with Infiltrator can ignore Light Screen.
5. Dazzling Gleam - Fairy | Special | Shines a bright, magical light and can damage multiple targets.
6. Aromatic Mist - Fairy | Status | Creates a nice-smelling mist over a nearby ally that raises their Special Defense.
7. Life Dew - Water | Status | Summoning magical water, the water is then scattered on their side of the field and heals Hattie and all of her allies. If any ally has Water Absorb, Storm Drain, or Dry Skin, they will activate and they negate the move's effect on them.
8. Aromatherapy - Grass | Status | With sweet smells, the aroma cures the user and all of their allies, whether they are out in the field or in PokeBalls.
9. Psycho Cut - Psychic | Physical | Base Power lowered to 35, no increased critical hit ratio, and 90% Accuracy.
10. Brutal Swing - Dark | Physical | Base Power lowered to 30, has 90% Accuracy, and deals double damage to allies while hitting all adjacent foes and allies.
11. Confusion - Psychic | Special | Base Power lowered to 25, 5% chance to confuse the target, the confusion only lasting 1-3 turns/posts.
12. Play Nice - Normal | Status | Doesn't bypass accuracy or evasion, has 50% accuracy, but still lowers Attack. Will be blocked by Protect, Detect, and Spiky Shield, and can't bypass Substitutes.
13. Disarming Voice - Fairy | Special | Doesn't bypass Accuracy, Base Power lowered to 20, and only hits one adjacent foe and not all.
14. Psybeam - Psychic | Special | Base Power lowered to 30, has a 5% chance to confuse the target.
15. Calm Mind - Psychic | Status | Raises either the Special Attack or Special Defense of the user, and max move usage is cut in half (halved PP).
16. Magical Leaf - Grass | Special | Base Power lowered by 30, and has 90% Accuracy instead of bypassing Accuracy.
17. Safeguard - Normal | Status | Only prevents the user and allies from being inflicted with non-volatile status conditions for three posts/turns, doesn't prevent confusion, doesn't prevent being afflicted with a status condition from abilities that activate upon contact (like Static), and goes away after Defog is used.
18. Giga Drain - Grass | Special | Base Power lowered to 35, and heals up to 25% of the damage dealt, and takes damage when using this on a Poison-Type.
19. Trick Room - Psychic | Status | Reverses the move order within each priority bracket (generally, slowest mons go first) for 3 turns/posts.
20. Wonder Room - Psychic | Status | Swaps Defense and Special Defense of all Pokemon, lasting for 3 turns/posts.
21. Magic Room - Psychic | Status | Suppresses the effects of all held items on the field, lasting for 3 turns/posts. Regains their effects as soon as Magic Room ends. Prohibits the use of Natural Gift and Fling, but doesn't prohibit Pluck or Bug Bite. Doesn't affect moves that move items, like Trick or Pickpocket. Does not prevent Mega Evolution or using a Z-Move with a Z-Crystal. Poltergeist doesn't fail when used in Magic Room. Lowered Priority to -7.
22. Draining Kiss - Fairy | Special | Base Power lowered to 25, restores HP by 25% of the damage dealt, takes damage when using it on Poison-Types.
23. Mystical Fire - Fire | Special | Base Power lowered to 30, has a 10% chance to lower the target's Special Attack.
24. Future Sight - Psychic | Special | Base Power lowered to 60, takes two posts before the attack arrives, and has lowered Accuracy to 80%.
25. Dark Pulse - Dark | Special | Base Power lowered to 40, has a 5% chance to make the opponent Flinch, can't hit non-adjacent Pokemon in a triple battle.
For Whirl Cup in Johto:
1. Giga Drain - Grass | Special | Deals damage, absorbing the opponent's life essence from a distance and taking upwards of 50% of the damage dealt to heal. However, Liquid Ooze causes damage to the user, and can be blocked by Heal Block.
