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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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  #1  
Old 03-05-2011, 04:51 PM
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Default Reffing Encyclopedia


Credits to Embreon.

Table of Contents

Last edited by ChainReaction01; 08-30-2012 at 11:10 AM.
  #2  
Old 03-05-2011, 04:53 PM
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Default List of Refs


Head Referee
Monbrey

Senior Referees and Ref Testers
Ash K.
WebMaster
We Taste Pies...

Active Referees (Referees are listed with their corresponding AIM name.)
Alakaspigeon - alaskapigeon1
AmericanTreeFrog - AmericanTreeF
Ash K. - MewAlcadiesMew or MewAshMew
Bumblebee - thedinobot
Captain Dude - CaptainDud3
ChainReaction01 - ChainReactionRPG
Elamite - smoresgasbored
Eraizaa-kun - eraizaa
Fierce Deity - neoslayer93
Fossil Fusion - NinjaLnk
GliscorMan - gliscorman
gmandiddy - gmandiddy
Haze - thecincybengals
LS the Door Mat - LSpl0x
Monbrey - Monbrey
Mubz - mubz96
Neonsands - neonsandsurpg
Nitro - zinata360
-Pichu Boy- - magickid930
Psychedelic Shroomish- wtheburgerkingw
Roulette Dares - roulette16dares
SLC04 - slcalamity01
TheEvilDookie - theevildookie
The Jr. Trainer - pieandchips678
The pokemaster - darkdrakk
WebMaster - WebDragoon1337
We Taste Pies... - imsocorn
WinterVines - wintervines
Zolar - darthhal@yahoo.com

Past or Inactive Referees (unable to ref)
Spoiler:

All-Star - lilhooperchase
Anna Egorov - annagorov
antithesicSolipse - UltrapigTrilo
Ataro - sniperXpwnage
august13th - digitaldevil1056
ball - theball998
Black Hawk - BlackXHawk69
BlueJello - bluejellojelly
Bryce - bryceboy10
Buoysel - Buoyysel
Buzzer - herbalb582
Chaotic Despair - TurnToDespair1
CloudOfNines - CloudNineJolteon
Cress Albane - Albanecress
DarkGardevoir - ClockKnight
DaRkUmBrEoN - DemonicalUnknown
derian - derianurpg
DrStubbsberg - DrStubbsberg
Ebail - Y2beric
Echo - Distantechoes1
Elrond - nobodysnerd1
EmBreon - MissingApparatus
Eeveedude - eeveedude2240
~Falcon~ - Clearlakefalcon7
Fenix - DarkFire554
Finglonger - Lenininspace
Fire Away - xxbeatoftheheart
FlammenWarfare - nuketheplatypus
Focal - DarkRaichu1472
Gold Rush - rampardospwns
HKim - HKimF
husnain - husnainisme
infested88 - MadCobra2002
iReign - athletiking
Iridium - pokelordultimate
Jack of Clovers - dismssngrsux
Kai-Mei - dangokai
King Zark - kingzark
Leman - leman5693
Lord Khajmer - lordkhajmer
Loyal Arcanine - Mikey94028
Magare - crotimberwolf
Marshy - MoreMallows4Mike
Matt - kaiser r0LL
Marth - Akodo Kobo
Masami - EspeonRin
Mitsuzo-kun - jacksonpkmn
Near - iamnotyou11
Nefarious - smileypokedude
Neon Skarmory - FreeCheese0
NightBreaker - Atra Angel
Nitrous Oxide - lan4prez
Nyurgh - nyurghdude
Pidge - DoIPutNameHere
poke123 - soccerplayerfj
Ridley - RidleyFTW
Rohypnol - Rohypnol75
Scourge of Nemo - ojajrrj
Sec - Rainsecbow
Shinies - shiniesrule14
SiberianTiger - SumerianRevenant
Snow Fairy Sugar - ShadowedF
Speed-X - SpeedXaaa
Stinky - stunkylupus
Syas - circuitangel
Synthesis - thesyn4
Tamer San - Tamer San 2k5
Trainer17 - PokeFan17
Volcanflame - volcanflame
Xalapeno - imperialpineaple
Zeferin - zeferintrazish


Ref Wages
WebMaster
We Taste Pies...

Passed Old Ref Quiz, but not Test
Ayotui
Banditos
eternus_situs
Fawkes.
Feng
Hide in Plain Sight
JokesterJesse
Legendary Master
Muddy Mudkip
pman
Ragnarok0422
Shozuka
Xpedential

Passed New Ref Quiz (and Old Ref Quiz possibly), but not Test
Black Reaper
Eraizaa-kun
Haxaurus4
Kaustic
PokeViper
Siless
Wrave
Zolar
Bakura Boy
Luciole
VelloJello
Kantomasta

Last edited by Monbrey; 08-14-2012 at 11:16 PM.
  #3  
Old 03-05-2011, 04:56 PM
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Default Sources and Calculators

Sources

There are many pages on the Internet that provide Pokemon info. Some are more reliable and in-depth than others. The following hyperlinks are arranged from most reliable to least reliable. A referee should consider a higher placed website's information correct if it contradicts a lower placed website's information, unless there is reasonable doubt that it is wrong in that specific case. Please look at the notes beside each source.

The Ultimate Pokemon Center | MIRROR
Smogon
URPG's Reffing Encyclopedia
Veekun
Bulbapedia

You can use the URPG's official Pokédex - The Ultra Dex - to verify if a Pokémon truly learns a move, or for other purposes.

Calculators

The reffing calculator is a ref's most important tool, hopefully for obvious reasons. Here is a list of calculators for the URPG.

'New' Reffing Calc
FFA Calc
'Old' Reffing Calc

Credit towards making the Reffing Calc goes to the user Pikachu. Credit also goes to DaRkUmBrEoN, Monbrey, Espeon, and WebMaster for updating and adding on to the calculator. Credit for the FFA Calc goes to Elrond. Do note that the FFA Calc and 'Old' Reffing Calc perform calculations that are off by 1-4 HP.

Spoiler:
Outdated Calc
Other Outdated Calc

The first Outdated Calc was created by Marth, while the Other Outdated Calc was crated by ball.

Last edited by Ataro; 11-06-2012 at 06:18 AM.
  #4  
Old 03-05-2011, 04:58 PM
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Default General Reffing Part 1

Damage Formula

http://www.smogon.com/dp/articles/damage_formula
http://bulbapedia.bulbagarden.net/wiki/Damage_formula

As a ref, you will most likely not use the actual damage formula to calculate damage. Instead, you will use a special reffing calculator. However, it's important to understand the basis of how we get damage values. One of the most important things you should know about calculating damage: physical attacks use the attacker's Attack stat, and the target's Defense stat; special attacks use the attacker's Special Attack stat, and the defender's Special Defense stat.
----------

Important Information
  • In calculating damage and stats, whenever you multiply or divide a number, the result is always rounded down to a whole number. For example, if a Pokemon with a max HP of 314 loses 25% of its max HP due Substitute, it loses 78 HP, because 314 * 0.25 is 78.5, and 78.5 is always rounded down to 78.
  • A Pokemon's stat points in URPG are the stats of that Pokemon at level 100 with max IV points, no EV points, and no nature.
  • The PP of moves should be kept in mind.
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Rolling Dice

To roll dice on AIM, use one of the following commands, replacing X or Y with the appropriate values:
//roll-diceY-sidesX
//roll-sidesX-diceY

Some rolls should be privately done on the calculator or random.org.
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Types

Every Pokemon can have one or two types. This image is a chart displaying the effectiveness of every Pokemon type against another. Although the reffing calculator automatically calculates effectiveness, it is important to know the type relationships for the purpose of knowing whether a damage seems correct or not, and for the purpose of Expert Belt.



In DPP and newer generations, whether a move is physical or special is a property of the move itself. In RSE and older generations, a move can be determined to be physical or special by its type.

Physical: Bug, Fighting, Flying, Ghost, Ground, Normal, Rock, Steel, Poison
Special: Dark, Dragon, Electric, Fire, Grass, Ice, Psychic, Water
----------

Status Conditions

http://www.smogon.com/dp/articles/status
http://bulbapedia.bulbagarden.net/wiki/Status

There are five main status conditions that affect a Pokemon when it is active. A Pokemon may not be under multiple main status conditions at once. Some status conditions end on their own. Certain moves, abilities, and items prevent status conditions, remove them, or alter how they work.


Burn
  • Burned Pokemon lose 12.5% of their max HP at the end of each turn.
  • Burned Pokemon physical attacks deal 50% as much damage as normal
  • Fire Pokemon cannot be burned.


Freeze
  • Frozen Pokemon are unable to move.
  • Frozen Pokemon have a 20% chance to become unfrozen each time they attempt to move.
  • Ice Pokemon cannot be frozen by Ice type moves.
  • A Pokemon can't be frozen while the sun is bright.
  • If a frozen Pokemon uses or is hit by one of the following moves, the frozen Pokemon will thaw: Cross Flame, Flame Wheel, Sacred Fire, Flare Blitz and Scald
  • An opposing Pokemon using a fire move on a frozen target will thaw that Pokemon


Paralysis
  • Paralyzed Pokemon have a 25% chance to be unable to move.
  • Paralyzed Pokemon have their speed reduced to 25% of its value.


Poison
  • Poisoned Pokemon lose 12.5% of their max HP at the end of each turn.
  • Certain moves cause a Pokemon to be badly poisoned, in this case, the Pokemon loses 6.25% of its max HP at the end of the first turn, then 12.5%, 18.75%, 25%, and it continues to increase by 6.25% for each additional turn. This damage maxes at 93.75% The counter resets back to 6.25% when the Pokemon is switched out and in.
  • Poison Pokemon and Steel Pokemon cannot be poisoned.


Sleep
  • Sleeping Pokemon are unable to move for 1-3 turns, which is determined by a private die roll. The sleep counter advances at the beginning of each of the Pokemon's turn.
  • Rest always causes a 2 turn sleep.
  • The counter resets back to 0 when a sleeping Pokemon switches out and in.
----------

Other Conditions

There are also other conditions that a Pokemon can have. These conditions are removed when the Pokemon switches out. A Pokemon may have as many of these conditions at once as possible, along with one main status condition.

Infatuation/Attract
  • An Infatuated/Attracted Pokemon has a 50% chance to be unable to move.

Confusion
  • Confusion lasts for 1-4 turns, which is determined by a private die roll. The confusion counter advances at the beginning of each of the Pokemon's turn.
  • When a confused Pokemon attempts to move, there is a 50% chance the Pokemon hits itself, and a 50% chance the Pokemon move normally.
  • When a Pokemon hits itself from confusion, the damage is calculated by using the Pokemon's own Attack and Defense stats with a 40 power typeless attack.
----------

Stats

http://www.smogon.com/dp/articles/stats
http://bulbapedia.bulbagarden.net/wiki/Stat

A Pokemon's stats can be increased or lowered in intervals called stages by certain moves and abilities. The highest stage is +6 and the lowest is -6. The following chart displays each stage, the multiplier it represents, and the approximate percentage value of the multiplier.



For example, a Charmander with Defense-4 would have its Defense, 185, multiplied by (2/6), resulting in a Defense of 61, rounding down (you round down when calculating stat numbers).
----------

Accuracy and Evasion

Pokemon can also have altered Accuracy and Evasion, making it easier or harder to hit Pokemon. These work like the stage system of stats, but the multipliers are different. The following chart displays each stage, the multiplier it represents, and the approximate percentage value of the multiplier.



For example, a Scrafty with Accuracy+2 (5/3) using Hi Jump Kick, 90% accurate, on a Zoroark with Evasion+4 (3/7) would have the following chance of hitting: (90/100)*(5/3)*(3/7). This evaluates to 64.28…%, which is not an easy number to roll for. However, if you think of the chance of the move hitting as (90/100)*(15/21), it can be easily rolled for. Roll a 100 sided die and a 21 sided die, if they are both 90 or lower and 15 or lower respectively, it's a hit.
----------

Critical Hits

http://bulbapedia.bulbagarden.net/wiki/Critical_Hits

If a move is a critical hit, then for the purpose of that move's damage, it will temporarily ignore any drops in stages for the attacker, any gains in stages for the defender, Reflect, and Light Screen, and then deal twice as much damage as usual. Do note that the status condition Burn still reduces damage of physical attacks. For example, a Sandile with Attack-2 critically hitting a Cottonee with Def+3 with a physical move would be calculated as though both Pokemon are at stage 0 in their respective stats, and the damage would be doubled, like it hit twice.

