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Go Back   Pokemon Forum - Pokemon Elite 2000 » Pokemon RPG's » Pokemon Ultra RPG » Battles

Battles Pokemon battle results will be placed here, along with the money/prizes given.


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  #16  
Old 03-07-2011, 09:15 AM
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Default Moves List S

S

#398|Sacred Fire|Fire|100|95%|5|Physical|1|
50% chance to BURN. User is cured of FRZ.

#399|Sacred Sword|Fighting|90|100%|20|Physical|
Ignores stat boosts to DEF, except for Reflect.

#400|Safeguard|Normal|n/a|n/a|25|Other|
Protects user's team from major status conditions, confusion, and even Toxic Spikes, for 5 turns. Effect remains even if user switches. Does not protect from Thrash, Petal Dance, or Outrage confusion. If Safeguard is used after Yawn in a turn, the user of Safeguard still falls asleep on the next turn.

#401|Sand Tomb|Ground|35|85%|15|Physical|1|
Traps target for 4-5 turns. Does 6.25% damage at the end of each turn, except the last. If User switches, Sand Tomb ends.

#402|Sand-Attack|Ground|n/a|100%|15|Other|1|
Lower ACC -1

#403|Sandstorm|Ground|n/a|n/a|10|Other|4|
Lasts 5 turns. See SANDSTORM weather.

#404|Scald|Water|80|100%|15|Special|
30% chance to burn. Thaws the user if FRZ.

#405|Scary Face|Normal|n/a|100%|10|Other|1|
Lowers SPEED -2

#406|Scratch|Normal|40|100%|35|Physical|1|
N/A

#407|Screech|Normal|n/a|85%|40|Other|1|
Lowers DEFENSE -2

#408|Searing Shot|Fire|100|100%|15|Special|
30% chance to burn

#409|Secret Power|Normal|70|100%|20|Physical|1|
30% chance to inflict a status/stat effect based on battle terrain. Grass=Poison or Sleep. Tall Grass=Sleep. Desert=Accuracy-1. Underwater=Defense-1. Sea=Attack-1. Pond=Speed-1 or Attack-1. Mountain=Confuse or Flinch. Cave=Flinch. Normal=Paralyze. Snow=Freeze. Road=Accuacy-1

#410|Secret Sword|Fighting|85|100%|10|Special|
Although classified as a Special move, this move calculates damage using the user's SpAtk and the opponent's Def stat.

#411|Seed Bomb|Grass|80|100%|15|Physical|1|
N/A

#412|Seed Flare|Grass|120|85%|5|Special|1|
40% chance to lower SP DEF -1

#413|Seismic Toss|Fighting|n/a|100%|20|Physical|1|
Always does 100 damage to HP regardless of effectiveness. Ghost types are immune.

#414|SelfDestruct|Normal|200|100%|5|Physical|4|
Commits suicide

#415|Shadow Ball|Ghost|80|100%|15|Special|1|
20% chance to lower SPDEF -1

#416|Shadow Claw|Ghost|70|100%|15|Physical|1|
12.5% chance for a Critical Hit

#417|Shadow Force|Ghost|120|100%|5|Physical|1|
First turn, User disappears and can’t be damaged. Attacks on the second. Protect/Detect don’t block it.

#418|Shadow Punch|Ghost|60|n/a|20|Physical|1|
Always hits if target is on screen; ignores all accuracy and evasion modifiers. Misses if Dig/Dive/Fly/Protect/Detect/Bounce is used.

#419|Shadow Sneak|Ghost|40|100%|30|Physical|1|
Always attacks first {Priority +1}

#420|Sharpen|Normal|n/a|n/a|30|Other|S|
Gain ATK +1

#421|Sheer Cold|Ice|n/a|30%|5|Special|1|
Knocks out target in one hit regardless of HP

#422|Shell Smash|Normal|n/a|n/a|15|Other|
Drops the user's Defense and SpDef by one level each and raises Attack, SpAtk, and Speed by two levels each.

#423|Shift Gear|Steel|n/a|n/a|10|Other|
Gain SPEED +2 and ATK +1.

#424|Shock Wave|Electric|60|n/a|20|Special|1|
Always hits if target is on screen; ignores all accuracy and evasion modifiers. Misses if Dig, Dive, Fly, Protect/Detect or Bounce are used.

