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Old 03-07-2011, 08:16 AM
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Ataro Offline
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Default Moves List T - Z

T

#493|Tackle|Normal|50|100%|35|Physical|1|
No effect.

#494|Tail Glow|Bug|n/a|n/a|20|Other|S|
Gain SPECIAL ATTACK +3.

#495|Tail Slap|Normal|25|85%|10|Physical|?|
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.

#496|Tail Whip|Normal|n/a|100%|30|Other|2|
Lower DEFENSE -1.

#497|Tailwind|Flying|n/a|n/a|30|Other|P|
All Pokémon in User Trainer’s Party gain SPEED +2 for 4 turns. Not counted as a Stat boost.

#498|Take Down|Normal|90|85%|20|Physical|1|
User Pokémon is dealt recoil damage equal to 1/4 damage dealt to Enemy Pokémon.

#499|Taunt|Dark|n/a|100%|20|Other|1 |
Enemy Pokémon will be forced to use an attacking move. If a non-attacking move is selected right after Taunt in the same turn, the move will fail. This lasts for 3 turns of the target moving, or until the Taunted Pokémon switches out. Taunted Pokémon can’t use Assist, Copycat, Me First, Metronome, Mirror Move, and Sleep Talk. Can use Bide, Counter, Endeavor, Metal Burt, or Mirror Coat.

#500|Techno Blast|Normal|85|100%|5|Special|?|
The type of Techno Blast depends on the type of Drive held by the user, being Normal-type if there is none held, and Electric, Fire, Ice or Water with the appropriate Drive.

#501|Teeter Dance|Normal|n/a|100%|20|Other|3|
All Pokémon except User gain CONFUSE.

#502|Telekinesis|Psychic|n/a|n/a|15|Other|?|
For three turns, it makes any move against the target hit with 100% accuracy, barring OHKO moves (including the turn used). During that time, the target becomes immune to Ground-type attacks, but works even on Flying-types or Pokemon with Levitate. Gravity nullifies all effects of Telekinesis.

#503|Teleport|Psychic|n/a|n/a|20|Other|S|
No effect.

#504|Thief|Dark|40|100%|10|Physical|1|
Steal Hold Item from Enemy Pokémon. Fails if User Pokémon is currently holding an item or if Enemy Pokémon has a Substitute up. Holding Item is returned after battle. Sticky Hold and Multi-type prevent item theft.

#505|Thrash|Normal|120|100%|10|Physical|R|
Attacks random Enemy Pokémon for 2-3 turns. User Pokémon gains CONFUSE at the end.

#506|Thunder|Electric|120|70%|10|Special|1|
30% chance to gain PARALYZE. During Rain Dance, accuracy is 100%. During SUNNY weather, accuracy is 50%. Can hit Pokémon during first turn Fly or Bounce.

#507|Thunder Fang|Electric|65|95%|15|Physical|1|
10% chance to gain PARALYZE. 10% chance to FLINCH.

#508|Thunder Wave|Electric|n/a|100%|20|Other|1|
Gain PARALYZE.

#509|Thunderbolt|Electric|95|100%|15|Special|1|
10% chance to gain PARALYZE.

#510|ThunderPunch|Electric|75|100%|15|Physical|1|
10% chance for to gain PARALYZE.

#511|ThunderShock|Electric|40|100%|30|Special|1|
10% chance to gain PARALYZE.

#512|Tickle|Normal|n/a|100%|20|Other|1|
Lower ATTACK and DEFENSE -1.

#513|Torment|Dark|n/a|100%|15|Other|1|
Can’t use the same move twice in a row, effect disappears when affected Pokemon switches. If the Pokémon did not execute a move in the preceding round, Torment does not prevent the selection of any move.
NOTE: Torment doesn't prevent execution of a move. Example:-
First Round: Mr. Mime uses Torment. Slowbro uses Calm Mind.
Second Round: Mr. Mime uses Encore. Slowbro uses Surf (since Calm Mind cannot be selected).
-However, the Slowbro will be forced to execute Calm Mind rather than its chosen move, due to Encore. Since Torment doesn't prevent the execution of a move, Calm Mind works and Slowbro's stats are raised again. After this, Slowbro cannot legally select any move for the third round and must switch out or use Struggle. Slowbro is forced to alternate between Calm Mind and Struggle every other round until the Encore wears off.

#514|Toxic|Poison|n/a|90%|10|Other|1|
Gain TOXIC. Deal 6.25% damage at the end of first turn, and add 6.25% damage every turn after. 6.25 > 12.5 > 18.75 > 25% etc. See TOXIC Status condition.