2. Bubble Beam - Water | Special | Has a 10% (1/10) chance of lowering the target's Speed.
3. Knock Off - Dark | Physical | Attacks, and does 50% more damage if the target is holding an item (unless it's an item it cannot lose, like a Mega Stone). Hits the item off the target, making it unable to be restored with Recycle. Items that are triggered from Knock Off activate before being knocked off. It cannot knock off Mail, an item if the Pokemon has Sticky Hold, or if it hits a Substitute. Cannot remove Mega Stones, Z-Crystals, or Memory if it's Silvally. Fails completely when used against a Dynamaxing Pokemon.
4. Ice Beam - Ice | Special | Has a 10% (1/10) chance to Freeze the target.
5. Teeter Dance - Normal | Status | Confuses all Pokemon adjacent to the user.
6. Rain Dance - Water | Status | Creates rainfall for 5 of my posts. Increases the base power of Water-Type moves by 50%, decreases the base power of Fire-Type moves, Solar Beam, and Solar Blade by 50%, Thunder and Hurricane ignore accuracy and evasion (mostly), and Moonlight, Synthesis, and Morning Sun only restore a quarter of the user's stamina.
7. Leech Seed - Grass | Status | Implants seeds within or around the Pokemon and vines sap their energy gradually to heal the user. Doesn't affect Grass-Types, and can be removed easier from Rapid Spin, switching, and Haze. Affected by Heal Block and Liquid Ooze.
8. Mud Shot - Ground | Special | Lowers the target's Speed.
9. Astonish - Ghost | Physical | Base Power lowered to 15, has 10% chance to Flinch, won't do double damage to a Pokemon that uses Minimize.
10. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 50% Accuracy.
11. Absorb - Grass | Special | Base Power lowered to 10, healing 25% of damage dealt. Takes damage instead when used against Poison-Types.
12. Bubble - Water | Special | Base Power lowered to 20, has a 5% chance to lower the target's Speed, only affects one adjacent foe and not all adjacent foes, even in a Horde Encounter.
13. Mist - Ice | Status | Protects the user from having its stats decreased by status moves, but doesn't affect other allies in the party - only the user - and only stays for 2 turns/posts or when the user switches out. Haze and Defog can remove the effects of Mist, and it doesn't prevent the lowering of stats from attacks like Acid or Psychic - just from Status moves, and doesn't erase the stat decreases already in place.
14. Mega Drain - Grass | Special | Base Power lowered to 20, healing 25% of damage dealt. Takes damage instead when used against Poison-Types.
15. Nature Power - Normal | Status | Changes into different kinds of moves depending on the terrain. All attacks have halved Base Power, lessened chance of secondary effects, and any moves that bypass accuracy can no longer do so. Any status moves have lessened accuracy and status conditions (like confusion and paralysis) caused by said status moves last only a few turns/posts.
When in a building, can call upon either Tri Attack (Has 5% chance to either Paralyze, Freeze, or Burn the target. Base Power lowered to 40) or Swift (Has 95% Accuracy as the stars don't hone in on the foe, and attacks only one foe, not all adjacent foes. Has 40 Base Power). When in/on urban areas, roads, gyms (unless their battlefield is different), and any official battle arenas that are plain may call upon Tri Attack.
When on sand, it may call upon either Earthquake (Base Power lowered to 50, does 1.5x damage to Pokemon in the middle of Dig, deals double damage to allies, and does no damage when used on Grassy Terrain) or Earth Power (Base Power lowered to 40, has a 5% chance to lower the target's Special Defense). When on plain terrain, will call upon Earthquake. When on dirt, Crown Tundra grass, and Pokemon Den, calls upon Earth Power.
When in a cave, may call upon either Shadow Ball (Base Power lowered to 40, has a 10% chance to lower the target's Special Defense), Rock Slide (Base Power lowered to 30, has a 10% chance to Flinch), or Power Gem (Base Power lowered to 35, Accuracy lowered to 90%). When on rocky ground, calls upon Rock Slide. When on burial grounds, calls upon Shadow Ball. When in the Cyllage Gym, calls upon Power Gem.