The chance of scoring a critical hit depends on what stage a Pokemon is in for critical hits. In URPG, moves cannot score a critical hit unless the stage is increased by a move, ability, or item. The following chart displays each stage and what chances they give for a critical hit.

1: (0/16) or 0% in URPG, (1/16) or 6.25% in other Pokemon games
2: (1/8) or 12.5%
3: (1/4) or 25%
4: (1/3) or 33.33…%
5: (1/2) or 50%
6: (1/1) or 100%
----------

Last edited by Bumblebee16; 12-21-2011 at 08:58 PM.
  #5  
Old 03-05-2011, 04:59 PM
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Default General Reffing Part 2

Priority Moves

Some moves can occur before or after other moves despite speed. Moves with higher priority occur before moves with lower priority. If two Pokémon use an attack with the same priority, the faster Pokémon goes first.

Quote:
+6 Switching
+5 Helping Hand
+4 Detect, Endure, Magic Coat, Protect, Snatch
+3 Anger Powder, Fake Out, Follow Me, Quick Guard, Wide Guard
+2 Extremespeed, Feint
+1 Ally Switch, Aqua Jet, Bide, Bullet Punch, Ice Shard, Mach Punch, Quick Attack, Shadow Sneak, Sucker Punch, Vacuum Wave
+0 Assist, Me First, Metronome, Mirror Move, Sleep Talk, Everything else
-1 Vital Throw
-2 None
-3 Focus Punch
-4 Avalanche, Revenge
-5 Counter, Mirror Coat
-6 Circle Throw, Dragon Tail, Roar, Whirlwind
-7 Magic Room, Trick Room, Wonder Room
Source: Smogon and Veekun

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Veto Tiers

When multiple effects act on the same Pokemon to prevent the execution of a move, the referee will first check one effect, then the next, and so on. This is the order that is checked. When a move is vetoed from being executed, no other checks are performed.

Quote:
  1. Freeze / Sleep
  2. Truant
  3. Disable
  4. Imprison
  5. Heal Block
  6. Confuse
  7. Flinch
  8. Taunt
  9. Gravity
  10. Attract
  11. Paralysis
Source: Smogon

----------

End of Turn Effects

There are many moves and effects that can occur at the end of the turn. The order they occur is listed in the following quote. The numbers indicate the overall order of the effects. All effects that start with 21. occur for the faster Pokemon, and then they occur for the slower Pokemon. For example, a Jolteon's Reflect would wear off, then its Tailwind would wear off, and then a Slowpoke's Reflect would wear off, and then its Tailwind would wear off if they were to end on the same turns.

Quote:
1.0 weather ends

2.0 Sandstorm damage, Hail damage, Rain Dish, Dry Skin, Solar Power, Ice Body

3.0 Future Sight, Doom Desire

4.0 Wish

5.0 Fire Pledge + Grass Pledge damage
5.1 Shed Skin, Hydration, Healer
5.2 Leftovers, Black Sludge

6.0 Aqua Ring

7.0 Ingrain

8.0 Leech Seed

9.0 (bad) poison damage, burn damage, Nightmare, Poison Heal

10.0 Curse (from a Ghost-type)

11.0 Bind, Wrap, Fire Spin, Clamp, Whirlpool, Sand Tomb, Magma Storm

12.0 Taunt ends

13.0 Encore ends

14.0 Disable ends, Cursed Body ends

15.0 Magnet Rise ends

16.0 Telekinesis ends

17.0 Heal Block ends

18.0 Embargo ends

19.0 Yawn

20.0 Perish Song

21.0 Reflect ends
21.1 Light Screen ends
21.2 Safeguard ends
21.3 Mist ends
21.4 Tailwind ends
21.5 Lucky Chant ends
21.6 Water Pledge + Fire Pledge ends, Fire Pledge + Grass Pledge ends, Grass Pledge + Water Pledge ends

22.0 Gravity ends

23.0 Trick Room ends

24.0 Wonder Room ends

25.0 Magic Room ends

26.0 Uproar message
26.1 Speed Boost, Bad Dreams, Harvest, Moody
26.2 Toxic Orb activation, Flame Orb activation, Sticky Barb

27.0 Zen Mode

28.0 Pokémon is switched in (if previous Pokémon fainted)

29.0 Healing Wish, Lunar Dance
29.1 Spikes, Toxic Spikes, Stealth Rock (hurt in the order they are first used)
Source: MeroMero of Smogon

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Weather

Some moves and abilities can introduce weather into the battle. Battlers may also choose to start a battle with a certain weather condition. Weather has a vast amount of effects on several moves and abilities. Two weathers can not exist at the same time. Therefore, whenever a move or ability causes a new weather, the old weather ceases. If a Pokemon uses a weather move and it is already that weather, the move will fail. The abilities Cloud Nine and Air Lock negate all effects of weather, but do not stop the weather itself. The ability Overcoat prevents damage from weather.

Rain
The move Rain Dance causes the Rain weather condition for 5 turns (or 8 turns if the user is holding Damp Rock). The ability Drizzle also causes Rain, but it lasts until it is changed by another move or ability. Rain increases the damage of Water moves by 50% and decreases the damage of Fire moves by 50%. Moves affected by Rain that are not Water or Fire are: Hurricane, Moonlight, Morning Sun, SolarBeam, Synthesis, Thunder, and Weather Ball. Abilities affected by Rain are: Dry Skin, Forecast, Hydration, Rain Dish, and Swift Swim.

Sun
The move Sunny Day causes the Sun weather condition for 5 turns (or 8 turns if the user is holding Heat Rock). The ability Drought also causes Sun, but it lasts until it is changed by another move or ability. Sun increases the damage of Fire moves by 50% and decrease the damage of Water moves by 50%. No Pokemon can be frozen while Sun is active, but it will not instantly thaw Pokemon that are already frozen. Moves affected by Sun that are not Fire or Water are: Growth, Hurricane, Moonlight, Morning Sun, SolarBeam, Synthesis, Thunder, and Weather Ball. Abilities affected by Sun are: Chlorophyll, Dry Skin, Flower Gift, Forecast, Harvest, Leaf Guard, and Solar Power.

Sandstorm
The move Sandstorm causes the Sandstorm weather condition for 5 turns (or 8 turns if the user is holding Smooth Rock). The ability Sandstream also causes Sandstorm, but it lasts until it is changed by another move or ability. At the end of each turn, Sandstorm damages all Pokemon for 6.25% of their max HP, unless the Pokemon is Ground, Rock, or Steel type, or has the ability Sand Veil. Sandstorm increases the Special Defense of Rock type Pokemon by 50%. Moves affected by Sandstorm are: Moonlight, Morning Sun, SolarBeam, Synthesis, and Weather Ball. Abilities affected by Sandstorm are: Sand Force, Sand Rush, Sand Veil.

Hail
The move Hail causes the Hail weather condition for 5 turns (or 8 turns if the user is holding Icy Rock). The ability Snow Warning also causes Hail, but it lasts until it is changed by another move or ability. At the end of each turn, Hail damages all Pokemon for 6.25% of their max HP, unless the Pokemon is Ice type or has the ability Snow Cloak. Moves affected by Hail are: Blizzard, Moonlight, Morning Sun, SolarBeam, Synthesis, and Weather Ball. Abilities affected by Hail are: Forecast, Ice Body, and Snow Cloak.

Fog
No move or ability causes the Fog weather condition. It can only occur if the rules of the battle are set to start with Fog. Accuracy of all moves in Fog is multiplied by 90%. Moves that ignore accuracy modification, such as Aerial Ace, are not affected. The move Defog removes Fog. Moves affected by Fog are: Moonlight, Morning Sun, Synthesis, Weather Ball

----------

Terrain

When battling, battlers may choose a terrain. The terrain only affects the moves Camouflage, Nature Power, and Secret Power. If no terrain is mentioned for the battle, it will be assumed to be building terrain. The following table lists all of the terrains and how they work with the previously mentioned moves.



----------

Unclear Battle Results

In some situations, the winner of a battle my be unclear. For example, if a Pokemon finishes off the opponent's last Pokemon with an attack with Life Orb, and the Life Orb recoil causes the user to faint as well. Or if a Pokemon uses Explosion and both player's final Pokemon are knocked out. Here is a list of these scenarios and who wins in each of them, taken from Pokemon VGC's Tournament Guidelines.
  • "If the player’s final Pokémon used Selfdestruct, Explosion, Destiny Bond, Final Gambit, [or Perish Song,] and both players’ final Pokémon are knocked out as a result, that player loses that game
  • If a player’s final Pokémon used Double‐Edge, Volt Tackle, Flare Blitz, Take Down, Submission, Brave Bird, Wood Hammer, Head Smash, Struggle, or Wild Volt, or was holding Life Orb, and both players’ final Pokémon are knocked out as a result, that player wins that game
  • If both players’ final Pokémon is knocked out by a weather condition, such as Hail or Sandstorm, the player whose Pokémon is knocked out last wins the game
  • If a Pokémon’s ability or held item, such as Rough Skin, Aftermath, Liquid Ooze, Iron Barbs, and Rocky Helmet, results in each player’s final Pokémon being knocked out, the player with the ability or held item will win the game"

Last edited by RaptorJesus; 02-16-2012 at 03:01 AM.
  #6  
Old 03-06-2011, 06:27 AM
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Default Battle Modes & Rules

Battle Modes

Important: All battle modes use the newest set of data for moves, abilities, items, etc. The only differences between the battle modes are described in the following list.

Gold/Silver/Crystal (GSC): Pokemon and moves are sent in the chat or thread. All Pokemon have no abilities. Whether a move is physical or special is determined by its type.
Stadium: This mode is the same as GSC, except all Pokemon and moves are sent privately to the ref.
Ruby/Sapphire/Emerald (RSE): Pokemon and moves are sent in the chat or thread. Pokemon have abilities. Whether a move is physical or special is determined by its type.
Colosseum (Colo): This mode is the same as RSE, except all Pokemon and moves are sent privately to the ref.
Diamond/Pearl/Platinum (DPP): Pokemon and moves are sent in the chat or thread. Pokemon have abilities. Whether a move is physical or special is determined by the move itself, instead of its type.
Revolution (Revo): This mode is the same as DPP, except all Pokemon and moves are sent privately to the ref.
Black/White (BW): Both battlers choose all of the Pokemon they will use for the battle privately. The ref then reveals both teams. The battle then progresses like a DPP battle, starting with one of the battlers sending their first Pokemon in the chat or thread. When battlers send Pokemon, they also state the gender, ability, and possible item, like in DPP.
Black/White Revolution (BW Revo, name will change when 5th gen Wii released): This mode is the same as DPP, except all Pokemon and moves are sent privately to the ref. Teams are still revealed before privately selecting a lead Pokemon.

----------

Battle Rules

Along with the battle modes, there are many optional battle rules. If a rule is not specified to be on, then it is assumed to not be used. Some Battle Rules are incompatible with other Battle Rules.