#425|Signal Beam|Bug|75|100%|15|Special|1|
10% chance to gain CONFUSE.

#426|Silver Wind|Bug|60|100%|5|Special|1|[/B]
10% chance to gain ATK, DEF, SPATK, SPDEF, and SPEED +1.

#427|Simple Beam|Normal|n/a|100%|15|Other|
Changes the target's ability to Simple. Fails against Truant.

#428|Sing | Normal |n/a|55%|15|Other|1 Enemy|
Induces sleep

#429|Sketch|Normal|n/a|n/a|1|Other|
Permanently replaces Sketch with the move last used by target. Chatter and Struggle can’t be copied.

#430|Skill Swap|Psychic|n/a|n/a|10|Other|
Swap abilities with target. Fails on Wonder Guard and Multi-type.

#431|Skull Bash|Normal|100|100%|15|Physical|
First turn, User gains DEF +1 and lowers head. Attacks on second turn.

#432|Sky Attack|Flying|140|90%|5|Physical|
Gathers strength on first, attack on second. 30% chance to FLINCH.

#433|Sky Drop|Flying|60|100%|10|Physical|
User grabs the target and flies up, preventing them from making a move. Drops the target on the second turn, dealing damage. Damage is not dealt if the target is a Flying-type or has Levitate. Fails entirely if the target has a Substitute up. Can hit non-adjacent opponents in Triple Battles.

#434|Sky Uppercut|Fighting|85|90%|15|Physical|1|
Can hit Pokémon during first turn Fly or Bounce

#435|Slack Off|Normal|n/a|n/a|10|Other|
Heal 50%

#436| Slam|Normal|80|75%|20|Physical|
N/A

#437|Slash|Normal|70|100%|20|Physical|
12.5% chance for a Critical Hit

#438|Sleep Powder|Grass|n/a|75%|15|Other|1|
Induces SLP

#439|Sleep Talk|Normal|n/a|n/a|10|Other|
Randomly uses another move User knows. Sleep Talk only works if User has SLEEP Status. Can’t choose: Assist, Bide, Bounce, Chatter, Copycat, Dig, Dive, Fly, Focus Punch, Me First, Metronome, Mirror Move, Shadow Force, Skull Bash, Sky Attack, Sleep Talk, Solarbeam, Razor Wind, Uproar.
If Blast Burn, Frenzy Plant, Giga Impact, Hydro Cannon, Hyper Beam, Roar of Time, or Rock Wrecker are used, and User remains asleep next turn, Sleep Talk is instead used as the ‘recharge’ turn. If Ice Ball or Rollout are selected consecutively, they are not boosted. Outrage, Petal Dance, Thrash are used once, and do not give User CONFUSE Status.

#440|Sludge|Poison|65|100%|20|Special|1|
30% chance to POISON

#441|Sludge Bomb|Poison|90|100%|10|Special|1|
30% chance to POISON

#442|Sludge Wave|Poison|95|100%|10|Special|1|
10% chance to POISON. Will hit all Pokémon in double battles and all adjacent Pokémon in triple battles.

#443|Smack Down|Rock|50|100%|15|Physical|
Target loses their Ground immunity, whether it was from the Flying-type or Levitate. Immunity is not lost if the attack hits a Substitute, or if target used Roost previously. Does not disable moves like Fly, Bounce, or Roost.

#444|Smellingsalt|Normal|60|100%|10|Physical|1|
Power doubles if target has PAR Status. Afterward; cures PAR from target.

#445|Smog|Poison|20|70%|20|Special|1|
40% chance to gain POISON

#446|Smokescreen|Normal|n/a|100%|20|Other|1|
Lower ACC -1

#447|Snarl|Dark|55|95%|15|Special|
Lowers the target's SPATK by one stage. Hits all opponents in double battles and all adjacent opponents triple battles.