When in Tall Grass, may call upon either Stun Spore (Accuracy lowered to 50%, only paralyzes the target for 1-3 turns/posts, the paralysis only acting up 15% of the time instead of 25%, and decreases the Speed by 25% instead of 50%), Seed Bomb (Base Power lowered to 40, Accuracy lowered to 80%, and if the user is too close can cause some recoil damage), or Energy Ball (Base Power lowered to 40, has 5% chance to lower target's Special Defense). When in Long Grass, may call upon Razor Leaf (Base Power lowered to 25, has no increased critical hit ratio, and only affects one target and not all adjacent targets) or Energy Ball. When in Grassy Terrain, Coumarine Gym, fields, flowers, or woods, calls upon Energy Ball.
When in pond water, may call upon Bubble Beam (Base Power lowered to 30, has 5% chance to lower target's Speed) or Hydro Pump (Base Power lowered to 50, Accuracy lowered further to 75%). When in sea water, may call upon Surf (Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies) or Hydro Pump. When underwater or in any other water source, will call upon Hydro Pump.
When in the marsh, on puddles, or in swamp water, calls upon Mud Bomb (Base Power lowered to 30, has a 10% chance to lower the foe's Accuracy).
When in snow, may call upon Ice Beam (Base Power lowered to 45, 5% chance to Freeze the target), Frost Breath (Base Power lowered to 20, and it doesn't always land in a critical hit. Critical hits are now subject to the same possibility as every other move without increased critical hit ratio), or Blizzard (Base Power lowered to 50, doesn't get Accuracy buff in Hail, has 5% chance to Freeze the target, only hits one target instead of all adjacent foes). When on ice or in Snowbelle Gym, calls upon Ice Beam.
When in a volcano or near magma, calls upon Lava Plume (Base Power lowered to 40, does double damage to allies, and has a 10% chance to Burn each adjacent enemy with 30% chance to Burn each ally).
When soaring through the sky, at Sky Pillar, on a bridge, calls upon Air Slash (Base Power lowered to 30, has a 10% chance to cause Flinch, and can't hit non-adjacent foes in a triple battle).
When in space, calls upon Draco Meteor (Base Power lowered to 65, lowers the user's Special Attack by 3).
When in Ultra Space, calls upon Psyshock (Base Power lowered to 40, Accuracy lowered to 80%).
When in Misty Terrain, calls upon Moonblast (Base Power lowered to 40, has 10% chance to lower the target's Special Attack).
When in Electric Terrain, calls upon Thunderbolt (Base Power lowered to 40, has 5% chance to Paralyze).
When in Psychic Terrain, calls upon Psychic (Base Power lowered to 40, has a 5% chance to lower the target's Special Defense).
16. Fury Swipes - Normal | Physical | Base Power lowered to 10, only hits 1-3 times consecutively.
17. Fake Out - Normal | Physical | Base Power lowered to 20, has no priority, and has a 50% chance to make the target Flinch. Only works when the Pokemon uses it on the first turn of being in the battle.
18. Water Sport - Water | Status | Reduces the base power of Fire-Type moves by 25% on the entire field, active for 3 turns/posts.
19. Uproar - Normal | Special | Base Power lowered to 40, deals damage for 2 turns/posts and is locked using Uproar, no Pokemon can fall asleep while it is active if they don't have Soundproof. Accuracy is 80%.
20. Zen Headbutt - Psychic | Physical | Base Power lowered to 40, has 5% chance to cause Flinch.
21. Hydro Pump - Water | Special | Base Power lowered to 50, Accuracy lowered further to 75%.
22. Flail - Normal | Physical | Base Power lowered (10-100 depending on the percentage of health to their max health). Has 90% Accuracy.
23. Energy Ball - Grass | Special | Base Power lowered to 40, has 5% chance to lower target's Special Defense.
24. Bullet Seed - Grass | Physical | Base Power lowered to 10, hits 1-3 times consecutively.
25. Surf - Water | Special | Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies. Can still surf on water and carry an adult along.