Double Battle: Two Pokemon are used at the same time by both sides. This rule is only compatible with battle modes in which you must send your Pokemon and moves privately to the ref.
Multi Battle: This is a Double Battle, but you are teamed with another battler. Each battler only controls one Pokemon at a time. Each battler must send the same amount of Pokemon.
Triple Battle: Three Pokemon are used at the same time by both sides. This rule is only compatible with battle modes in which you must send your Pokemon and moves privately to the ref.
Rotation Battle: Three Pokemon are sent at the same time by both sides, but one Pokemon must be sent as the front Pokemon, while the other two are on standby. Only the front Pokemon can attack, and it is also the target of all attacks. However, a player may rotate any of his/her standby Pokemon to the front and attack with it the same turn. This rule is only compatible with battle modes in which you must send your Pokemon and moves privately to the ref.
Wonder Launcher: Battlers start with 0 points, and gain 1 point at the end of each turn. Instead of moving, players can use points to purchase consumable items for their Pokemon that must be used as soon as they are bought. A list of the purchasable items and their costs can be found here.
Items Allowed: Pokemon are allowed to hold items.
Sleep Clause: Only one Pokemon per side may be put to sleep at a time by the opponent. Any additional attempts will fail. Rest does not count towards Sleep Clause.
Freeze Clause: Only one Pokemon per side may be frozen. Any additional freeze chances will fail.
OHKO Clause: OHKO moves: Fissure, Guillotine, Horn Drill, and Sheer Cold will always fail.
Evasion Clause: Moves that increase evasion directly, Double Team and Minimize, will fail.
Accuracy Clause: Moves that have a 100% chance of lowering accuracy will fail.
Species Clause: Each battler may not send more than one of a single species of Pokemon, defined by Pokedex number.
Item Clause: Each battler may not equip more than one of a single type of item, defined by its name.
Gameboy: Each battler selects up to four moves for each of their Pokemon for the battle before it begins. This rule is only compatible with battle modes in which you must send your Pokemon and moves privately to the ref.
No Legendary Pokemon: Battlers may not use Legendary Pokemon.
Weather: One of the following weather conditions may be chosen: Rain, Sunny, Sandstorm, Hail, Fog. The weather will last for the entire battle, unless it is changed during the battle somehow.
Terrain: One of the following terrains may be chosen: Building, Cave, Desert, Grass, Mountain, Ocean, Pond, Road, Snow, Tall Grass, Courtyard, Crystal, Gateway, Magma, Main Street, Neon, Stargazer, Sunny Park, Sunset, Waterfall. If no terrain is chosen, it is Building by default.

In a normal battle, before you begin, you and your opponent must both agree on what battle mode and rules to use as well as how many Pokemon are to be used for each battler. Special kinds of battles, such as gym battles and tournament battles, leave the rule making to the leader or the tournament host. There is no limit to the number of Pokémon you can use.

After rules are selected and the first Pokemon are sent, you begin selecting your moves. After moves are selected, the referee refs the turns and posts the stats of the outcome for that turn. Moves are sent again, and this continues until a battler is victorious.

----------

Battling in GSC, RSE, DPP, and BW Rules

It is important to note that in battle modes in which you select your moves in the chat or thread, you must alternate sending your Pokemon and moves first. The battlers can agree on who sends his/her Pokemon first, or the ref can roll to see who gets to decide. Gym leaders are allowed to force the challenger to send first. After a battler sends his/her Pokemon out first, the other battler sends his/her Pokemon and move. Afterwards, the person who sent his/her Pokemon first sends their move second. Then battlers take turns alternating sending first. If a single Pokemon is knocked out in a turn, the battler replaces that Pokemon, but this does not count as sending first or second, so the alternation of sending first continues normally. If both Pokemon are knocked out in a single turn, then the battlers select their Pokemon as though they are continuing alternating. Sending implied moves, such as continuing Outrage, recharging for Hyper Beam, and a battler sending his/her last remaining Pokemon still count for alternating sending first or second.

----------

Free For Alls (FFAs)

Free For Alls are composed of 6 or more battlers. Each battler sends a single Pokemon to the ref. The ref reveals all the Pokemon, and then you start sending moves. The longer your Pokemon lasts compared to other Pokemon, the higher you place, and the more money you get. The battle will last until only one Pokemon remains.

Anyone who has been a ref less than two months cannot ref FFAs.

FFAs are likely to have special rules. Restrictions exist on what kind of rules are acceptable. Any FFA rule that involves one or more of these is explicitly forbidden, unless the rule is approved by staff members in advance.
  • battlers using more than one Pokemon at once
  • greatly limiting the use of Substitute, Protect, and/or Detect
  • limiting the use of many moves in general; ex. all Pokemon are permanently affected by Taunt

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Wonder Launcher

When the Wonder Launcher is enabled, battlers are able to use special points to purchase items during the battle to use on his/her Pokemon. Each battler starts with 0 points, and each battler gains 1 point at the end of each turn. If a battler has 14 unused points, he/she will gain no additional points until he/she uses some. The list of purchasable items can be found by clicking here. When an item is purchased, it must be used immediately. Battlers cannot buy items and store them for later use. When an item is purchased and used, the battler forgoes his/her move that turn to use the item, and the opponent is aware of the use of the item. Items that increase a Pokemon's stat stages or critical hit stages and 'Urge Items' can only be used on a controlled active Pokemon. Revive and Max Revive can only be used on fainted Pokemon. The rest of the items can be used on any Pokemon in the battler's party. If a battler purchases an item that is unable to do anything for the battler's current party, the item will do nothing, and points will still be lost. In-depth information of the effects of items can be found by clicking here.

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Double Battles

In a Double Battle, each trainer has two Pokemon out at the same time. When Pokemon are knocked out, if the battler has more Pokemon available in his/her party, he/she must send Pokemon to replace them at the end of the turn.

Each Pokemon is able to target any other Pokemon on the field, including its own ally. However, there are moves that affect multiple Pokemon at once. These moves can be found by clicking here. When a move hits more than one Pokemon at once, its base power is reduced to 75% of its original value. Furthermore, each instance of the move hitting a Pokemon requires its own accuracy roll, if the move is less than 100% accurate. Likewise, the secondary effects of moves that target multiple Pokemon require an individual roll for each target that is hit.

When Reflect and Light Screen are used in a Double Battle, they benefit both Pokemon on the side it is used. However, instead of halving damage like in Single Battles, the damage is reduced to 2/3 instead.

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Triple Battles

In a Triple Battle, each battler has three Pokemon out at the same time, and the battlers may choose their own Pokemon's position. A Pokemon can be positioned on the left, center, or right. Two Pokemon cannot occupy the same position. When Pokemon are knocked out, if the battler has more Pokemon available in his/her party, he/she must send Pokemon to replace them at the end of the turn.

The position of Pokemon is important. Pokemon cannot target another Pokemon with most moves unless it is adjacent to that Pokemon. A Pokemon is considered adjacent to another Pokemon if it is right in front of it, diagonal to it, or next to it, meaning Pokemon can target their allies. However, there are certain attacks that are capable of targeting any Pokemon on the field, regardless of its position. These moves are attacking Flying moves, 'Pulse moves', and Aura Sphere. To be more specific, these moves are: Acrobatics, Aerial Ace, Aeroblast, Air Slash, Bounce, Brave Bird, Chatter, Drill Peck, Fly, Gust, Hurricane, Peck, Pluck, Sky Attack, Sky Drop, Wing Attack, Dark Pulse, Dragon Pulse, Heal Pulse, Water Pulse, and Aura Sphere.

There are also moves that affect multiple Pokemon at once. These moves can be found by clicking here. If a Pokemon moves out of range of an attack that hits more than one Pokemon at once, the attack will hit any new Pokemon in that spot rather than fail on the evasive Pokemon. When a move hits more than one Pokemon at once, its base power is reduced to 75% of its original value. Furthermore, each instance of the move hitting a Pokemon requires its own accuracy roll, if the move is less than 100% accurate. Likewise, the secondary effects of moves that target multiple Pokemon require an individual roll for each target that is hit.

Instead of attacking, Pokemon are also able to change positions. Only Pokemon on the left and right can do this. When a Pokemon changes positions, it swaps places with the Pokemon in the center, unless there is no Pokemon there, in which case, it will merely move to the center. Changing positions has no priority; therefore, the movement will occur when the Pokemon would usually attack. If a Pokemon is targeting another Pokemon, or is being targeted, but the target moves out of range of the attack, the move will fail. When only one Pokemon is remaining on each side of the battle, and those Pokemon are not adjacent to each other, the Pokemon are automatically moved to the center position at the end of the turn.

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Rotation Battles

In rotation battles, each battler has three Pokemon out at the same time, but the battling is more similar to a Single Battle than a Triple Battle. Out of the three Pokemon sent by a battler, one Pokemon is selected to be in the front, while the other two Pokemon are on standby. When a Pokemon is KO'd, the battler must replace the KO'd Pokemon with one from his/her party at the end of the turn if the battler has any Pokemon in their Pokeball. Otherwise, one of the standby Pokemon should be rotated to the front.

During each turn, a battle may select for his front Pokemon to attack, for one of his standby Pokemon to rotate to the front and attack, or switch out his/her front Pokemon for one in his/her party still in its Pokeball. Attacking does not involve targeting, as the attack will always target the opposing Pokemon in the front at the execution of the move. Moves that hit more than one Pokemon in a Double or Triple Battle only hit the opponent's front Pokemon. Rotating Pokemon has very high priority, and there is no known move that is faster than a rotation. Pokemon in a standby position are essentially safe from all effects until they are sent to the front.

Rotating a Pokemon into and out of a standby position is very different than switching a Pokemon into and out of its Pokeball. When a Pokemon is rotated out, it keeps any buffs and conditions, such as stat boosts and drops, Substitute, Taunt, and more. If a Pokemon that is rotated out has an effect that has a duration or counter, such as Encore, Sleep, or Toxic, the counter will remain unchanged on that Pokemon until it is rotated back in.

There are many abilities that activate when a Pokemon is switched or sent into battle. It is important to remember that rotating and switching are not the same thing. Abilities that activate when a Pokemon is sent into battle, such as Drizzle and Intimidate, will only activate if the Pokemon is sent onto the field in the front position. Rotating a Pokemon with an ability of this sort will not cause the ability to activate.

Last edited by RaptorJesus; 03-20-2012 at 06:29 PM.
  #7  
Old 03-06-2011, 06:28 AM
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Default Abilities A - O

Abilities

The following information of abilities is taken directly from this page of the website The Ultimate Pokemon Center. Some information is modified or removed to facilitate the URPG.

Quote:
A non-bearer is an active Pokémon other than the bearer of the pertinent Ability, regardless of whether that non-bearer also possesses the same Ability.

If an Ability prevents an opponent from switching or fleeing, it doesn't prevent forced switching or fleeing when an opponent faints.

Confusion damage is not considered a direct attack.

Adaptability
{If an attack by bearer shares a type with one of bearer's types, that attack's effectiveness is doubled instead of multiplied by 1.5.}

Aftermath
If a direct attack by a non-bearer causes bearer to faint, that non-bearer loses 1/4 of total HP unless an active Pokémon that isn't rotated out has Damp (not considered recoil damage).

Air Lock
No effects due to the weather are applied.

Analytic
Power of attacks by bearer is multiplied by 1.3 if bearer strikes last this round. (For the use of Pursuit as a Pokémon is about to switch, bearer "strikes last" if all other Pokémon have started to take an action this round.)

Anger Point
[Whenever bearer is hit by an attack by a non-bearer bearer that's a critical hit, bearer's Attack is increased by 12 stages.]

Anticipation
{When bearer becomes active, a message is displayed if any opposing Pokémon has a one-hit KO move that would not be ineffective against bearer or a damaging move whose original type has at least double effectiveness against bearer's types, but not Counter, Mirror Coat, or Metal Burst.}

Arena Trap
An adjacent opposing Pokémon can't switch or flee unless it has Levitate or its current type includes Flying.

Bad Dreams
At the end of each round, each sleeping adjacent opposing Pokémon loses 1/8 of total HP. (This effect is cumulative.)

Battle Armor
Attacks against bearer can't be critical hits.

Big Pecks
Attacks by non-bearers can't reduce bearer's Defense stat stage.

Blaze
If bearer's current HP is less than or equal to 1/3 of its total HP, rounded down, Attack and Special Attack for Fire-type attacks by bearer is multiplied by 1.5.

Chlorophyll
During Sunny Day, bearer's Speed is doubled.