#515|Toxic Spikes|Poison|n/a|n/a|20|Other|2|
Enemy Pokémon that switch in gain POISON. If Toxic Spikes is used twice, Enemy Pokémon that switch in gain TOXIC instead. Flying and Steel type Pokémon are immune. If an Enemy Poison (non-Flying) type Pokémon switches in, Toxic Spikes is removed. If Gravity is up or if Ingrain is Baton Passed, Flying and Levitate Pokémon can be hit. Safeguard prevents POISON. Synchronize is not activated.

#516|Transform|Normal|n/a|n/a|10|Other|S|
Transforms into an exact copy of chosen Enemy Pokémon, gaining all stats except HP and using the same moves. All moves will only have 5 PP.

#517|Tri-Attack|Normal|80|100%|10|Special|1|
20% chance to gain PARALYZE, BURN, or FROZEN.

#518|Trick|Psychic|n/a|100%|10|Other|1|
Switch hold items with the target. Items are returned after battle. Does not work if the target has Sticky Hold or Multitype, or is Giratina-O, or if either Pokemon is holding Mail. Works even if the user doesn't have an item, but fails if the user or the target has had an item Knocked Off.

If a Pokémon with a Choice item is Tricked by / uses Trick on a Pokémon that does not have a Choice item itself, the Pokémon that has the Choice item after the Trick will be free to use whatever move it wants on the next turn only if it went first. That Pokémon will be free to select whichever move it likes regardless of whether it was originally the Pokémon with the Choice item. The Pokémon that moved second will always be locked into whatever move it used on the turn it was Tricked if it is the one holding the Choice item after the Trick. If a Trick user holding a Choice item swaps with another Pokemon holding a Choice item, they are not locked into Trick the next turn.

#519|Trick Room|Physical|n/a|n/a|5|Other|4|
For 5 turns, the Slowest Pokémon attacks first. Priority moves still apply. If used while Trick Room is already up, Trick Room will end. Always attacks last. {Priority -6}

#520|Triple Kick|Fighting|Varies|90%|10|Physical|1|
Attack 3 times, increasing damage each kick. Kick 1: 10. Kick 2: 20. Kick 3: 30. Each kick has its own accuracy, and the attack is over if a kick misses.

#521|Trump Card| Normal | Varies| N/A | 5 | Special | 1 Enemy |
Always hits if Enemy Pokémon is on screen; it ignores all accuracy and evasion modifiers. It misses if Dig, Dive, Fly, Protect/Detect or Bounce are used. Power increases as PP drops. If chosen by Sleep Talk or Metronome, uses those moves’ PP instead of Trump Card.

5+ PP: 40 BP
4 PP : 50 BP
3 PP : 60 BP
2 PP : 75 BP
1 PP : 190 BP

#522|Twineedle|Bug|25|100%|20|Physical|1|
Attack twice in one turn. 20% chance to gain POISON for each hit.

#523|Twister|Dragon|40|100%|20|Special|2|
20% chance to FLINCH. Power doubles if Enemy Pokémon used Fly.

U

#524|Uproar|Normal|90|100%|10|Special|2|
Attack consecutively for 3 turns or until it misses. SLEEP Pokémon will wake up, and no Pokémon can gain SLEEP Status.

#525|U-turn|Bug|70|100%|20|Physical|1|
User Pokémon switches out automatically after attacking. Can escape trapping moves, Ingrain, Arena Trap, Magnet Pull, and Shadow Tag. User Trainer picks which Pokémon switches out.
In DP Rules, you say what mon will be U-turn'd to when the move is executed.

V

#526|Vacuum Wave|Fighting|40|100%|30|Special|1|
Always attacks first. {Priority +1}

#527|V-create|Fire|180|95%|5|Physical|?|
Lowers the user's Defense, Special Defense, and Speed by one stage.

#528|Venoshock|Poison|65|100%|10|Special|?|
If the target is poisoned, base power doubles.

#529|Vicegrip|Normal|55|100%|30|Physical|1|
No effect.

#530|Vine Whip|Grass|35|100%|10|Physical|1|
No effect.

#531|Vital Throw|Fighting|70|n/a|10|Physical||
Always hits if Enemy Pokémon is on screen; it ignores all accuracy and evasion modifiers. It misses if Dig, Dive, Fly, Protect/Detect or Bounce are used. Always attacks last. {Priority -1}

#532|Volt Switch|Electric|70|100%|20|Special|?|
User Pokémon switches out automatically after attacking. Can escape trapping moves, Ingrain, Arena Trap, Magnet Pull, and Shadow Tag. If Volt Switch hits a target with a type or ability that grants it immunity to Electric attacks, the user does not switch out afterward. User Trainer picks which Pokémon switches out.
In DP Rules, you say what mon will be U-turn'd to when the move is executed.