26. Waterfall - Water | Physical | Base Power lowered to 40, 80% Accuracy, and has 10% chance to cause Flinch. Can still rush up a waterfall carrying an adult along.
27. Dive - Water | Physical | Base Power lowered to 30, 80% Accuracy, and takes triple damage from Surf and Whirlpool during Dive's turn. Can still dive underwater and carry an adult along.
28. Rock Smash - Fighting | Physical | Still has the strength to smash rock outside of combat. When in combat, Base Power lowered to 20, and has a 10% chance to lower the target's Defense. Tires out the user more (less PP).
29. Strength - Normal | Physical | Base Power lowered to 40, 80% Accuracy. Can still muster enough strength to push large boulders.
For Sinnoh:
1. Giga Drain* - Grass | Special | Deals damage, absorbing the opponent's life essence from a distance and taking upwards of 50% of the damage dealt to heal. However, Liquid Ooze causes damage to the user, and can be blocked by Heal Block.
2. Bubble Beam* - Water | Special | Has a 10% (1/10) chance of lowering the target's Speed.
3. Knock Off* - Dark | Physical | Attacks, and does 50% more damage if the target is holding an item (unless it's an item it cannot lose, like a Mega Stone). Hits the item off the target, making it unable to be restored with Recycle. Items that are triggered from Knock Off activate before being knocked off. It cannot knock off Mail, an item if the Pokemon has Sticky Hold, or if it hits a Substitute. Cannot remove Mega Stones, Z-Crystals, or Memory if it's Silvally. Fails completely when used against a Dynamaxing Pokemon.
4. Ice Beam* - Ice | Special | Has a 10% (1/10) chance to Freeze the target.
5. Teeter Dance* - Normal | Status | Confuses all Pokemon adjacent to the user.
6. Fake Out* - Normal | Physical | Attack so quickly (heightened priority) that it flinches the target. Can only be used on the first turn upon being sent out.
7. Leech Seed* - Grass | Status | Implants seeds within or around the Pokemon and vines sap their energy gradually to heal the user. Doesn't affect Grass-Types, and can be removed easier from Rapid Spin, switching, and Haze. Affected by Heal Block and Liquid Ooze.
8. Zen Headbutt* - Psychic | Physical | Has a 20% chance to flinch.
9. Astonish - Ghost | Physical | Base Power lowered to 15, has 10% chance to Flinch, won't do double damage to a Pokemon that uses Minimize.
10. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 50% Accuracy.
11. Absorb - Grass | Special | Base Power lowered to 10, healing 25% of damage dealt. Takes damage instead when used against Poison-Types.
12. Bubble - Water | Special | Base Power lowered to 20, has a 5% chance to lower the target's Speed, only affects one adjacent foe and not all adjacent foes, even in a Horde Encounter.
13. Mist - Ice | Status | Protects the user from having its stats decreased by status moves, but doesn't affect other allies in the party - only the user - and only stays for 2 turns/posts or when the user switches out. Haze and Defog can remove the effects of Mist, and it doesn't prevent the lowering of stats from attacks like Acid or Psychic - just from Status moves, and doesn't erase the stat decreases already in place.
14. Mega Drain - Grass | Special | Base Power lowered to 20, healing 25% of damage dealt. Takes damage instead when used against Poison-Types.
15. Nature Power - Normal | Status | Changes into different kinds of moves depending on the terrain. All attacks have halved Base Power, lessened chance of secondary effects, and any moves that bypass accuracy can no longer do so. Any status moves have lessened accuracy and status conditions (like confusion and paralysis) caused by said status moves last only a few turns/posts.
When in a building, can call upon either Tri Attack (Has 5% chance to either Paralyze, Freeze, or Burn the target. Base Power lowered to 40) or Swift (Has 95% Accuracy as the stars don't hone in on the foe, and attacks only one foe, not all adjacent foes. Has 40 Base Power). When in/on urban areas, roads, gyms (unless their battlefield is different), and any official battle arenas that are plain may call upon Tri Attack.