Clear Body
{Attacks and Abilities by non-bearers can't reduce bearer's stat stages. (Effects that merely change stat stages are not affected.) }

Cloud Nine
No effects due to the weather are applied.

Color Change
At the end of all hits of a damaging attack by a non-bearer, if bearer doesn't share a type with that attack's type, bearer's types change to that attack's type. (Prevented by Sheer Force if the attack has an additional effect.)

Compoundeyes
Accuracy of attacks by bearer is multiplied by 130/100.

Contrary
Effects that would decrease bearer's stat stages increase bearer's stat stages by the same amount instead, and vice versa. (Effects that merely copy or reset stat stages are not affected.)

Cursed Body
Whenever a non-bearer hits the bearer with a damaging attack, the effect of Disable may begin against that non-bearer with the affected move set to that move, unless Disable is in effect against that non-bearer (30% chance, not considered an additional effect; doesn't stop any multi-hit attack in progress).

Cute Charm
{Whenever bearer is hit by a direct attack by a non-bearer, that non-bearer may become infatuated if its gender is different from bearer's and neither is genderless (30% chance, not considered an additional effect). }

Damp
Selfdestruct and Explosion will fail for all active Pokémon (doesn't cause fainting).

Defeatist
If bearer's HP is less than or equal to half of total HP, bearer's Attack and Special Attack are halved.

Defiant
Whenever an attack by a non-bearer or an Ability from a non-bearer causes a stat stage of bearer to be reduced, bearer's Attack is increased by 2 stages. (Triggers once for each stat stage reduced.)

Download
When bearer becomes active, if an opposing Pokémon that isn't rotated out exists, bearer's Attack is increased by 1 stage if the total current Defense among all opposing Pokémon that exist and aren't rotated out is less than the total current Special Defense among those Pokémon, or bearer's Special Attack is increased by 1 stage if it's greater or equal. (For this check, each stat is calculated by multiplying the Defense stat or Special Defense stat by the multiplier for the respective stat stage, ignoring Unaware.)

Drizzle
When bearer becomes active, the effect of Rain Dance begins, even if already in effect, and continues indefinitely.

Drought
When bearer becomes active, the effect of Sunny Day begins, even if already in effect, and continues indefinitely.

Dry Skin
At the end of every round, if Rain Dance is in effect, bearer gains 1/8 of total HP. At the end of every round, if Sunny Day is in effect, bearer loses 1/8 of total HP. Power of Fire-type attacks against bearer is multiplied by 125/100. Whenever a Water-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer gains 1/4 of total HP and the attack is ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation.)

Early Bird
{The sleep count declines by 2 instead of 1 in bearer's sleep checks. }

Effect Spore
Whenever bearer is hit by a direct attack by a non-bearer, that non-bearer may be poisoned, paralyzed, or put to sleep (30% chance (combined), not considered an additional effect, prevented by Safeguard but not Substitute).

Filter
{Effectiveness of attacks by non-bearers against bearer whose types have at least double effectiveness against bearer's types is multiplied by 3/4. }

Flame Body
{Whenever bearer is hit by a direct attack by a non-bearer, that non-bearer may be burned (30% chance, not considered an additional effect, Safeguard and Substitute don't affect this).

Flare Boost
As long as bearer is burned, the power of special attacks by bearer against non-bearers is multiplied by 1.5.

Flash Fire
Whenever a Fire-type attack by a non-bearer targets bearer (even non-damaging ones, even if bearer is frozen, and even if the attack is otherwise ineffective against it), that attack is ineffective against bearer, and effectiveness of Fire-type attacks by bearer is multiplied by 1.5 (effect is not cumulative) until bearer is replaced or bearer doesn't have this Ability. (Applied after effects that change targets, but before accuracy check and damage calculation.)

Flower Gift
During Sunny Day, if bearer is a Cherrim and hasn't transformed, Attack and Special Defense of bearer and its allies are multiplied by 1.5. (This effect is cumulative.)

Forecast
{When bearer becomes active, if bearer's species is Castform, bearer's type becomes Fire during Sunny Day, Water during Rain Dance, Ice during Hail, and Normal otherwise, unless bearer shares a type with that type. }

Forewarn
{When bearer becomes active, a message displays a random move with the highest power among all moves known by all opposing Pokémon. (See notes.) }

Friend Guard
Effectiveness of attacks against allies of the bearer (except confusion damage) is multiplied by 3/4. (This effect is cumulative.)

Frisk
{When bearer becomes active, a message displays the name of one of the items held by an opposing Pokémon, if any opposing Pokémon is holding an item. }

Gluttony
{Bearer uses certain Berries when bearer's HP is less than or equal to half instead of 1/4 of total HP. }

Guts
{If bearer has a status problem, bearer's Attack is multiplied by 1.5. Effectiveness of attacks by bearer is not reduced because of burns. }

Harvest
At the end of each round, if Sunny Day is in effect or else at a 50% chance, and if bearer isn't holding an item and the last item consumed by the bearer is a Berry, the bearer receives the last item consumed by the bearer and that item is reset.

Healer
At the end of each round, if bearer doesn't have a status problem, each of bearer's adjacent allies is cured of its status problem at a 30% chance each.

Heatproof
Power of fire-type attacks against bearer is halved, and bearer loses 1/16 instead of 1/8 of total HP because of burns.

Heavy Metal
Bearer's weight is doubled.

Honey Gather
{If bearer appears anywhere in party and has no items, bearer has an X% chance of picking up Honey after an internal battle ends and the player won the battle, where X is bearer's level. }

Huge Power
Bearer's Attack is doubled.

Hustle
{Bearer's Attack is multiplied by 1.5. Accuracy of physical attacks by bearer is multiplied by 4/5.

Hydration
At the end of every round, if Rain Dance is in effect, bearer is cured of its status problem. (No effect if Rain Dance's effect just ended.)

Hyper Cutter
{Attacks and Abilities by non-bearers can't reduce bearer's Attack stat stage. }

Ice Body
At the end of every round, if Hail is in effect, bearer gains 1/16 of total HP and doesn't lose HP because of the Hail effect.

Illuminate
This ability has no function in URPG battling.

Illusion
As bearer becomes active, bearer's appearance becomes that of the last listed unfainted non-egg Pokémon with the same controller as the bearer (unless it's itself that Pokémon) until bearer doesn't have this Ability or a non-bearer hits the bearer with a damaging attack. (Bearer is not considered to have transformed.)

Immunity
Bearer can't be poisoned.

Imposter
When bearer becomes active, its Attack, Defense, Speed, Special Attack, and Special Defense stats, types, moves, weight, Ability, and stat stages become those of the Pokémon it's facing (if any), unless that Pokémon has transformed. Moves copied this way have 5 PP and a maximum PP of no more than 5. (Bearer is considered to have transformed. No effect if activated with Ability Urge.)

Infiltrator
Attacks by the bearer ignore the effects of Reflect, Light Screen, and Safeguard on the opposing Pokémon's side.

Inner Focus
Effects can't cause bearer to flinch. (Triggers only after an attack that causes flinching is used, and not at the beginning of bearer's turn.)

Insomnia
Bearer can't fall asleep.

Intimidate
When bearer becomes active, decreases each adjacent opposing Pokémon's Attack by 1 stage.

Iron Barbs
Whenever bearer is hit by a direct attack by a non-bearer, that non-bearer loses 1/8 of its total HP (not considered recoil damage).

Iron Fist
Power of punch attacks by the bearer is multiplied by 1.2.

Justifiedt
Whenever bearer is hit by a damaging Dark-type attack by a non-bearer, bearer's Attack is increased by 1 stage.

Keen Eye
Attacks and Abilities by non-bearers can't reduce bearer's accuracy stat stage.

Klutz
{Effects due to bearer's held item, or to items it uses, are not applied. (No effect outside of battle.) }

Leaf Guard
During Sunny Day, bearer can't receive status problems. (This includes Rest. Yawn will fail against bearer.)

Levitate
{Bearer is immune to damaging Ground-type attacks. }

Light Metal
Bearer's weight is halved.

Lightningrod
Electric-type attacks (even non-damaging ones) by non-bearers with a target of "single non-user" that could target the bearer are directed to bearer instead of to any other non-user of that attack, unless that other non-user has this Ability. (Applied after Follow Me, but before Magic Coat. If more than one non-user the attack could target has this Ability, the attack is directed to that such non-user with the highest Speed stat, or if there is a tie, to a random tied Pokémon.) Whenever an Electric-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer's Special Attack is increased by 1 stage and that attack is ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation. An Electric-type Thunder Wave is ineffective against Ground-type opponents in normal cases.)

Limber
Bearer can't be paralyzed.

Liquid Ooze
If Absorb, Drain Punch, Giga Drain, Leech Life, Mega Drain, Horn Leech, or the effect of Leech Seed, when it drains HP from bearer, would recover HP to a non-bearer, that non-bearer loses that much HP instead.

Magic Bounce
Whenever the bearer is the target of one of certain attacks by non-bearers and that non-bearer is the original user of that attack (even if the attack is used by another move), instead bearer uses that attack against that non-bearer. (Applies to each target separately. Magic Coat takes precedence over this Ability. If the attack has more than one target, targets under the effect of Magic Coat and/or that have this Ability use that attack after the effects of other targets have resolved, in the same relative order. If the attack has a target of "all opposing Pokémon", bearer uses that attack against each Pokémon it could target. For the purposes of this effect, attacks with a target of "opposing Pokémon's side" target all opposing Pokémon; the effect is not applied to each target separately for such attacks.)

Magic Guard
Effects other than damage can't reduce bearer's HP, with these exceptions: [Pain Split, Belly Drum,] effects that make the bearer "faint", Curse when used, [confusion damage, Future Sight and Doom Desire, and HP loss from Struggle.] (Liquid Ooze will cause neither HP loss nor HP gain.)

Magma Armor
Bearer can't be frozen.

Magnet Pull
An [adjacent] opposing Pokémon can't switch or flee if its current type includes Steel.

Marvel Scale
{Bearer's Defense is multiplied by 1.5 if it has a status problem. }

Minus
If at least one ally other than the bearer has this Ability or the Plus Ability, Special Attack of bearer is multiplied by 1.5.

Mold Breaker
While bearer is using an attack, effects due to certain Abilities by non-bearers are not applied. (See notes below.)

Moody
At the end of every round, a random stat stage of bearer that can be increased is increased by 2 stages, and a different random stat stage of bearer that can be decreased is decreased by 1 stage.

Motor Drive
{Whenever an Electric-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer's Speed is increased by 1 stage and that attack is ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation. and effects that change targets, but before damage calculation. An Electric-type Thunder Wave is ineffective against Ground-type opponents in normal cases.) }

Moxie
Whenever an attack by the bearer against a non-bearer causes that non-bearer to faint, bearer's Attack is increased by 1 stage. (Mummy takes precedence over this Ability.)

Multiscale
If bearer's HP is full, the effectiveness of attacks by non-bearers against bearer is halved. (Treats each hit of a multi-hit attack as a separate attack.)

Multitype
As bearer becomes active, if bearer is an Arceus, its type becomes a type that depends on the Plate held if bearer is actually holding a Plate, or Normal otherwise.

Mummy
Whenever bearer is hit by a direct attack by a non-bearer, that non-bearer's Ability becomes this Ability, unless that non-bearer actually has Multitype or this Ability.

Natural Cure
As bearer is replaced (but not if it becomes active), bearer is cured of its status problem. (Checks bearer's current Ability. Doesn't apply during battle if effects due to the bearer's Ability are not applied.) If bearer is anywhere in party, bearer is cured of its status problem after each battle.

No Guard
{Attacks by and against bearer hit without fail in accuracy checks. (See explanations.) }

Normalize
Attacks by bearer have the Normal type. (Applied before effects that vary an attack's type.)

Oblivious
Bearer can't be infatuated.

Overcoat
Bearer doesn't lose HP because of Sandstorm and Hail.

Overgrow
If bearer's current HP is less than or equal to 1/3 of its total HP, rounded down, Attack and Special Attack for Grass-type attacks by bearer is multiplied by 1.5.