#448|Snatch|Dark|n/a|n/a|10|Other|
{Priority +4} Steals the effects of an opponent's move and prevents them from using that move. Works when the foe uses one of the following moves:
All self-affecting stat ups (including Belly Drum and Defense Curl, but excluding Curse), Aromatherapy, Aqua Ring, Camouflage, Charge, Conversion, Healing Wish, Heal Bell, Heal Order, Imprison, Ingrain, Light Screen, Lucky Chant, Lunar Dance, Magnet Rise, Milk Drink, Mist, Moonlight, Morning Sun, Power Trick, Psych Up, Recover, Recycle, Reflect, Refresh, Rest, Roost, Safeguard, Slack Off, Softboiled, Stockpile, Substitute, Swallow, Synthesis, Tailwind, and Wish.
Snatching Lunar Dance does KO the Snatch user (unless the Lunar Dance user is the last surviving Pokemon in the party), but it prevents the opponent from executing it. If two Pokémon use Snatch on the same turn, the faster Pokémon will Snatch the first Snatchable move, then the slower Pokémon will Snatch that move from the faster Snatcher, meaning only the slowest Snatcher on the field will get the bonuses from whatever is being Snatched. If a Pokémon Snatches Psych Up, Psych Up will target whichever Pokémon used Psych Up.

#449|Snore|Normal|40|100%|15|Special|1|
30% chance to FLINCH. Only works if user is asleep.

#450|Soak|Water|n/a|n/a|20|Other|
Changes the target's type to Water, the effect lasts until the target switches out. Does not affect Pokémon with Multitype.

#451|Softboiled|Normal|n/a|n/a|10|Other|
Recover 50% HP.

#452|Solarbeam|Grass|120|100%|10|Special|1|
Absorbs light on first, attack on second. During SUN, charging is not required. Power is halved if used during RAIN, HAIL, or SANDSTORM weather.

#453|Sonicboom|Normal|n/a|90%|20|Special|1|
Always does 20 damage to HP regardless of effectiveness. Ghost type Pokémon are immune.

#454|Spacial Rend|Dragon|100|95%|5|Special |1|
12.5% chance for Critical Hit

#455|Spark|Electric|65|100%|20|Physical|1|
30% chance to PARALYZE

#456|Spider Web|Bug|n/a|n/a|10|Other|1|
Target can’t leave battle unless User switches out. Can switch with U-Turn, Baton Pass, or Shed Shell.

#457|Spike Cannon|Normal|20|100%|15|Physical|1|
Hits 2-5 times. Roll 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.

#458|Spikes|Ground|n/a|n/a|20|Other|
Does 1/8 of max HP damage with one layer, 1/6 of max HP damage with two layers, and 1/4 of max HP damage with three layers to the enemy when they switch in a new Pokémon. Is removed from opponent's side of the field when they use Rapid Spin. Flying Pokémon and Pokémon with the ability Levitate are immune. Hits through Wonder Guard.

#459|Spit Up|Normal|100|100%|10|Special|1|
Spit Up fails if Stockpile isn't used beforehand. Does more damage with each Stockpile used. 1 Stockpile = 100 base > 2 Stockpiles = 200 base > 3 Stockpiles = 300 base. Spit Up removes any DEF/SPDEF boosts gained by Stockpile.

#460|Spite|Ghost|n/a|100%|10|Other|
Lose 4 PP from the last move target used. If the move runs out of PP, Enemy uses Struggle instead. Fails if Enemy hasn’t selected a move, or if a move fails due to a Status condition or recharging.

#461|Splash|Normal|n/a|n/a|40|Other|
N/A

#462|Spore|Grass|n/a|100%|15|Other|1|
Induces SLEEP

#463|Stealth Rock|Rock|n/a|n/a|20|Other|2|
Does 12.5% damage to any switching target. Type advantages apply. Ex. Charizard (Fire/Flying, 4x weak to Rock) will be hit with 4 * 12.5% = 50% damage.

#464|Steamroller|Bug|65|100%|20|Physical|1|
30% chance to flinch the target. Base power doubles if target has used Minimize.

#465|Steel Wing|Steel|70|90%|25|Physical|1|
10% chance to raise DEF +1

#466|Stockpile|Normal|n/a|n/a|10|Other|S|
May be used up to 3 times at once. Gain DEF and SPDEF +1, but these Stat boosts are removed once Spit Up or Stockpile are used. Stockpiles cannot be Baton Passed, but the Stat boosts can.

