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Old 03-07-2011, 05:26 AM
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Ataro Offline
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Default Moves List C - D

C

#061|Calm Mind|Psychic|n/a|n/a|20|Other|S|
Gain SPECIAL ATTACK and SPECIAL DEFENSE +1.

#062|Camouflage|Normal|n/a|n/a|20|Other|S|
Type changes based on surroundings and battle rules.
RSE: Normal.
DPP: Water/Underwater = Water. Mountains/Cave = Rock. Grass/Tall Grass = Grass. Desert = Ground. Normal = Normal. Road = Ground. Snow = Ice.

#063|Captivate|Normal|n/a|100%|20|Other|2|
Gain SPECIAL ATTACK -2 if Enemy Pokémon is the opposite gender as User Pokémon. Fails if Enemy is genderless, or if they are the same gender.

#064|Charge|Electric|n/a|n/a|20|Other|S|
Doubles the Power of any Electric type moves used by User Pokémon in the next turn. Gain SPECIAL DEFENSE +1.

#065|Charge Beam|Electric|50|90%|10|Special|1|
User Pokémon has a 70% chance to gain SPECIAL ATTACK +1.

#066|Charm|Normal|n/a|100%|20|Other|1|
Gain ATTACK -2.

#067|Chatter|Flying|60|100%|20|Special|1|
Roll a 3-side dice: 1= 11% Confusion chance, 2= 21% and 3 = 31%. CONFUSE only works if used by Chatot.

#068|Chip Away|Normal|70|100%|20|Physical|?|
Ignores the target's Defense and Evasion boosts. This move does not bypass Reflect.

#069|Circle Throw|Fighting|60|90%|10|Physical|?|
{Priority-6} Deals damage and forces the target to switch out (if the target's team has anybody left to switch to). Can be selected by Sleep Talk. The target is not forced out if they have a Substitute up, or if the user faints from recoil due to Rugged Helmet/Life Orb/etc.

#070|Clamp|Water|35|85%|10|Physical|1|
Traps Enemy Pokémon for 4-5 turns. Does 6.25% damage at the end of each turn, except the last. If User Pokémon switches, Clamp ends.

#071|Clear Smog|Poison|50|n/a|15|Special|?|
Returns any changed stats of all Pokémon in battle back to normal.

#072|Close Combat|Fighting|120|100%|5|Physical|1|
User Pokémon lowers DEFENSE and SPECIAL DEFENSE -1.

#073|Coil|Poison|n/a|n/a|20|Other|?|
Raises the user's Attack, Defense and Accuracy stats by one stage each.

#074|Comet Punch|Normal|18|85%|15|Physical|1|
Hits 2-5 times. Roll one time for accuracy first, then a 6-sided die to determine the number of times it hits.
1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.

#075|Confuse Ray|Ghost|n/a|100%|10|Other|1|
Gain CONFUSE.

#076|Confusion|Psychic|50|100 |25|Special|1|
10% chance to gain CONFUSE.

#077|Constrict|Normal|10|100%|35|Physical|1|
10% chance to lower SPEED -1.

#078|Conversion|Normal|n/a|n/a|30|Other|S|
User Pokémon’s type becomes the same type as one of its moves, chosen at random. The user is always changed into a new type. Curse cannot be selected by Conversion. Hidden Power and Weather Ball are considered Normal moves. Move fails if all of user's move are the same type as user's.

#079|Conversion 2|Normal|n/a|100%|30|Other|S|
User Pokemon's type is changed into a new type that resists most/is most immune to the last attack to hit the user. Works even if attack hits a Substitute. Fails if user is Steel-type and is hit by Dragon-type attacks.

#080|Copycat|Normal|n/a|n/a|20|Other|R|
Uses the last successful move used, even if it was used by the User Pokémon. If the last move used was Copycat, the move fails.

#081|Cosmic Power|Psychic|n/a|n/a|20|Other|S|
Gain DEFENSE and SPECIAL DEFENSE +1.