Own Tempo
Bearer can't be confused.

Last edited by Bumblebee16; 12-21-2011 at 09:01 PM.
  #8  
Old 03-06-2011, 06:32 AM
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Join Date: Dec 2006
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Default Abilities P - Z

Quote:
Pickpocket
At the end of all hits of a direct attack by a non-bearer, if bearer was hit by that attack and bearer has at least 1 HP, the bearer receives that non-bearer's item if bearer isn't holding any items, if bearer doesn't have a substitute, and unless the non-bearer is one of the player's Pokémon in a wild battle and the bearer isn't. (Effect happens even if the non-bearer has 0 HP. Prevented by Sheer Force if the attack has an additional effect.)

Pickup
At the end of each round, if bearer isn't holding an item, bearer receives a copy of the last item consumed by a non-bearer that's currently adjacent to bearer and that item is reset. (Bearer will then use that item if the trigger condition is true. If more than one active Pokémon [that isn't rotated out] has this Ability, the effect resolves in priority order.) At the end of each URPG battle, there is a 10% chance that the owner of the bearer is allowed a free item that is not a TM or HM from the Pokemart. Trainers must post in The Pokémart to claim a free item.

Plus
If at least one ally other than the bearer has this Ability or the Minus Ability, Special Attack of bearer is multiplied by 1.5.

Poison Heal
If bearer is poisoned, bearer gains 1/8 of total HP at the end of every round instead of losing HP because of poison. (Takes precedence over Mummy.)

Poison Point
Whenever bearer is hit by a direct attack by a non-bearer, that non-bearer may be poisoned (30% chance, not considered an additional effect, prevented by Safeguard but not Substitute).

Poison Touch
Whenever a non-bearer is hit by a direct attack by the bearer, that non-bearer may be poisoned (30% chance; considered an additional effect by Shield Dust but not Serene Grace; prevented by Safeguard and Substitute).

Prankster
The priority level of the bearer's status moves is temporarily increased by 1 while determining priority.

Pressure
Whenever an attack by a non-bearer [as well as those that target "opposing Pokémon's side"] targets bearer when it is used, the PP of [the move that attack's user chose for use this round] is reduced by an additional 1, but not to less than 0. [ Attack will not fail solely because the move's PP cannot be reduced this way. This effect doesn't apply to moves used by other moves, whether or not the attacker has the move used by such other move.] (If the move's user changes, effect applies only to the move's original user. Doesn't apply to Bide or to the "non-Ghost" version of Curse. Doesn't trigger for hits of multi-hit attacks after the first.) ) }

Pure Power
Bearer's Attack is doubled.

Quick Feet
{As long as bearer has a status problem, bearer's Speed is multiplied by 1.5. Bearer's Speed is not reduced because of paralysis. }

Rain Dish
{At the end of every round, if Rain Dance is in effect, bearer gains 1/16 of total HP. }

Rattled
Whenever bearer is hit by a damaging Dark-, Bug-, or Ghost-type attack by a non-bearer, bearer's Speed is increased by 1 stage.

Reckless
{Power of attacks by bearer that cause recoil damage, as well as Jump Kick and Hi Jump Kick is multiplied by 1.2. (Struggle is excluded.) }

Regenerator
As bearer is replaced (but not if it becomes active or a battle ends), if it has at least 1 HP, bearer gains 1/3 of total HP. (Checks bearer's current Ability. Doesn't apply during battle if effects due to the bearer's Ability are not applied.)

Rivalry
{Power of attacks by bearer is multiplied by 125/100 if bearer and the attack's opponent are both male or both female, or multiplied by 75/100 if one is male and one is female. }

Rock Head
Bearer does not receive recoil damage. (Struggle's HP loss is excluded.)

Rough Skin
Whenever bearer is hit by a direct attack by a non-bearer, that non-bearer loses 1/8 of its total HP (not considered recoil damage).

Run Away
This ability has no function in URPG battling.

Sand Force
During Sandstorm, the power of Rock-, Steel-, and Ground-type attacks by bearer is multiplied by 1.3, and bearer doesn't lose HP because of the Sandstorm effect.

Sand Rush
During Sandstorm, bearer's Speed is doubled and bearer doesn't lose HP because of the Sandstorm effect.

Sand Stream
When bearer becomes active, the effect of Sandstorm begins, even if already in effect, and continues indefinitely.

Sand Veil
During Sandstorm, accuracy of attacks against bearer is multiplied by 8/10 and bearer doesn't lose HP because of the Sandstorm effect.

Sap Sipper
Whenever a Grass-type attack (even a non-damaging one) by a non-bearer targets bearer, bearer's Attack is increased by 1 stage and that attack is ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation.)

Scrappy
{Normal- and Fighting-type attacks by bearer have normal effectiveness against the Ghost type. }

Serene Grace
Chance of additional effects from attacks by bearer is doubled. (Secret Power is not affected.)

Shadow Tag
An [adjacent] opposing Pokémon can't flee or switch unless it has this Ability.

Shed Skin
At the end of each round, there is a 33% chance that bearer's status problems will be removed.

Sheer Force
Power of attacks by bearer with an additional effect is multiplied by 1.3. No additional effects of attacks by the bearer can occur.

Shell Armor
Attacks against bearer can't be critical hits.

Shield Dust
No additional effects of attacks by non-bearers can occur against bearer. (Additional effects that don't affect the bearer are not prevented.)

Simple
Effects that increase or decrease bearer's stat stages by a certain number of stages do so by twice that many stages instead.

Skill Link
Multi-hit attacks by bearer that "strike two to five times in a row" always strike five times. Triple Kick always strikes three times if its accuracy check succeeds on the first hit.

Slow Start
{When bearer becomes active, bearer's Attack and Speed are halved for five rounds, including the current round, or until bearer is replaced or bearer loses this Ability. The effect is reset whenever bearer adopts this Ability even if it already had this Ability. }

Sniper
If an attack by bearer is a critical hit, the damage dealt is tripled instead of doubled.

Snow Cloak
During Hail, accuracy of attacks against bearer is multiplied by 8/10 and bearer doesn't lose HP because of the Hail effect.

Snow Warning
When bearer becomes active, the effect of Hail begins, even if already in effect, and continues indefinitely.

Solar Power
During Sunny Day, bearer's Special Attack is multiplied by 1.5. At the end of every round, if Sunny Day is in effect, bearer loses 1/8 of total HP.

Solid Rock
Effectiveness of attacks by non-bearers against bearer whose types have at least double effectiveness against bearer's types is multiplied by 3/4.

Soundproof
Bearer does not receive the effects of sound-based attacks. (Uproar can still affect bearer's sleep status; bearer doesn't receive a perish count, but its perish count will still decline; doesn't affect Heal Bell)

Speed Boost
{At the end of each round, increases bearer's Speed by 1 stage unless bearer became active after the beginning of this round. }

Stall
{Bearer strikes after all other Pokémon whose moves have equal or greater priority than bearer's move. (See timing.) }

Static
Whenever bearer is hit by a direct attack by a non-bearer, that non-bearer may be paralyzed (30% chance, not considered an additional effect, prevented by Safeguard but not Substitute).

Steadfast
Whenever bearer flinches, bearer's Speed is increased by 1 stage. (Triggers during bearer's turn.)

Stench
Damaging attacks by the bearer that don't already have an additional effect of causing the opponent to flinch have an additional effect of causing the opponent to flinch (10% chance; not cumulative with King's Rock or Razor Fang; prevented by Substitute).

Sticky Hold
Bearer's held item can't be removed from it by non-bearers. (This includes Knock Off, Pluck, Incinerate, and Bug Bite.) (Bearer can use Trick, Switcheroo, and Bestow normally, and Item Drop can still be used on it.)

Storm Drain
Water-type attacks (even non-damaging ones, but not Water Pledge) by non-bearers with a target of "single non-user" that could target the bearer are directed to bearer instead of to any other non-user of that attack, unless that other non-user has this Ability. (Applied after Follow Me, but before Magic Coat. If more than one non-user the attack could target has this Ability, the attack is directed to that such non-user with the highest Speed stat, or if there is a tie, to a random tied Pokémon.) Whenever a Water-type attack (even a non-damaging one and including Water Pledge) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer's Special Attack is increased by 1 stage and that attack is ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation.)

Sturdy
One-hit KO attacks against bearer will fail for non-bearers (whether or not bearer's HP is full). If bearer's HP is full and damage (including confusion damage) would reduce bearer's HP to less than 1, instead that damage reduces bearer's HP to 1. (Treats each hit of a multi-hit attack as a separate attack. Takes precedence over Focus Sash and Focus Band. Endure takes precedence over this Ability.)

Suction Cups
Attacks by non-bearers and items held by non-bearers can't force bearer to end a wild battle or cause bearer to be replaced with a different non-active Pokémon.

Super Luck
Bearer's critical hit rate is increased.

Swarm
If bearer's current HP is less than or equal to 1/3 of its total HP, rounded down, Attack and Special Attack for Bug-type attacks by bearer is multiplied by 1.5.

Swift Swim
During Rain Dance, bearer's Speed is doubled.

Synchronize
Whenever the bearer is burned, poisoned, or paralyzed by an attack by a non-bearer or an Ability from a non-bearer, that non-bearer also receives the same status problem. (This doesn't include Toxic Spikes. Safeguard and Substitute don't affect this. If bearer became badly poisoned, the non-bearer becomes badly poisoned. Effect happens immediately.)

Tangled Feet
{As long as bearer is confused, accuracy of attacks against bearer is halved. }

Technician
If an attack by bearer against a non-bearer has a power of 60 or less, that attack's power is multiplied by 1.5. (Includes Struggle. Applied after effects of the attack itself that vary its power and after Defense Curl and Helping Hand, and before other effects that modify its power.)

Telepathy
Whenever a damaging attack by an ally of the bearer targets bearer, that attack is ineffective against bearer if it isn't otherwise ineffective against it.

Teravolt
While bearer is using an attack, effects due to certain Abilities by non-bearers are not applied. (See notes below.)

Thick Fat
Attack and Special Attack for Fire- and Ice-type attacks against bearer is halved.

Tinted Lens
{Effectiveness of attacks by bearer against non-bearers whose types have less than normal effectiveness against bearer's types is doubled. }

Torrent
If bearer's current HP is less than or equal to 1/3 of its total HP, rounded down, Attack and Special Attack for Water-type attacks by bearer is multiplied by 1.5.

Toxic Boost
As long as bearer is poisoned, the power of physical attacks by bearer against non-bearers is multiplied by 1.5.

Trace
When bearer becomes active, it adopts the Ability of a random adjacent opposing Pokémon that actually has an Ability other than Multitype, Wonder Guard, Trace, Forecast, Flower Gift, Zen Mode, Illusion, or Imposter. If there is no such Pokémon, this Ability doesn't trigger.

Truant
{Every other round, bearer does nothing instead of using an attack. (See "notes" below for details.) }

Turboblaze
While bearer is using an attack, effects due to certain Abilities by non-bearers are not applied. (See notes below.)

Unaware
Attacks by bearer against non-bearers ignore their opponent's Defense, Special Defense, and evasiveness stat stages. Attacks by non-bearers against bearer ignore the Attack, Special Attack, and accuracy stat stages. (This effect applies only in damage calculation and accuracy checks. Punishment and Stored Power are not specially affected.)

Unburden
{Bearer's Speed is doubled as long as it actually isn't holding an item if an item that the bearer held was consumed or removed from the bearer while bearer had this Ability and since bearer became active. (This applies even if the item switches to the same or different item. This includes if the bearer drops its held item because of Knock Off.) }

Unnerve
Berries held by opposing Pokémon can't trigger. (Item Urge will have no effect for Berries held by such Pokémon. An opposing Pokémon can use Natural Gift and Fling normally and items involved in Pluck, Bug Bite, and Fling attacks by and against an opposing Pokémon will take effect normally.)

Victory Star
Accuracy of attacks by bearer and its allies is multiplied by 1.1. (This effect is cumulative.)