#467|Stomp|Normal|65|100%|20|Physical|1|
30% chance to FLINCH. Power doubles if target used Minimize.

#468|Stone Edge|Rock|100|80%|5|Physical|1|
12.5% chance for a Critical Hit

#469|Stored Power|Psychic|Varies|100%|10|Special|
Base power is 20 + 20 * each stage of stat boost, including the the doubling of boosts by Simple. Does still increase in power against Unaware. Stats with negatives do not affect its power. Max power is 860.

#470|Storm Throw|Fighting|40|100%|10|Physical|
Always result in a critical hit unless the target has Battle Armor, Shell Armor, or under the effects of Lucky Chant.

#471|Strength|Normal|80|100%|15|Physical|1|
N/A

#472|String Shot|Bug|n/a|95%|40|Other|2|
Lowers SPEED -1

#473|Struggle|Normal|50|100%|n/a|Physical|1|
Only usable if User runs out of PP for all its moves. Receive 25% recoil damage. Ignores all ACCURACY, EVASION, and type resistances and immunities.

#474|Struggle Bug|Bug|30|100%|20|Special|
Lowers the target's SPATK -1. Affects both opponents in Doubles and all reachable opponents in Triple Battles.

#475|Stun Spore|Grass|n/a|75%|30|Other|1|
Induces PAR

#476|Submission|Fighting|80|80%|25|Physical|1|
User is dealt recoil damage equal to 1/4 damage dealt to target

#477|Substitute|Normal|n/a|n/a|10|Other|S|
http://www.smogon.com/dp/moves/substitute

#478|Sucker Punch|Dark|80|100%|5|Physical|1|
Fails if target doesn't use a damaging move, or if the target moves before the user (eg. if they use a move of higher priority, or if they use a move of equal priority and are faster. Works against Me First. {Priority +1}

#479|Sunny Day|Fire|n/a|100%|5|Other|4|
Lasts 5 turns. See SUNNY weather.

#480|Super Fang|Normal|n/a|90%|10|Physical|1|
Deals damage equal to half of target's remaining HP, regardless of type effectiveness.

#481|Superpower|Fighting|120|100%|5|Physical|1|
User lowers ATK and DEF -1

#482|Supersonic|Normal|n/a|55%|20|Other|1|
Induces CON.

#483|Surf|Water|95|100%|15|Special|3|
Power doubles if target used Dive.

#484|Swagger|Normal|n/a|90%|15|Other|1|
Gains CON and ATK +2

#485|Swallow|Normal|n/a|n/a|10|Other|S|
Fails if Stockpile isn't used beforehand. Recover more HP with each Stockpile used. 1 Stockpile = 25% > 2 Stockpiles = 50% > 3 Stockpiles = 100%. Removes any DEF/SPDEF boosts gained by Stockpile.

#486|Sweet Kiss|Normal|n/a|75%|10|Other|
Gain CON

#487|Sweet Scent|Normal|n/a|100%|20|Other|2|
Lowers EVA -1

#488|Swift|Normal|60|n/a|20|Special|2|
Always hits if target is on screen; ignores all accuracy and evasion modifiers. Misses if Dig, Dive, Fly, Protect/Detect or Bounce are used.

#489|Switcheroo|Dark|n/a|100%|10|Other|
Switch helds with target. Fails against Sticky Hold and Multi-type.

#490|Swords Dance|Normal|n/a|n/a|30|Other|
Gain ATK +2

#491|Synchronoise|Psychic|70|100%|15|Special|
Damages all Pokémon with the same type as the user. Can't hit either of the Pokemon on the far side in a Triple Battle.

#492|Synthesis|Grass|n/a|n/a|5|Other|
Recover HP based on the weather. Rain Dance/Sandstorm/Hail = 25%. Sunny Day = 66%. Normal = 50%.

Last edited by Ataro; 08-26-2011 at 11:58 AM.
  #17  
Old 03-07-2011, 09:16 AM
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Ataro Offline
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Join Date: Dec 2006
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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 11:59 AM.
  #18  
Old 03-07-2011, 09:18 AM
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Default How To Become A Referee

How to Become a Referee

Refs are very important for the URPG to function. Becoming a ref comes with many perks, but mainly it's a great way to make money in the URPG. You also get to witness first hand others' battling strategies and gain a deeper understanding of Pokemon. This post will detail the steps to become a referee.