When on sand, it may call upon either Earthquake (Base Power lowered to 50, does 1.5x damage to Pokemon in the middle of Dig, deals double damage to allies, and does no damage when used on Grassy Terrain) or Earth Power (Base Power lowered to 40, has a 5% chance to lower the target's Special Defense). When on plain terrain, will call upon Earthquake. When on dirt, Crown Tundra grass, and Pokemon Den, calls upon Earth Power.
When in a cave, may call upon either Shadow Ball (Base Power lowered to 40, has a 10% chance to lower the target's Special Defense), Rock Slide (Base Power lowered to 30, has a 10% chance to Flinch), or Power Gem (Base Power lowered to 35, Accuracy lowered to 90%). When on rocky ground, calls upon Rock Slide. When on burial grounds, calls upon Shadow Ball. When in the Cyllage Gym, calls upon Power Gem.
When in Tall Grass, may call upon either Stun Spore (Accuracy lowered to 50%, only paralyzes the target for 1-3 turns/posts, the paralysis only acting up 15% of the time instead of 25%, and decreases the Speed by 25% instead of 50%), Seed Bomb (Base Power lowered to 40, Accuracy lowered to 80%, and if the user is too close can cause some recoil damage), or Energy Ball (Base Power lowered to 40, has 5% chance to lower target's Special Defense). When in Long Grass, may call upon Razor Leaf (Base Power lowered to 25, has no increased critical hit ratio, and only affects one target and not all adjacent targets) or Energy Ball. When in Grassy Terrain, Coumarine Gym, fields, flowers, or woods, calls upon Energy Ball.
When in pond water, may call upon Bubble Beam (Base Power lowered to 30, has 5% chance to lower target's Speed) or Hydro Pump (Base Power lowered to 50, Accuracy lowered further to 75%). When in sea water, may call upon Surf (Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies) or Hydro Pump. When underwater or in any other water source, will call upon Hydro Pump.
When in the marsh, on puddles, or in swamp water, calls upon Mud Bomb (Base Power lowered to 30, has a 10% chance to lower the foe's Accuracy).
When in snow, may call upon Ice Beam (Base Power lowered to 45, 5% chance to Freeze the target), Frost Breath (Base Power lowered to 20, and it doesn't always land in a critical hit. Critical hits are now subject to the same possibility as every other move without increased critical hit ratio), or Blizzard (Base Power lowered to 50, doesn't get Accuracy buff in Hail, has 5% chance to Freeze the target, only hits one target instead of all adjacent foes). When on ice or in Snowbelle Gym, calls upon Ice Beam.
When in a volcano or near magma, calls upon Lava Plume (Base Power lowered to 40, does double damage to allies, and has a 10% chance to Burn each adjacent enemy with 30% chance to Burn each ally).
When soaring through the sky, at Sky Pillar, on a bridge, calls upon Air Slash (Base Power lowered to 30, has a 10% chance to cause Flinch, and can't hit non-adjacent foes in a triple battle).
When in space, calls upon Draco Meteor (Base Power lowered to 65, lowers the user's Special Attack by 3).
When in Ultra Space, calls upon Psyshock (Base Power lowered to 40, Accuracy lowered to 80%).
When in Misty Terrain, calls upon Moonblast (Base Power lowered to 40, has 10% chance to lower the target's Special Attack).
When in Electric Terrain, calls upon Thunderbolt (Base Power lowered to 40, has 5% chance to Paralyze).
When in Psychic Terrain, calls upon Psychic (Base Power lowered to 40, has a 5% chance to lower the target's Special Defense).
16. Fury Swipes - Normal | Physical | Base Power lowered to 10, only hits 1-3 times consecutively.
17. Rain Dance - Water | Status | Powers Water-Type Moves and lessens Fire-Type moves 50% less than the original, only lasts for 2-3 posts.
18. Water Sport - Water | Status | Reduces the base power of Fire-Type moves by 25% on the entire field, active for 3 turns/posts.