Vital Spirit
{Bearer can't fall asleep. Chance of encountering high-level Pokémon increases by 50%. (See "Encounters" in the notes.) }

Volt Absorb
Whenever an Electric-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer gains 1/4 of total HP and that attack is ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation. An Electric-type Thunder Wave is ineffective against Ground-type opponents in normal cases.)

Water Absorb
Whenever a Water-type attack (even a non-damaging one) by a non-bearer targets bearer, and the attack is not otherwise ineffective against bearer, bearer gains 1/4 of total HP and that attack is ineffective against bearer. (Applied after effects that change targets, but before accuracy check and damage calculation.)

Water Veil
Bearer can't be burned.

Weak Armor
Whenever bearer is hit by a physical attack by a non-bearer, bearer's Defense is decreased by 1 stage and its Speed is increased by 1 stage.

White Smoke
{Attacks and Abilities by non-bearers can't reduce bearer's stat stages. (Effects that merely change stat stages are not affected.) }

Wonder Guard
{Bearer is immune to damaging attacks whose type has less than double effectiveness against bearer's types. }

Wonder Skin
Accuracy of non-damaging attacks by non-bearers against bearer is 50 (before accuracy-modifying effects).

Zen Mode
At the end of each round, if bearer is a Darmanitan and hasn't transformed, bearer assumes Zen Mode if its current HP is less than or equal to half of total HP, or Standard Mode otherwise, and bearer reverts to Standard Mode when it's replaced or when bearer doesn't have this Ability. (Its stats are recalculated if it changes to a different form this way.)

Notes
{If an ability triggers "when bearer becomes active", it also triggers at the end of a Pokémon's turn, after an attack is used (before fainting if any, but not Pursuit as an opponent is about to switch), at the end of every round, and whenever another Pokémon becomes active (including when a battle begins), but only if the ability's effect did not already trigger for that Pokémon since it became active.}

The list of Abilities prevented by Mold Breaker, Teravolt, and Turboblaze is: Battle Armor, Big Pecks, Clear Body, Contrary, Damp (both the Selfdestruct/Explosion effect and the Aftermath effect), Dry Skin (both the boosted power and absorbing Water attacks), Filter, Flash Fire, Flower Gift (both the Attack and Defense boosts), Friend Guard, Heatproof, Heavy Metal, Hyper Cutter, Immunity, Inner Focus, Insomnia, Keen Eye, Leaf Guard, Levitate, Light Metal, Lightningrod, Limber, Magic Bounce, Magma Armor, Marvel Scale, Motor Drive, Multiscale, Oblivious (including when Oblivious prevents Captivate from working), Own Tempo, Sand Veil, Sap Sipper, Shell Armor, Shield Dust, Simple, Snow Cloak, Solid Rock, Soundproof, Sticky Hold, Storm Drain, Sturdy, Suction Cups, Tangled Feet, Telepathy, Thick Fat, Unaware, Vital Spirit, Volt Absorb, Water Absorb, Water Veil, White Smoke, Wonder Guard, and Wonder Skin. Moreover, Mold Breaker, Teravolt, and Turboblaze do not affect the returned attack from Future Sight and Doom Desire.

In rotation battles, Abilities that trigger "when bearer becomes active" do not trigger if the bearer becomes active in a rotated-out state. They don't trigger when the Pokémon rotates in. Other Abilities still have their effects while their bearer is rotated out unless noted otherwise.

If an Ability's effect contains the words "Bearer can't...", the affected condition, if the Pokémon has it, is removed if the Pokémon has this Ability. This effect triggers after each Pokémon's turn (but only the first two turns each round) and whenever a Pokémon (including the bearer) becomes active (including when a battle begins).

For Illusion, the bearer has all attributes necessary to make it appear as though it were the last listed unfainted non-egg Pokémon with the same controller as the bearer (just before the bearer became active). It will have the same appearance according to that Pokémon's gender, species, form, and Shiny status, and its info box will show that Pokémon's Poké Ball, gender, and nickname. However, the bearer's level, type, stats, moves, and Ability remain unchanged. Moreover, effects still use the bearer's real gender, individual values, species, form, weight, happiness, and nature.
.

Last edited by Bumblebee16; 12-21-2011 at 09:04 PM.
  #9  
Old 03-07-2011, 05:19 AM
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Default Items

Items

The following information on items is compiled from the following pages of these websites: The Ultimate Pokemon Center, Smogon, and Bulbapedia. Some information is modified or removed to facilitate the URPG.

Quote:
Air Balloon
When a holder is sent into battle with this item, a message is given indicating the holder is holding this item. Holder is immune to Ground-type attacks, and holder is unaffected by Spikes and Toxic Spikes, and holder can switch and flee despite Arena Trap, as though it had Levitate (even if effects due to the holder's Ability are not applied). (Overridden by Ingrain and Gravity.) If a non-holder hits the holder with a damaging attack, this item is consumed (the item "pops").

Absorb Bulb
Whenever holder is hit by a damaging Water-type attack by a non-holder, if holder's Special Attack stat stage is less than 6 and holder's Special Attack can be changed with this item's effect, this item is consumed and holder's Special Attack is increased by 1 stage.

Apicot Berry
When holder's HP is less than or equal to 1/4 of total HP, and holder's Special Defense stat stage can be changed by this effect, increases holder's Special Defense by 1 stage and this item is consumed.

Berserk Gene
As soon as a new round begins (before commands are chosen), if holder is holding this item, its Attack is increased by 2 stages and then, unless it is already confused, the holder becomes confused (Safeguard and Substitute don't affect this), and receives a confusion count of 256.

Big Root
The HP stolen by holder's draining moves is increased by 30%. Th item affects the moves Absorb, Drain Punch, Giga Drain, Horn Leech, Leech Life, Mega Drain and Leech Seed.

Binding Band
Whenever the effect of a multi-turn attack by the holder begins, the effect causes its opponent to lose 1/8 instead of 1/16 of total HP at the end of each round.

Black Belt (Fighting), Blackglasses (Dark), Charcoal (Fire), Dragon Fang (Dragon), Hard Stone (Rock), Magnet (Electric), Metal Coat (Steel), Miracle Seed (Grass), Mystic Water (Water), Nevermeltice (Ice), Poison Barb (Poison), Sharp Beak (Flying), Silk Scarf (Normal), Silverpowder (Bug), Soft Sand (Ground), Spell Tag (Ghost), Twistedspoon (Psychic)
Power of attacks of the item's corresponding type by holder is multiplied by 1.2.

Black Sludge
The holder loses 1/8 of total HP if the the holder's type is not Poison at the end of each round. If the holder's type is Poison, the holder restores 1/16 of total HP at the end of each round.

BrightPowder
Accuracy of attacks against the holder is multiplied by 0.9.

Bug Gem, Dark Gem, Dragon Gem, Electric Gem, Fighting Gem, Fire Gem, Flying Gem, Ghost Gem, Grass Gem, Ground Gem, Ice Gem, Normal Gem, Poison Gem, Psychic Gem, Rock Gem, Steel Gem, Water Gem
As an attack by the holder other than Fire Pledge, Grass Pledge, or Water Pledge begins, if it would deal damage against at least one of its targets and has the same type as that named by this item, that attack's power is multiplied by 1.5 and this item is consumed before damage calculation. (Counts all hits of a multi-hit attack. Attacks used on different rounds are considered separate attacks. The appropriate type item will also trigger if Present would try to recover HP to the opponent, even if it can't do so.)

Cell Battery
Whenever holder is hit by a damaging Electric-type attack by a non-holder, if holder's Attack stat stage is less than 6 and holder's Attack can be changed with this item's effect, holder's Attack is increased by 1 stage and this item is consumed.

Choice Band
Holder's Attack is multiplied by 1.5. Holder can't choose any move for use other than the first move it chose for use and that wasn't prevented from being used (and where the holder held this item as it started to use the move), for as long as holder remains active, has that move, and is holding this item. (Effect is reset even if Trick or Switcheroo causes holder to gain the same or a different choice item. Applies to use of Pursuit as a Pokémon is about to switch. Doesn't apply to moves used by other moves, to moves that are prevented from being used, or to moves used by the holder because of Snatch, Magic Coat, or Magic Bounce. Affected move is not reset if it runs out of PP and then has its PP restored.)

Choice Scard
Holder's Speed is multiplied by 1.5. Holder can't choose any move for use other than the first move it chose for use and that wasn't prevented from being used (and where the holder held this item as it started to use the move), for as long as holder remains active, has that move, and is holding this item. (Effect is reset even if Trick or Switcheroo causes holder to gain the same or a different choice item. Applies to use of Pursuit as a Pokémon is about to switch. Doesn't apply to moves used by other moves, to moves that are prevented from being used, or to moves used by the holder because of Snatch, Magic Coat, or Magic Bounce. Affected move is not reset if it runs out of PP and then has its PP restored.)

Choice Specs
Holder's Special Attack is multiplied by 1.5. Holder can't choose any move for use other than the first move it chose for use and that wasn't prevented from being used (and where the holder held this item as it started to use the move), for as long as holder remains active, has that move, and is holding this item. (Effect is reset even if Trick or Switcheroo causes holder to gain the same or a different choice item. Applies to use of Pursuit as a Pokémon is about to switch. Doesn't apply to moves used by other moves, to moves that are prevented from being used, or to moves used by the holder because of Snatch, Magic Coat, or Magic Bounce. Affected move is not reset if it runs out of PP and then has its PP restored.)

Babiri Berry (Steel), Charti Berry (Rock), Chople Berry (Fighting), Coba Berry (Flying), Colbur Berry (Dark), Haban Berry (Dragon), Kasib Berry (Ghost), Kebia Berry (Poison), Occa Berry (Fire), Passho Berry (Water), Payapa Berry (Psychic), Rindo Berry (Grass), Shuca Berry (Ground), Tanga Berry (Bug), Wacan Berry (Electric), Yache Berry (Ice)
When the holder is hit by a super-effective attack of the corresponding type of the item, the damage from the attack is reduced to 50% and the item is consumed.

Chilan Berry
When the holder is hit by a Normal attack, the damage from the attack is reduced to 50% and the item is consumed.

Custap Berry
If holder's HP is less than or equal to 1/4 of total HP and holder is holding this item after commands are chosen but before Pokémon are switched out, this item is consumed and holder strikes before all other Pokémon whose moves have equal or lower priority than holder's move this round. (Affected by Gluttony.)

Damp Rock
If holder uses Rain Dance, its effect lasts eight rounds instead of five rounds.

Destiny Knot
{If the holder becomes infatuated, the foe does too.}

Eject Button
At the end of all hits of a damaging attack by a non-holder, if holder was hit by that attack, if holder has at least 1 HP and if there is at least one unfainted non-egg non-active Pokémon with the same controller as the holder, this item causes the holder to switch even if it cannot switch, and this item is consumed. (The new Pokémon becomes active immediately. Prevented by Sheer Force if the attack has an additional effect.)

Eviolite
If holder's species has a higher evolutionary form, its Defense and Special Defense are multiplied by 1.5.

Expert Belt
{Effectiveness of attacks by holder against non-holders is multiplied by 1.2 if the attack is super-effective.}

Flame Orb
At the end of each round, holder becomes burned. (Not prevented by Safeguard or Substitute.)

Float Stone
Holder's weight is halved.

Focus Band
{The holder may endure a potential KO attack, leaving it with just 1 HP.} (Endure and Sturdy take precedence over this item's effect.)

Focus Sash
If holder's HP is full and damage (including confusion damage) would reduce holder's HP to less than 1, instead that damage reduces holder's HP to 1 and this item is consumed immediately. (Treats each hit of a multi-hit attack as a separate attack. Includes returned attack from Future Sight and Doom Desire. Endure and Sturdy take precedence over this item's effect.)

Full Incense
This Pokemon will move last as long as its opponent chooses moves in the same priority bracket. If two Pokemon that are holding Full Incense are out at the same time, the faster Pokemon will move last. If a Pokemon holding Full Incense is facing a Pokemon with the ability Stall, the Pokemon with Full Incense will move last. If a Pokemon with Stall is holding one of these items, Stall is ignored. Full Incense ignores the effects of Trick Room. This item is identical to Lagging Tail.