Note: Referees should be reasonably fast, accurate, have all the information in front of them, ready to answer any question, and most importantly, respectful of the battle. There is no favoring one Trainer over the other - that is cheating.

Step 1:
You should have a general understanding of how battles work in the URPG. Having experience of how Pokemon works in the games, and on simulators such as Pokemon Online can help as well.

Step 2:
You should familiarize yourself with the information in the Reffing Encyclopedia. You should be able to use your resources. Use the Ultimate Pokemon Center and Smogon as your first line of information. Bulbapedia and Veekun can serve as other sources of information, but they are not as in-depth or valid as the first two websites mentioned. The Ultra Dex can confirm whether a Pokemon really learns a move or does not in the URPG.

Step 3:
Familiarize yourself with common moves, abilities, and item, and their effects, and the chances of their effects, and how to ref them. Most refs know the following moves, abilities, and items off the top of their head.

Common Moves (grouped by similarity)
  • Earthquake, Ice Beam, Ice Punch, Thunderbolt, Thunderpunch, Flamethrower, Fire Punch, Energy Ball, Giga Drain, Surf, Scald, Waterfall, Dragon Claw, Dragon Pulse, Brick Break, Drain Punch, Focus Blast, Psychic, Shadow Ball, Return, X-Scissor, Hidden Power
  • Protect, Taunt, Encore, Substitute, Reflect, Light Screen, Trick, Roar, Whirlwind, Dragon Tail, Leech Seed, Stealth Rock, Rain Dance, Sunny Day
  • Thunder Wave, Toxic, Will-o-Wisp, Confuse Ray
  • Dragon Dance, Swords Dance, Nasty Plot, Calm Mind, Bulk Up, Curse, Rest, Roost, Wish

Common Abilities
Levitate, Intimidate, Synchronize, Trace, Water Absorb, Volt Absorb, Flash Fire, Motor Drive, Speed Boost, Sand Veil, Snow Cloak, Chlorophyll, Swift Swim, Sturdy, Sheer Force, Poison Point, Flame Body, Static, Sandstream, Snow Warning, Drought, Drizzle, Technician, Serene Grace

Common Items
Leftovers, Life Orb, Expert Belt, Lum Berry, Choice Scarf, Choice Band, Choice Specs

Step 4:
Try practice reffing by looking at forum battles and seeing if you get the same stats as the ref. You can also see if you get the same thing as the ref in your own battles.

Step 5:
Take the Ref Quiz.

Step 6:
After you pass the Ref Quiz, you can take the Ref Test. In the Ref Test, you will have ref a battle given by a Ref Tester. All you have to do is contact any Ref Tester on AIM to be tested. If you fail the Ref Test, you must wait at least one week (168 hours) before taking it again.

If you have any questions about anything about reffing or becoming a ref, feel free to contact the Head Ref, Monbrey.

Last edited by Ataro; 11-06-2012 at 07:10 AM.
  #19  
Old 03-07-2011, 09:26 AM
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Default Information about The Ref Quiz

Information about The Ref Quiz

Before you are able take the Ref Test, you must pass the Ref Quiz. There are 30 questions on the Ref Quiz. You must answer 18 out of the 25 short answer questions correctly and 3 out of the 5 battle scenarios to pass the Ref Quiz. You are able to use the full-featured ref calculator for the quiz. Once you pass, the Ref Tester will guide you through the answers you did not get. You must PM your answers to an available Ref Tester. He/she will then send you back the answers that are incorrect. You then respond with your revision of those incorrect answers, and keep doing so until you pass. Nobody except a Ref Tester is able to help you on the Ref Quiz, and you are not able to discuss the Ref Quiz with anyone except a Ref Tester. Any questions about it should be done through PM with one of the Ref Testers. The Ref Testers you can PM your answers to are:

Ash K.
Monbrey
Pidge
We Taste Pies...

----------

The Ref Quiz

Complete each of the following.

1. An Infernape with no items or stat changes uses Flare Blitz on Gliscor. It then uses Fire Blast on Gliscor. Both moves have the same base power and are the same type. Why does Fire Blast do more damage?