#082|Cotton Guard|Grass|n/a|n/a|10|Other|?|
Raises the user's DEFENSE by three stages.

#083|Cotton Spore|Grass|n/a|100%|40|Other|1|
Gain SPEED -2.

#084|Counter|Fighting|Varies|100%|20|Physical|1|
If hit by an Physical based move, Counter deals double the received damage back on the Enemy Pokémon. Does not affect Ghost types, but hits everything else with normal effectiveness. Only counters the last attack, not all. Always attacks last. {Priority -4}

#085|Covet|Normal|60|100%|40|Physical|1|
Steals target's item. Item is not taken if: User Pokémon already has a Hold Item, Enemy Pokémon doesn’t have a Hold Item, Sticky Hold and Multi-type prevent theft. Items are returned to their original Trainer after battle.

#086|Crabhammer|Water|90|90%|10|Physical|1|
12.5% chance for Critical Hit.

#087|Cross Chop|Fighting|100|80%|5|Physical|1 Enemy|
12.5% chance for Critical Hit.

#088|Cross Poison|Poison|70|100%|20|Physical||[/b]1|
12.5% chance for Critical Hit. 10% chance to gain POISON.

#089|Crunch|Dark|80|100%|15|Physical|1|
20% chance to lower DEFENSE -1.

#090|Crush Claw|Normal|75|95%|10|Physical|1|
50% chance to lower DEFENSE -1.

#091|Crush Grip|Normal|Varies|100%|5|Physical|1|
The Base Power for Crush Grip is 1 + floor(120 * Foe's Current HP / Foe's Max HP).

#092|Curse|Ghost|n/a|n/a|10|Other|1 or S|
If Ghost type, Enemy Pokémon takes 25% HP damage per turn. User Pokémon sacrifices 50% HP. The effect is removed when the target switches.
If any other type, User Pokémon gains Attack and Defense +1, and lowers Speed -1.

#093|Cut|Normal|50|95%|30|Physical|1|
No effect.

D

#094|Dark Pulse|Dark|80|100%|15|Special|1 Enemy|
20% chance to FLINCH.

#095|Dark Void|Dark|n/a|80%|10|Other |2|
Gain SLEEP.

#096|Defend Order|Bug|n/a|n/a|10|Other|S|
Gain DEFENSE and SPECIAL DEFENSE +1.

#097|Defense Curl|Normal|n/a|n/a|40|Other|S|
Gain DEFENSE +1. Double Power for Rollout and Ice Ball; this side effect is not baton passed.

#098|Defog|Flying|n/a|n/a|15|Other|1|
Lower Evasion -1. Removes Light Screen, Reflect, Safeguard, Mist, Stealth Rock, Spikes and Toxic Spikes from Enemy Pokémon. In a Double Battle, using Defog on an ally will remove Spikes, Toxic Spikes, and Stealth Rock. If Mist is up, the evasion lowering effect does not occur until Defog is used again.

#099|Destiny Bond|Ghost|n/a|n/a|5|Other|1|
If the user faints before their next move, the Pokémon that fainted the user will faint as well. Does not take into account of any end-of-turn damage, such as Hail, Sandstorm, Leech Seed, Status, Doom Desire, or Future Sight.

#100|Detect|Fighting|n/a|Varies|5|Other|S|
Prevents damage from attacks. Feint hits through Detect. Lock-On, Mind Reader, and No Guard give moves (100 - move accuracy)% chance to his through Detect. OHKO moves will always fail, even with Lock-On, Mind Reader, or No Guard.
Moves not prevented: Acupressure, Curse (Ghost type), Doom Desire, Future Sight, Imprison, Perish Song, Psych Up, Role Play, Transform
If used successfully consecutively, Detect/Protect/Endure’s succession rate becomes 50% each turn. {Priority +4}

#101|Dig|Ground|80|100%|10|Physical|1|
First turn, User Pokémon digs underground and can’t be damaged. Attacks second turn. Earthquake and Magnitude double in Power if used during the first turn.