Ganlon Berry
When holder's HP is less than or equal to 1/4 of total HP, and holder's Defense stat stage can be changed by this effect, increases holder's Defense by 1 stage and this item is consumed.

Grip Claw
If holder uses a multi-turn attack, its effect lasts five to six rounds.

Heat Rock
If holder uses Sunny Day, its effect lasts eight rounds instead of five rounds.

Icy Rock
If holder uses Hail, its effect lasts eight rounds instead of five rounds.

Iron Ball
Holder's Speed is halved [even if Embargo is in effect for the holder and even if it has Klutz]. Ground-type moves have normal effectiveness against the holder if its current type includes Flying, and they are effective against the holder as though it did not have Levitate. Holder can receive the effect of Spikes and Toxic Spikes, and the holder is prevented from switching and fleeing because of Arena Trap, as though it did not have Levitate and as though its current type did not include Flying. (Overrides Magnet Rise and Telekinesis.)

Jaboca Berry
If the holder is hit by a physical attack, the attacker takes 12.5% of its max HP as damage and the item is consumed. The holder must survive the hit for this to activate. Pokemon with Magic Guard do not activate this Berry.

King's Rock
Whenever a non-holder is hit by a damaging attack by the holder that doesn't have an additional effect of causing its opponent to flinch, that non-holder may flinch this round (10% chance; considered an additional effect by Shield Dust and Serene Grace but not Sheer Force; not cumulative with Stench; prevented by Substitute).

Lagging Tail
This Pokemon will move last as long as its opponent chooses moves in the same priority bracket. If two Pokemon that are holding Lagging Tail are out at the same time, the faster Pokemon will move last. If a Pokemon holding Lagging Tail is facing a Pokemon with the ability Stall, the Pokemon with Lagging Tail will move last. If a Pokemon with Stall is holding one of these items, Stall is ignored. Lagging Tail ignores the effects of Trick Room. This item is identical to Full Incense.

Lansat Berry
When holder's HP is less than or equal to 1/4 of total HP, and Focus Energy is not in effect for the holder, begins the effect of Focus Energy and this item is consumed.

Leftovers
At the end of each round, holder gains 1/16 of total HP.

Liechi Berry
When holder's HP is less than or equal to 1/4 of total HP, and holder's Attack stat stage can be changed by this effect, increases holder's Attack by 1 stage and this item is consumed.

Life Orb
{Effectiveness of attacks by holder against non-holders is multiplied by 1.3. At the end of an attack by the holder, the holder loses 1/10 of total HP if the holder hit at least one non-holder at least once with that attack.}

Light Ball
If the holder is Pikachu and hasn't transformed, its Attack and Special Attack are doubled.

Light Clay
If holder uses Reflect or Light Screen, its effect lasts eight rounds instead of five rounds.

Lucky Punch
If holder is a Chansey and hasn't transformed, its critical hit rate is increased by 2 stages.

Mental Herb
When holder is infatuated or Taunt, Disable, Torment, or Encore is in effect for the holder, holder is no longer infatuated and those moves' effects end for the holder, and this item is consumed.

Metal Powder
If holder is a Ditto and hasn't transformed, its Defense and Special Defense are multiplied by 1.5.

Metronome
The power of an attack is increased by 10% on each consecutive use, up to a maximum of +100%, i.e. double its original power. The boosts are lost if the holder uses another attack or switches out. The boost is only applied on multiple selections of a move, not multiple executions. This means that moves that lock the user into the move for multiple turns will not boost for each time the user attacks, only when they select the move again. If a Pokemon uses a move that selects another move (for instance, Sleep Talk), Metronome's bonus will increase when that move selects and attack, and do nothing (neither boost nor reset the counter) when that move fails to select an attacking move.

Micle Berry
When the holder's HP falls to 1/4 or less, this Berry is consumed and the holder's next used move will always hit. Micle Berry ignores all accuracy and evasion modifiers. If the target uses Detect or Protect the turn after the Micle Berry activates, then any attack by the user that turn has 100 - Accuracy chance to break through Detect or Protect. This ability to break through Detect and Protect does not apply to Fissure, Guillotine, Horn Drill, or Sheer Cold.

Muscle Band
{Effectiveness of attacks by holder against non-holders is multiplied by 1.1 if the attack is physical.}

Petaya Berry
Petaya Berry - When holder's HP is less than or equal to 1/4 of total HP, and holder's Special Attack stat stage can be changed by this effect, increases holder's Special Attack by 1 stage and this item is consumed.

Power Herb
Whenever the holder uses a two-turn attack other than Sky Drop, if that attack would take two turns, it takes one turn instead and this item is consumed. (Triggers after holder prepares to use a two-turn attack. Hyper Beam and the like are not two turn attacks.)

Quick Claw
At a 20% chance, holder strikes before all other Pokémon with equal or lower priority than holder's move.

Quick Powder
If holder is a Ditto and hasn't transformed, its Speed is doubled.

Red Card
At the end of all hits of a damaging attack by a non-holder, if holder was hit by that attack, if holder and the non-holder has at least 1 HP, and if there is at least one unfainted non-egg non-active Pokémon with the same controller as that non-holder, this item is consumed and, if this is a Trainer battle, this item replaces that non-holder with one such non-active Pokémon chosen at random, and, if this is a wild battle, the battle ends. (If this effect is prevented, the item is still consumed.) (This item's effect does not trigger if the non-holder has Sheer Force and the attack has an ad

Ring Target
Attacks against the holder have normal effectiveness against types that those attacks' types would otherwise be ineffective against. (For example, if the holder's type includes Dark, Psychic-type attacks against it have normal effectiveness against the Dark type.) Effects can inflict status problems on the holder if they otherwise wouldn't because of the holder's type.

Rocky Helmet
Whenever holder is hit by a direct attack by a non-holder, that non-holder loses 1/6 of total HP (not considered recoil damage).

Rowap Berry
If the holder is hit by a special attack, the attacker takes 12.5% of its max HP as damage and the item is consumed. The holder must survive the hit for this to activate. Pokemon with Magic Guard do not activate this Berry.

Salac Berry
When holder's HP is less than or equal to 1/4 of total HP, and holder's Speed stat stage can be changed by this effect, increases holder's Speed by 1 stage and this item is consumed.

Scope Lens
Holder's critical hit rate is increased by 1 stage.

Shed Shell
The holder can switch out, even if under the effects of Ingrain, Arena Trap, Magnet Pull, Shadow Tag, Block, Mean Look, Spider Web, Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool, or Wrap. Pokémon that have used Ingrain and or have the ability Suction Cups are still not affected by Roar and Whirlwind. A Pokemon locked into Ice Ball, Outrage, Petal Dance, Rollout, Thrash, or Uproar will still not be able to switch out.

Shell Bell
Whenever the holder deals damage, the holder restores 1/8 of the damage dealt as HP.

Smooth Rock
If holder uses Sandstorm, its effect lasts eight rounds instead of five rounds.

Starf Berry
When holder's HP is less than or equal to 1/4 of total HP and at least one of the Attack, Defense, Speed, Special Attack, or Special Defense stage is less than 6, increases by 2 stages one of those stat stages that are less than 6, and this item is consumed if that stat stage was changed this way.

Stick
If holder is a Farfetch'd and hasn't transformed, its critical hit rate is increased by 2 stages.

Sticky Barb
At the end of every round, holder loses 1/8 of total HP. Whenever holder loses HP due to a direct attack by a non-holder and that non-holder isn't holding an item, that non-holder receives this item even if the holder has Sticky Hold, unless the holder has a substitute.

Thick Club
If holder is a Cubone or Marowak and hasn't transformed, its Attack is doubled.

Toxic Orb
At the end of each round, holder becomes badly poisoned. (Not prevented by Safeguard or Substitute.)

White Herb
When holder has stats lowered to a stage below 0, they are brought back to 0 and then consumed.

Wide Lens
Accuracy of attacks by the holder is multiplied by 1.1.

Wise Glasses
{Effectiveness of attacks by holder against non-holders is multiplied by 1.1 if the attack is special.}

Zoom Lens
Accuracy of attacks by the holder is multiplied by 1.2 if holder strikes after their opponent this round. (Also applies to Future Sight and Doom Desire, even if holder didn't strike after its opponent, except if the opponent became active after the beginning of the round.)
.

Last edited by Bumblebee16; 12-21-2011 at 09:03 PM.
  #10  
Old 03-07-2011, 05:23 AM
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Default Moves List A - B

THE MOVE INFORMATION HERE IS HIGHLY UNRELIABLE. DO NOT USE IT UNLESS YOU ARE A PRO REF THAT CAN SPOT MISTAKES. LOOK AT POST #3 OF THIS THREAD FOR PLACES TO FIND ACCURATE MOVE INFORMATION.

If anything is incorrect, or needs updating, please inform a Moderator or Official.

-Range-
1- 1 Enemy
2- 2 Enemies
3- 2 Enemies + 1 Ally
4- All Pokémon in battle
S- Self
A- Ally
P- Party
R- Random Enemy or Ally

#Nr.|Attack| Type | Power | Hit % | PP | Category | Range |
[Description]

A

#001|Absorb|Grass|20|100%|25|Special|1|
User Pokémon absorbs 1/2 the damage dealt to the Enemy Pokémon.

#002|Acid|Poison|40|100%|30|Special|2|
10% chance to lower SPECIAL DEFENSE -1.

#003|Acid Armor|Poison|n/a|n/a|40|Other|S|
Gain DEFENSE +2.

#004|Acid Spray|Poison|40|100%|20|Special|?|
Lowers the target's Special Defense by two stages.

#005|Acrobatics|Flying|55|100%|15|Physical|1|
Power doubles if the user is not holding an item. If the user is holding a Sky Jewel, it will be consumed first, and Acrobat will get the no-item boost in addition to the Sky Jewel boost. Can hit non-adjacent opponents in a Triple Battle.

#006|Acupressure|Normal|n/a|n/a|30|Other|S or A|
User Pokémon randomly gains Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, or Evasion +2. Still works even if Substitute is up. In a Double Battle, either the User Pokémon or Ally can be chosen as the target.

#007|Aerial Ace|Flying|60|n/a|20|Physical|1|
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.

#008|Aeroblast|Flying|100|95%|25|Special|1|
12.5% chance for Critical Hit.

#009|After You|Normal|n/a|n/a|15|Other|S|
After this move is used, the target will attack first the next turn, ignoring priority.

#010|Agility|Psychic|n/a|n/a|30|Other|S|
Gain SPEED +2.

#011|Air Cutter|Flying|55|95%|25|Special|2|
12.5% chance for Critical Hit.

#012|Air Slash|Flying|75|95%|20|Special|1|
30% chance to FLINCH.

#013|Ally Switch|Psychic|n/a|n/a|15|Other|?|
{Priority+1} Allows a user on one side of the field to swap places with the Pokémon on the opposite side. Game automatically selects target for you because there is only one option; changes positions with the ally on the far side in a triple battle; will never change positions with the ally in the middle of a triple battle; will fail if the user is in the middle in a triple battle; changes positions with the ally in a double battle; will fail if the user is the last remaining Pokemon; will always fail in a single battle; and does not trigger Pursuit.

#014|Amnesia|Psychic|n/a|n/a|20|Other|S|
Gain SPECIAL DEFENSE +2.

#015|Ancientpower|Rock|60|100%|5|Special|1|
User Pokémon has a 10% chance to gain ATTACK, DEFENSE, SPECIAL ATTACK, SPECIAL DEFENSE, and SPEED +1

#016|Aqua Jet|Water|40|100%|20|Physical|1|
Always attacks first. {Priority +1}

#017|Aqua Ring|Water|n/a|n/a|20|Other|S|
Recover 6.25% HP at the end of each turn. This effect is removed when User Pokémon switches or uses U-turn.

#018|Aqua Tail|Water|90|90%|10|Physical|1|
No added effect.