2. Why does Nidoking's (with Poison Point) Sludge Wave do more than Nidoking's Surf to an Ambipom, even though both moves have the same base power?

3. What type of moves are super-effective on Kingdra?

4. What type of moves are super-effective on Tyranitar?

5. What is Zoroark's attack stat after one Nasty Plot?

6. What is the chance of Sheer Cold hitting Blissey in this scenario:
Abomasnow 100% (Accuracy+1)
Blissey 100% (Evasion+4)
Hail

7. What is the chance of Grasswhistle hitting Blissey in this scenario:
Abomasnow 100% (Accuracy-1)
Blissey 100% (Evasion+3)
Hail

8. What is the chance of Blizzard hitting Blissey in this scenario:
Abomasnow 100% (Accuracy-2)
Blissey 100% (Evasion+4)
Hail

9. List 5 moves that Sucker Punch works against. List 5 moves that Sucker Punch fails against.

10. Rain and Sunny weather increase the damage of what type of moves, and by how much? What type of moves do they decrease, and by how much?

11. How do you ref Psyshock?

12. A Pokemon uses Double-Edge and does 101 damage to the opposing Pokemon. How much HP of recoil does the user of Double-Edge take?

13. A Pokemon moves second in a turn and uses Reflect. Does that turn count for Reflect's duration?

14. Politoed with Drizzle and Choice Scarf and Ninetales with Drought and Lum Berry both switch in on the same turn. What weather is in effect at the end of the turn? Why?

15. In a double battle, a Pokemon uses Earthquake and hits its partner and both opponents. What base power is used to calculate the damage for each Pokemon hit?

16. What are the full effects of the Burn status. In what way is it different than normal Poison?

17. An Eelektross is under the conditions of Taunt. The trainer of that Pokemon chooses to use Coil. How do you ref this?

18. Describe Toxic in detail.

19. A Pokemon is confused, paralyzed, and attracted. In what order do you roll to see if a Pokemon can get through these effects to move?

20. How do you roll for a critical hit and how does a critical hit affect the damage done?

21. If you think a trainer does not have a certain taught move on his/her Pokemon, what should you do?

22. What is Giga Drain's power in RSE rules of URPG?

23. Finish this quote from one of the threads: “Referees should be...”

24. If a Dragon Pokemon uses a 120 power Dragon move, do you need to put 180 as the base power of the move in the reffing calculator to account for STAB?

25. Does Life Orb, and similar items, increase a move's base power? If not, what does it increase?

---

Ref the following like you would as a ref. Call out all attacks. Use the dice rolls that are given, in order. Put in parenthesis what die roll you use for moves and effects. You may or may not end up up using all dice rolls. Example of how to use the rolls.

You are given the dice rolls: 8, 20, 38.

Charmander uses Flamethrower on Clefairy. (roll of 8). Clefairy is burned.
Clefairy uses Sing. (roll of 20) Charmander is put to Sleep.


26.
Gardevoir, Male, Synchronize, Leftovers
Tyranitar, Female, Sandstream, Rocky Helmet

Tyranitar 100% (SpAtk+4)
Gardevoir 100%
Sandstorm

Tyranitar uses Rock Slide
Gardevoir uses Focus Blast

dice rolls: 70, 95, 5, 9, 32, 92, 63

27.
Heracross, Male, Guts, Choice Scarf
Froslass, Female, Snow Cloak, Life Orb

Heracross 79.39% (Burn) (Light Screen 3)
Froslass 100%
Hail

Heracross uses Megahorn
Froslass uses Blizzard

dice rolls: 67, 71, 18, 83, 92

What is Megahorn's chance of hitting?

28.
Sableye, Male, Prankster, Choice Scarf
Whimsicott, Female, Prankster, Leftovers

Sableye 50.00%
Whimsicott 50.00%

Sableye uses Trick
Whimsicott uses Leech Seed

Is Whimsicott stuck using Leech Seed due to Choice Scarf the next turn?

dice rolls: 1, 1, 1, 1, 100

29.
Mew, Genderless, Synchronize, Air Balloon
Jolteon, Female, Volt Absorb, Iron Ball

Mew 75% (Substitute)
Jolteon 75.14% (Substitute)

Mew uses Bulldoze.
Jolteon uses Thunder Wave.