19. Uproar - Normal | Special | Base Power lowered to 40, deals damage for 2 turns/posts and is locked using Uproar, no Pokemon can fall asleep while it is active if they don't have Soundproof. Accuracy is 80%.
20. Mud Shot - Ground | Special | Base Power lowered to 30, has a 50% chance to lower Speed.
21. Hydro Pump - Water | Special | Base Power lowered to 50, Accuracy lowered further to 75%.
22. Flail - Normal | Physical | Base Power lowered (10-100 depending on the percentage of health to their max health). Has 90% Accuracy.
23. Energy Ball - Grass | Special | Base Power lowered to 40, has 5% chance to lower target's Special Defense.
24. Bullet Seed - Grass | Physical | Base Power lowered to 10, hits 1-3 times consecutively.
25. Surf - Water | Special | Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies. Can still surf on water and carry an adult along.
26. Waterfall - Water | Physical | Base Power lowered to 40, 80% Accuracy, and has 10% chance to cause Flinch. Can still rush up a waterfall carrying an adult along.
27. Dive - Water | Physical | Base Power lowered to 30, 80% Accuracy, and takes triple damage from Surf and Whirlpool during Dive's turn. Can still dive underwater and carry an adult along.
28. Rock Smash - Fighting | Physical | Still has the strength to smash rock outside of combat. When in combat, Base Power lowered to 20, and has a 10% chance to lower the target's Defense. Tires out the user more (less PP).
29. Strength - Normal | Physical | Base Power lowered to 40, 80% Accuracy. Can still muster enough strength to push large boulders.
1. Liquidation - Water | Physical | While doing damage, it has a 20% (1/5) chance to lower the target's Defense.
2. Muddy Water - Water | Special | Makes the water muddy and surges it into a wave, and has a 30% (~1/3) chance to lower the target's Accuracy.
3. Sand Tomb - Ground | Physical | Creates a tornado of sand and traps the opponent, dealing gradual damage to them over time for 2-5 of my posts (randomly generated). It prevents switching out and escaping, unless the user switches out or the target uses Rapid Spin, has Run Away, or forces the switch with moves like U-Turn, Baton Pass, or Parting Shot.
4. Ice Punch - Ice | Physical | Punches the target with a fist made of ice, which has a 10% (1/10) chance to cause the target to Freeze.
5. Iron Tail - Steel | Physical | Slaps the target with a tail as hard as steel, which has a 30% (~1/3) chance to lower the target's Defense.
6. Counter - Fighting | Physical | Waits until the opponent moves, drawing in power. Once the target uses a Physical move and hits the user, the user absorbs the damage (still gets hit with the full thing) and then sends it back to the opponent twofold. Ghost-Types are immune.
7. Mirror Coat - Psychic | Special | Waits until the opponent moves, drawing in power. Once the target uses a Special move and hits the user, the user cloaks itself in a mirror-like field (still gets hit from the full damage), absorbs the damage, and mirrors it back to the opponent twofold. Dark-Types are immune.
8. Stealth Rock - Rock | Status | Creates an entry hazard around the target Pokemon's side of the field. When a Pokemon switches in, they get hit by the rocks. Deals Rock-Type damage. Goes away when Rapid Spin is used by the affected Pokemon, removed from Defog on both sides, and can be reflected by Magic Coat. Doesn't damage Pokemon with Magic Guard.
9. Amnesia - Psychic | Status | Either increases Special Defense by 1, or temporarily forgets a battle-ready move for a day to increase Special Defense by 2.
10. Take Down - Normal | Physical | Base Power is lowered to 45, user takes recoil damage by 1/2 damage dealt.
11. Rock Slide - Rock | Physical | Base Power lowered to 35, has a 10% chance to Flinch, and only hits one foe, not all adjacent foes.
12. Water Pulse - Water | Special | Base Power lowered to 30, has 5% chance to inflict confusion, and can't hit non-adjacent opponents in a triple battle.