#102|Disable|Normal|n/a|100%|20|Other|1|
Disables the last move Enemy Pokémon for 4-7 turns. Only works on one move at a time. Disable fails if no move is used; due to switching in; a status effect/recharging, or if the move has 0 PP left. If an Encored Pokémon is disabled, they will be forced to use Struggle until one of the effects ends.

#103|Discharge|Electric|80|100%|15|Special|3|
30% chance for each target to gain PARALYZE.

#104|Dive|Water|80|100%|10|Physical|1 Enemy|
First turn, User Pokémon dives underwater and can’t be damaged. Attacks second turn. Surf doubles in Power if used during the first turn.

#105|Dizzy Punch|Normal|70|100%|10|Physical|1|
20% chance to gain CONFUSE.

#106|Doom Desire|Steel|140|100%|5|Special|1|
At the end of the third turn, deals damage. Damage is based on the Enemy Pokémon’s stats when the move is first used, and uses those stats even if Enemy Pokémon raises stats, or if a new Pokémon is switched in. Not a STAB attack and hits all Pokémon. Hits Wonder Guard Pokémon and can KO a Pokémon that used Endure. Focus Sash does block Doom Desire. If Protect, Detect are used the same turn Doom Desire was first used, it will prevent the damage. Cannot Critical Hit.

#107|Double Hit|Normal|35|90%|10|Physical|1|
Attacks twice in one turn.

#108|Double Kick|Fighting|30|100%|30|Physical|1|
Attacks twice in one turn.

#109|Double Team|Normal|n/a|n/a|15|Other|S|
Gain EVASION +1.

#110|Double-Edge|Normal|120|100%|15|Physical|1|
User Pokémon is dealt recoil damage equal to 33% damage dealt to Enemy Pokémon.

#111|Doubleslap|Normal|15|85%|10|Physical|1|
Hits 2-5 times. Roll one time for accuracy first, then a 6-sided die to determine the number of times it hits.
1-2 = 2 hits. 3-4 = 3 hits. 5 = 4 hits. 6 = 5 hits.

#112|Draco Meteor|Dragon|140|90%|5|Special|1|
User Pokémon's SPECIAL ATTACK gets -2.

#113|Dragon Claw|Dragon|80|100%|15|Physical|1|
No effect.

#114|Dragon Dance|Dragon|n/a|n/a|20|Other|S|
Gain ATTACK and SPEED +1.

#115|Dragon Pulse|Dragon|90|100%|10|Special|1|
No effect.

#116|Dragon Rage|Dragon|n/a|100%|10|Special|1|
Always deals 40 HP damage toward Enemy Pokémon, regardless how effective it is.

#117|Dragon Rush|Dragon|100|75%|10|Physical|1|
20% chance to FLINCH.

#118|Dragon Tail|Dragon|60|90%|20|Physical|?|
{Priority-6} Deals damage and forces the target to switch out (if the target's team has anybody left to switch to). Can be selected by Sleep Talk. The target is not forced out if they have a Substitute up, or if the user faints from recoil due to Rugged Helmet/Life Orb/etc.

#119|DragonBreath|Dragon|60|100%|20|Special|1|
30% chance to gain PARALYZE.

#120|Drain Punch|Fighting|75|100%|10|Physical|1|
User Pokémon absorbs 1/2 the damage dealt to Enemy Pokémon.

#121|Dream Eater|Psychic|100|100%|15|Special|1|
Works only if Enemy Pokémon has SLEEP status. User Pokémon absorbs 1/2 the damage dealt to Enemy Pokémon.

#122|Drill Peck|Flying|80|100%|20|Physical|1|
No effect.

#123|Drill Run|Ground|80|95%|10|Physical|?|
12.5% chance for a Critical Hit.

#124|Dual Chop|Dragon|40|90%|15|Physical|?|
Attacks twice in one turn.

#125|DynamicPunch|Fighting|100|50%|5|Physical|1|
Gain CONFUSE.

Last edited by Ataro; 08-26-2011 at 10:50 AM.