What are both Pokemon's speed stats at the end of the turn?

dice rolls: 23, 93, 2, 94

30.
Volcarona, Female, Flame Body, Expert Belt
Machamp, Male, No Guard, Black Belt

Volcarona 100%
Machamp 100%

Volcarona uses Hurricane
Machamp uses DynamicPunch

dice rolls: 13, 56, 29, 93, 83, 53

Last edited by RaptorJesus; 02-16-2012 at 04:14 AM.
  #20  
Old 05-07-2011, 11:09 AM
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Default Logging Battles

Logging Battles

When a battle is completed, it needs to be logged in the Referee's respective reffing thread (log). If the Referee cannot post it, he/she will tell one of the Trainers to post it for him/her. This should only happen if the referee is really unable to log himself/herself.

You can create your own format or whatsoever, but it should be relatively simple to read. The following important information must be stated:

  • battle rules
  • who used what Pokémon
  • short description of what happened
  • winning and losing trainers
  • any money or item prizes
  • how much the referee should receive for that match

Please note that it is extremely important for a referee to log the actual username of the battler. For example, if the battler is Harry, you have to log it as HKim, and not any other names.

Duplicating Battles
You MAY NOT have one battle and count it as five. This is considered as illegal. The Referee must physically ref each battle (even if it’s the same outcome over and over), otherwise it never happened and the people involved will be punished (ranging from warnings to permanent bans) accordingly.

Last edited by RaptorJesus; 02-16-2012 at 04:18 AM.
  #21  
Old 08-26-2011, 12:04 PM
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Default DU/Monbrey/Pika Calculator Tutorial

DU/Monbrey/Pika calc v3.0 tutorial
by DU



The above is what you see when you go to this calculator.

This is the B/W version of the calculator.

1. This is where you put in the name of the Pokémon of one of the trainers.
Ex. Jack sends out Stantler. You click on this box and go down to the 'S' and select Stantler.

2. This is where you put in the name of the Pokémon of another trainer.
Ex. Scott sends out Misdreavus. You click on this box and go down to the 'M' and select Misdreavus.

3. This is where you see what type the Pokémon is. If the Pokémon only has 1 type, then the 2nd one will be left at '(none)'. If you have a Pokémon like Porygon who can change his type, you just click here and change it into whatever type you need it to be.

4. The HP of the Pokémon is put in here. You don't have to input, enter or change anything here.
It is generally left alone, so do not touch this.

5. The Attack of the Pokémon is put in here. You don't have to input, enter or change anything here.
It is generally left alone, so do not touch this.

6. This box hold the Attack modifiers. Ex. if Jack used Swords Dance on his Stantler, his attack would rise 2 options above its current spot. So you should have '2' instead of '0' there if everyone started out without any multipliers. If however, Scott used Growl on Stantler, then Stantler's attack would drop by 1. So, you should have '.66' instead of '0'.

7. The Defense of the Pokémon is put in here. You don't have to input, enter or change anything here.
It is generally left alone, so do not touch this.

8. This box hold the Defense modifiers. Ex. if Jack used Iron Defense on his Stantler, his defense would rise 2 options above its current spot. So you should have '2' instead of '0' there if everyone started out without any multipliers. If however, Scott used Tail Whip on Stantler, then Stantler's defense would drop by 1. So, you should have '.66' instead of '0'.

9. The Special Attack of the Pokémon is put in here. You don't have to input, enter or change anything here.
It is generally left alone, so do not touch this.

10. This box hold the Special Attack modifiers. Ex. if Jack used Tail Glow on his Stantler, his special attack would rise 2 options above its current spot. So you should have '2' instead of '0' there if everyone started out without any multipliers. If however, Scott used Mist Ball on Stantler, then Stantler's special attack would drop by 1. So, you should have '.66' instead of '0'.

Also, if the weather has an effect on a certain move, you can choose to set the modifier to 1.5 if it is still on 0.

11. The Special Defense of the Pokémon is put in here. You don't have to input, enter or change anything here.
It is generally left alone, so do not touch this.