13. Supersonic - Normal | Status | Has 35% Accuracy instead of 55%, and the opponent's confusion only lasts 1-3 turns/posts and they deal half as much confusion damage against themselves. Can't reach behind the Substitute.
14. Protect - Normal | Status | Only prevents 25% of the damage from affecting the Pokemon by an attack. It doesn't protect against secondary effects or status moves. Each successive use has a higher rate of failure. Doesn't protect against Dynamax or Z-Moves moves at all. Any attacks that deal damage to the user of Protect deal double the damage (Feint, Doom Desire, Future Sight, Hyperspace Fury, Hyperspace Hole, Phantom Force, and Shadow Force).
15. Rock Throw - Rock | Physical | Base Power lowered to 25, 65% Accuracy.
16. Rock Smash - Fighting | Physical | Still has the strength to smash rock outside of combat. When in combat, Base Power lowered to 20, and has a 10% chance to lower the target's Defense. Tires out the user more (less PP).
17. Water Gun - Water | Special | Base Power lowered to 20, 90% Accuracy.
18. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 50% Accuracy.
19. Tackle - Normal | Physical | Base Power decreases to 35 and Accuracy decreases to 95%.
20. Surf - Water | Special | Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies. Can still surf on water and carry an adult along.
21. Earthquake - Ground | Physical | Base Power lowered to 50, does 1.5x damage to Pokemon in the middle of Dig, deals double damage to allies, and does no damage when used on Grassy Terrain.
22. Hammer Arm - Fighting | Physical | Base Power lowered to 50, 80% Accuracy, and lowers the user's Speed by 2, regardless if they hit the target.
23. Mud Shot - Ground | Special | Base Power lowered to 25, 85% Accuracy, and has a 10% chance to lower the target's Speed.
24. Mega Punch - Normal | Physical | Base Power lowered to 40, 75% Accuracy.
25. Mega Kick - Normal | Physical | Base Power lowered to 60, 50% Accuracy.
26. Whirlpool - Water | Special | Base Power lowered to 15, 70% Accuracy, only traps the target for 1-3 turns/posts, does 1/32 of max HP of damage, and deals 1.5x more damage to those using Dive. Can still use this to calm raging whirlpools and waters in bodies of water to traverse through.
27. Dive - Water | Physical | Base Power lowered to 30, 80% Accuracy, and takes triple damage from Surf and Whirlpool during Dive's turn. Can still dive underwater and carry an adult along.
28. Avalanche - Ice | Physical | Base Power lowered to 30, no Priority, and Base Power doubled to 60 when the user is hit before making this move.
29. Ice Beam - Ice | Special | Base Power lowered to 45, 5% chance to Freeze the target.
30. Outrage - Dragon | Physical | Base Power lowered to 45, 85% Accuracy, attacks for 1-2 turns/posts, more tiring to use, and deals not only confusion with a heightened chance to hurt itself in confusion, but also recoil at the end of it, dealing 1/3 of the damage dealt in total. Can be disrupted by full paralysis, hurting itself in confusion, frozen, asleep, being trapped, or flinched, stopping immediately and incurring confusion on itself. Heightened chance to disobey.
31. Superpower - Fighting | Physical | Base Power lowered to 60, 80% Accuracy, lowers user's Attack and Defense by 2.
32. Stone Edge - Rock | Physical | Base Power lowered to 50, 75% Accuracy, has no increased critical hit ratio.
33. Darkest Lariat - Dark | Physical | Base Power lowered to 40, doesn't ignore any changes to Defense or evasion.
34. High Horsepower - Ground | Physical | Base Power lowered to 40, 80% Accuracy, can incur 1/3 of the damage dealt via recoil.
35. Strength - Normal | Physical | Base Power lowered to 40, 80% Accuracy. Can still muster enough strength to push large boulders.
36. Waterfall - Water | Physical | Base Power lowered to 40, 80% Accuracy, and has 10% chance to cause Flinch. Can still rush up a waterfall carrying an adult along.