#533|Volt Tackle|Electric|120|100%|15|Physical|1|
User Pokémon is dealt recoil damage equal to 1/3 damage dealt to Enemy Pokémon.

W

#534|Wake-Up Slap|Fighting|60|100%|10|Physical|1|
Power doubles if the Enemy Pokémon has SLEEP, and then cures it.

#535|Water Gun|Water|40|100%|25|Special|1|
No effect.

#536|Water Pledge|Water|50|100%|10|Special|?|
Inflicts regular damage in single battle, with additional effect when combined by Fire Pledge or Grass Pledge in double or triple battles.

If it is followed on the same turn by Fire Pledge it will double the probability of secondary effects taking place for four turns. This effect does not stack with Serene Grace. If it follows Grass Pledge on the same turn, it will decrease the speed of all foes by half for four turns.

#537|Water Pulse|Water|60|100%|20|Special|1|
20% chance to gain CONFUSE.

#538|Water Sport|Water|n/a|n/a|15|Other|4|
Fire type attacks do 1/2 damage to all Pokémon in battle. Water Sport ends when User Pokémon switches out.

#539|Water Spout|Water|150|100%|5|Special|2|
Power decreases as User Pokémon’s HP lowers. Formula: 150 x Current HP / Max HP. At 100%, Power is 150.

#540|Waterfall|Water|80|100%|15|Physical|1|
20% chance to FLINCH.

#541|Weather Ball|Normal|50|100%|10|Special|1|
Type changes based on the weather. Sunny=Fire. Rainy=Water. Hail=Ice. Sandstorm=Rock. Will still get boosted under Sun or Rain, apply where applicable.

#542|Whirlpool|Water|35|85%|15|Special|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, Whirlpool ends.

#543|Whirlwind|Flying|n/a|100%|20|Other|1|
Enemy Pokémon is blown away and randomly replaced with another. Fails against Ingrain and Suction Cups. Always attacks last. {Priority -6}

#544|Wide Guard|Rock|n/a|n/a|10|Other|?|
{Priority +3} Protects all Pokémon on the user's side of the field from enemy attacks that can target multiple Pokémon during the turn it is used. If used in succession, Detect/Protect/Endure/Wide Guard/Fast Guard’s accuracy becomes 50%. Does not block Clear Smog, Haze or Perish Song, but it does block ally's multi-target attacks (like Earthquake).

#545|Wild Charge|Electric|90|100%|15|Physical|1|
User Pokémon is dealt recoil damage equal to 1/4 damage dealt to Enemy Pokémon.

#546|Will-O-Wisp|Fire|n/a|75%|15|Other|1|
Gain BURN.

#547|Wing Attack|Flying|60|100%|35|Physical|1|
No effect.

#548|Wish|Normal|n/a|n/a|10|Other|S|
Next turn, heals the recipient by 50% of the user's max HP, rounded up. (If Shedinja uses Wish and switches Vaporeon in, it restores 1 HP.) If User Pokémon is switched out, the new Pokémon does recover HP.

#549|Withdraw|Water|n/a|100%|40|Other|S|
Gain DEFENSE +1.

#550|Wonder Room|Psychic|n/a|n/a|10|Other|?|
{Priority-7} Swaps the Defense and SpDef stats of all Pokemon on the field for 5 turns, does not swap Defense or SpDef boosts.

#551|Wood Hammer|Grass|120|100%|15|Physical|1|
User Pokémon is dealt recoil damage equal to 1/3 damage dealt to Enemy Pokémon.

#552|Work Up|Normal|n/a|n/a|30|Other|?|
Raises ATTACK and SPECIAL ATTACK +1.

#553|Worry Seed|Grass|n/a|100%|10|Other|1|
Enemy Pokémon's ability is changed to Insomnia. Fails against Truant and Multi-type.

#554|Wrap|Normal|15|90%|20|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, Wrap ends.

#555|Wring Out|Normal|Varies|100%|5|Special |1|
Power depends on Enemy Pokémon’s remaining HP.

120 × Enemy’s HP%

X

#556|X-Scissor|Bug|80|100%|15|Physical|1|
No effect.

Y

#557|Yawn|Normal|n/a|n/a|10|Other|1|
Enemy Pokémon yawns first turn, gains SLEEP on second turn. Doesn’t gain SLEEP if Enemy switches out.

Z

#558|Zap Cannon|Electric|120|50%|5|Special|1|
Gain PARALYZE.

#559|Zen Headbutt|Psychic|80|90%|15|Physical|1|
20% chance to FLINCH.

Last edited by Ataro; 08-26-2011 at 10:59 AM.