12.This box hold the Special Defense modifiers. Ex. if Jack used Amnesia on his Stantler, his special defense would rise 2 options above its current spot. So you should have '2' instead of '0' there if everyone started out without any multipliers. If however, Scott used Luster Purge on Stantler, then Stantler's special defense would drop by 1. So, you should have '.66' instead of '0'.

13. The Speed of the Pokémon is put in here. You don't have to input, enter or change anything here.
Sometimes, it is easy if you do change it, but you can do with the box labeled 14 for all your editing.

14. This box hold the Speed modifiers. Ex. if Jack used Agility on his Stantler, his speed would rise 2 options above its current spot. So you should have '2' instead of '0' there if everyone started out without any multipliers. If however, Scott used Icy Wind on Stantler, then Stantler's speed would drop by 1. So, you should have '.66' instead of '0'.

15. This is where the attack type goes. Ex. If Jack uses Confusion, which is a Psychic type attack, you click on this box and select 'Psychic'. If Scott uses Shadow Ball, which is a Ghost type attack, you click on this box and select 'Ghost'.

16. This box holds the move power. Ex. Earthquake has a base power of 100. So you type '100' in this box.

17. If the move is a special attack, set it to 'Yes'. If it's not, set it to no.
*From DP on out, Pokémon moves will either be classified as Physical or Special.
If a move is classified as Physical, select no. If it's Special, select yes.


No -> Rock, Ground, Normal, Fighting, Ghost, Bug, Flying, Steel, and Poison. (DP: Physical)
Yes -> Ice, Fire, Dark, Water, Electric, Grass, Psychic, and Dragon. (DP: Special)


18. Press this after putting in the move to attack the opponent. Speaks for itself.

19. The HP left after an attack is displayed here.

20. The HP in /10 left after an attack is displayed here.

21. The HP in % left after an attack is displayed here.

22. If you need to add HP, substract HP, do additional damage or stuff like that, you input the amount in here. Ex. If there is recoil from Take Down, you divide the number in box 23 by 4 and input it here with a - sign in front of it.

- sign is for substracting.

If Stantler has been caught by Sandstorm, just input -.6 (if you like to do it in /10) or -6 (if you like to do it in %)

The blue button is for adding/subtracting with the HP.
The green button is for adding/subtracting with the %.
The yellow button is for adding/subtracting with the /10.
The red button is for subtracting 6.25%. ~ Due to rounding down to whole HP integers, this might end up not being 6.25% exactly.
The purple button is for subtracting 12.50%.~ Due to rounding down to whole HP integers, this might end up not being 12.50% exactly.

23. Damage of the previous attack is placed here in HP. You'll need this to determine what you need to input as recoil damage or stuff like that.

24. This is where you put the gender of the Pokémon. It automatically changes into the most likely gender based on game information.

25. This is where you put the Pokémon's ability, manually. Note: If a Pokémon has Flash Fire and a fire move has been used on this Pokémon, set the ability to Flash Fire On. Some abilities are not calculated for you automatically, like Analytic, so you have to pay attention to 'manual' abilities and 'automatic' abilities.

26. This is where you put status afflictions as BRN, PSN, SLP, FRZ, and PAR. The calc does not calculate any of the end-turn damage, but it does use them in case abilities or items need them.

27. This is where you put certain moves, if used. Light Screen, Reflect, Move First, Focus Energy and Spit Up.

28. This is where you manually input held items. The choices are limited to those only in the calc.

29. Auto-CH gives each move a 6% chance to achieve a critical hit. You can turn this on and off. Also, putting this on Critical Hit! will calculate the added factor in the attack. You only need to input the basepower, no need to do it 2x or anything like that. Putting 27. on Focus Energy will turn off the Auto-CH as well.

30. You change this to the current weather in the battle. Damage at end-turn will not be calculated.

31. Press this to make the mon hit himself. Handy when the mon is Confused.

32. Enter here the number of sides the dice needs.

33. Press this to roll the dice.

34. This is the result of the dice roll.

Final notes:
Things such as STAB is automatically processed, so you don't have to do that. Same for type effectiveness. If you're wondering why there's no damage when using Psychic on Absol, I suggest you take a look at the type chart.

Last edited by Ataro; 08-26-2011 at 12:15 PM.
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