37. Rock Climb - Normal | Physical | Base Power lowered to 45, 80% Accuracy, and has a 5% chance to cause confusion. Can still carry an adult human up rocky, steep cliffs.
1. Aqua Tail - Water | Physical | Does damage :3
2. Brine - Water | Special | Power doubles if the target is at half health/stamina.
3. Beat Up - Dark | Physical | Inflicts damage based on the the individual attack of each Pokemon in the user's party and the amount of Pokemon in the user's party. Doesn't use a knocked out Pokemon.
4. Scale Shot - Dragon | Physical | Hits the target 2-5 (randomly generated) per use. 35% chance to hit 2 times, 35% chance to hit 3 times, 15% chance to hit 4 times, and 15% chance to hit 5 times. If the user does not miss, the user's Speed is raised, but lowers its Defense.
5. U-Turn - Bug | Physical | Deals damage and then switches out forcefully.
6. Ice Beam - Ice | Special | Has a 10% (1/10) chance to Freeze the target.
7. Soak - Water | Status | Changes the target's type to pure Water-Type, and lasts as long as the target remains in battle. Fails if used on a Substitute.
8. Aqua Ring - Water | Status | Restores stamina gradually.
9. Uproar - Normal | Special | Base Power lowered to 40, deals damage for 2 turns/posts and is locked using Uproar, no Pokemon can fall asleep while it is active if they don't have Soundproof. Accuracy is 80%.
10. Dive - Water | Physical | Base Power lowered to 30, 80% Accuracy, and takes triple damage from Surf and Whirlpool during Dive's turn. Can still dive underwater and carry an adult along.
11. Tearful Look - Normal | Status | Lowers the target’s Attack and Special Attack for a brief moment, hits 50% of the time.
12. Helping Hand - Normal | Status | Has a Priority of +1 instead of +5, only raises the move's power by 25% instead of 50%, has to make contact with Pokemon the user wants to boost.
13. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 50% Accuracy.
14. Water Gun - Water | Special | Base Power lowered to 20, 90% Accuracy.
15. Whirlpool - Water | Special | Base Power lowered to 15, 70% Accuracy, only traps the target for 1-3 turns/posts, does 1/32 of max HP of damage, and deals 1.5x more damage to those using Dive. Can still use this to calm raging whirlpools and waters in bodies of water to traverse through.
16. Mud Shot - Ground | Special | Base Power lowered to 25, 85% Accuracy, and has a 10% chance to lower the target's Speed.
17. Bulldoze - Ground | Physical | Base Power lowered to 30, has 50% chance to lower the target's Speed, and does no damage when Grassy Terrain is in effect.
18. Hydro Pump - Water | Special | Base Power lowered to 50, Accuracy lowered further to 75%.
19. Surf - Water | Special | Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies. Can still surf on water and carry an adult along.
20. Earthquake - Ground | Physical | Base Power lowered to 50, does 1.5x damage to Pokemon in the middle of Dig, deals double damage to allies, and does no damage when used on Grassy Terrain.
21. Waterfall - Water | Physical | Base Power lowered to 40, 80% Accuracy, and has 10% chance to cause Flinch. Can still rush up a waterfall carrying an adult along.
22. Iron Tail - Steel | Physical | Base Power lowered to 50, has a 10% chance to lower the target's Defense.
23. Scald - Water | Special | Base Power lowered to 40, has a 10% chance to Burn the target.
24. Muddy Water - Water | Special | Base Power lowered to 40, has a 10% chance to lower the target's Accuracy, only affects one adjacent foe and not all.
25. Liquidation - Water | Physical | Base Power lowered to 35, 90% Accuracy, has 5% chance to lower target's Defense.
26. Flip Turn - Water | Physical | Base Power lowered to 20.
27. Feint Attack - Dark | Physical | Base Power lowered to 30, 90% Accuracy and doesn't bypass accuracy or evasion.
28. Take Down - Normal | Physical | Base Power is lowered to 45, user takes recoil damage by 1/2 damage dealt.
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