#019|Arm Thrust|Fighting|15|100%|20|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.

#020|Aromatherapy|Grass|n/a|n/a|5|Other|P|
Cures BURN, CONFUSE, FROZEN, PARALYZE, POISON, TOXIC, and SLEEP from every Pokémon on that team.

#021|Assist|Normal|n/a|n/a|20|Other|R|
Uses a random move from a random Pokémon in Trainer’s party. Can pick moves from a fainted Pokémon. Assist cannot select the following attacks:
Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick

#022|Assurance|Dark|50|100%|10|Physical|1|
If Enemy Pokémon has received damage on this turn before this move is used, for any reason (Life Orb damage, recoil, Spikes), this move has double power.

#023|Astonish|Ghost|30|100%|15|Physical|1|
30% chance to FLINCH.

#024|Attack Order|Bug|90|100%|15|Physical|1|
12.5% chance of a Critical Hit.

#025|Attract|Normal|n/a|100%|15|Other|1|
Enemy Pokémon of opposite gender will be induced with the ATTRACT status. 50% chance of not being able to attack every turn. Genderless Pokémon can’t be Attracted. Attract ends when the User or Enemy Pokémon faint, use Shed Shell, switch, Baton Pass, or U-Turn out of the field. Attract does work through Substitute.

#026|Aura Sphere|Fighting|90|n/a|20|Special|1|
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.

#027|Aurora Beam|Ice|65|100%|20|Special|1|
10% chance to lower ATTACK -1.

#028|Autotomize|Steel|n/a|n/a|15|Other|?|
Raises the user's Speed stat by two stages and decreases the user's weight to half of its original value. This lowers the base power of Heavy Slam (when used by the user of Autotomize), Low Kick and Grass Knot (when targeting the user of Autotomize), since these moves are calculated by the user's weight. Autotomize's weight reduction cannot be Baton Passed.

#029|Avalanche|Ice|60|100%|10|Physical|1 Enemy|
If User Pokémon is hurt by Enemy Pokémon, deals double damage. Always attacks last. {Priority -3}

B

#030|Barrage|Normal|15|85%|20|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.

#031|Barrier|Psychic|n/a|n/a|30|Other|S|
Gain DEFENSE +2.

#032|Baton Pass|Normal|n/a|n/a|40|Other|S|
User Pokémon switches with another Pokémon in your Party.
When this move is executed, the following conditions are passed: Aqua Ring, Block (both on you and your opponent), CONFUSE, Curse (Ghost type), Embargo, Focus Energy/Lansat Berry, Gastro Acid, Ingrain, Leech Seed, Lock-On, Magnet Rise, Mean Look (you can't switch out if the Mean Look's user is still on the field), Mind Reader, Perish Song count, Power Trick, Spider Web (both on you and your opponent), Substitute (keeps its HP), and any Stat boosts and drops.
When a Toxic'd Pokémon uses Baton Pass to a normal Poisoned Pokémon, the normal Poisoned Pokémon will not become Toxic.
In DP Rules, you say what mon will be Baton Pass'd to when the move is executed.

#033|Beat Up|Dark|1|100%|10|Physical|1|
Pokémon on the user's team that are not fainted and do not have a major status condition does an attack on the target. Beat Up uses the Attack of each attacker and Defense of the target, but its BP for each hit = 5 + (Base Attack of Attacker / 10). If the user's Attack is boosted, all Beat Up hits will be boosted as well. Beat Up hits through Wonder Guard, even if the Pokémon isn't weak to Dark. Life Orb only makes the Beat Up user lose 10%.

#034|Belly Drum|Normal|n/a|n/a|10|Other|S|
Gain ATTACK+6 while sacrificing 50% HP. Move fails if User Pokémon has HP 50% or less. If you were at ATTACK -5, it would still bring you to +6.

#035|Bestow|Normal|n/a|100%|15|Other|?|
The user transfers its held item to the target, which can be either an ally or an opponent. It will always fail if the user has no held item or is holding Mail. It also fails if the target already has a held item or is behind a Substitute.

#036|Bide|Normal|n/a|100%|10|Physical|1|
Bide last three turns. The first two turns, User Pokémon takes any damage dealt to it. On the third turn, attacks Enemy Pokémon for twice the damage received. Type resistence is negated. Can hit Ghosts. You can not do anything else while Bide is being used. Always attacks first. {Priority +1}

#037|Bind|Normal|15|85%|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, Bind ends.

#038|Bite|Dark|60|100%|25|Physical|1|
30% chance to FLINCH.

#039|Blast Burn|Fire|150|90%|5|Special|1|
Attacks first turn. Must recharge second turn, can’t be switched out.

#040|Blaze Kick|Fire|85|90%|10|Physical|1|
10% chance to gain BURN. 12.5% chance for Critical Hit.

#041|Blizzard|Ice|120|70%|5|Special|2|
10% chance to gain FROZEN. Cannot miss in Hail.

#042|Block|Normal|n/a|100%|5|Other|1|
Enemy Pokémon can’t be switched as long as User Pokémon remains in battle. Ignores accuracy/evasion modifiers. Pokémon can still escape with Baton Pass, U-Turn, or Shed Shell.

#043|Blue Flare|Fire|130|85%|5|Special|?|
20% chance to burn the target.

#044|Body Slam|Normal|85|100%|15|Physical|1|
Enemy Pokémon has 30% chance to gain PARALYZE.

#045|Bolt Strike|Electric|130|85%|5|Physical|?|
20% chance to paralyze the target.

#046|Bone Club|Ground|65|85%|20|Physical|1|
10% chance to FLINCH.

#047|Bone Rush|Ground|25|90%|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.

#048|Bonemerang|Ground|50|90%|10|Physical|1|
Attacks two times in one turn.

#049|Bounce|Flying|85|85%|5|Physical|1|
First turn, User Pokémon bounces up in the sky and can’t be damaged. Attacks second turn. 30% chance to gain PARALYZE. Sky Uppercut and Thunder can hit a Pokémon using Bounce. Gust and Twister double in Power if used during the first turn.

#050|Brave Bird|Flying|120|100%|15|Physical|1l|
User Pokémon is dealt recoil damage equal to 1/3 damage dealt to Enemy Pokémon.

#051|Brick Break|Fighting|75|100%|15|1|
Brick Break destroys Light Screen and Reflect and then hits the Pokémon for regular damage. Cannot break Reflect/Light Screen if the target is immune or if the attack misses.

#052|Brine|Water|65|100%|10|Special|1|
Power doubles if Enemy Pokémon's HP is 50% or less.

#053|Bubble|Water|20|100%|30|Special|2|
10% chance to lower SPEED -1.

#054|Bubblebeam|Water|65|100%|20|Special|1|
10% chance to lower SPEED -1.

#055|Bug Bite|Bug|60|100%|20|Physical|1|
If Enemy Pokémon is holding any kind of Berry, the User Pokémon takes it and uses it immediately. If the Enemy is holding a Jaboca or Rowap Berry, the Berry has no effect, but is still removed. If the Enemy is holding a Tanga Berry, it activates and reduces the damage of Bug Bite before it can be stolen. If an Embargoed Pokémon uses Bug Bite on a Pokémon holding a Berry, the Berry is destroyed without being activiated.

#056|Bug Buzz| Bug |90|100%|10|Special|1|
10% chance to lower SPECIAL DEFENSE -1.

#057|Bulk Up|Fighting|n/a|n/a|20|Other|S|
Gain ATTACK and DEFENSE +1.

#058|Bulldoze|Ground|60|100%|20|Physical|?|
Lowers the target's Speed stat by one stage. In double battles, it strikes both the opponents and the user's partner. In triple battles, it strikes all adjacent Pokémon.

#059|Bullet Punch|Steel|40|100%|30|Physical|1|
Always attacks first. {Priority +1}

#060|Bullet Seed|Grass|25|100%|30|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.

Last edited by Ataro; 08-26-2011 at 10:49 AM.
  #11  
Old 03-07-2011, 05:26 AM
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Join Date: Dec 2006
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Posts: 20,271
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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.
  #12  
Old 03-07-2011, 05:28 AM
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Ataro Offline
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Join Date: Dec 2006
Location: Location
Posts: 20,271
Send a message via AIM to Ataro
Default Moves List E - F

E

#126|Earth Power|Ground|90|100%|10|Special|1|
10% chance to lower SPECIAL DEFENSE -1.

#127|Earthquake|Ground|100|100%|10|Physical|3|
Double Power if the Enemy Pokémon used Dig.

#128|Echoed Voice|Normal|40|100%|15|Special|?|
Deals damage, and the base power is increased when used consecutively. The base power increases by 40 with each use but reaches a maximum power at 200. In double and triple battles, the power increases if used consecutively by the user's teammates.

#129|Egg Bomb|Normal|100|75%|10|Physical|1|
No effect.

#130|Electro Ball|Electric|Varies|100%|10|Special|?|
Power depends on the Speed of the user and the target.
  • 150 base power, if target´s speed is lower or equal to 1/4 (25%) of user´s speed
  • 120 base power, if target´s speed is greater than 1/4 (25%) of user´s speed and lower or equal to 1/3 (33%) of user´s speed
  • 80 base power, if target´s speed is greater than 1/3 (33%) of user´s speed and lower or equal to 1/2 (50%) of user´s speed
  • 60 base power, if target´s speed is greater than 1/2 (50%) of user´s speed

#131|Electroweb|Electric|55|95%|15|Special|?|
Lowers the target's Speed stat by one stage. Hits all opponents in double battles and all adjacent opponents in triple battles.

#132|Embargo|Dark|n/a|100%|15|Other|1|
Enemy Pokémon and Trainer can't use Items for 5 turns, or until it switches out. If an Embargoed Pokémon uses Bug Bite or Pluck on a Pokémon holding a Berry, the Berry is eaten but not activated.

#133|Ember|Fire|40|100%|25|Special|1|
10% chance to gain BURN.

#134|Encore|Normal|n/a|100%|5|Other|1|
Makes Enemy Pokémon repeat its last attack for 3 turns. Encore will fail under the following circumstances; if Enemy Pokémon hasn’t selected an attack since switching in; failed an attack due to status or recharging; if the affected move is Transform, Mimic, Sketch, Mirror Move, Encore, or Struggle; or if the affected move has zero PP remaining. Baton Pass and U-Turn cab be Encored, if the Pokémon switching in knows the attack. Encore ends if the attack runs out of PP, or if User Pokémon switches. If an Encored Pokémon cannot legally selected the affected move, they will be forced to use Struggle until the effects ends. Mirror Move cannot be encored.
-When Encore targets most Call Moves (moves that use other moves), the Call Move is fixed. Examples include Me First, Metronome, and Sleep Talk.
-An Encored Sleep Talk will fail every time it is executed.
-An Encored Metronome will still be able to call out different moves every turn.

#135|Endeavor|Normal|n/a|100%|5|Physical|1|
Damage is equal to Enemy Pokémon’s current HP minus User Pokémon’s current HP. Endeavor fails if User Pokémon’s HP is higher. It's not affected by types, but fails against ghosts.

#136|Endure|Normal|n/a|n/a|10|Other|Self|
If an attack would have done enough damage to cause the user to faint, it instead leaves them with 1 HP. Doom Desire will KO through Endure.
If used successfully consecutively, Detect/Protect/Endure’s succession rate becomes 50% each turn. {Priority +4}

#137|Energy Ball|Grass|80|100%|10|Special|1|
10% chance to lower SPECIAL DEFENSE -1.

#138|Entrainment|Normal|n/a|100%|15|Other|1|
Temporarily changes the target's ability to match the user's. It does not work on Pokémon with the Truant, Daruma Mode or Multitype abilities.

#139|Eruption|Fire|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.

#140|Explosion|Normal|250|100%|5|Physical|4|
User Pokémon commits suicide.

#141|Extrasensory|Psychic|80|100%|30|Special|1|
10% chance to FLINCH.

#142|ExtremeSpeed|Normal|80|100%|5|Physical|1|
Always attacks first. {Priority +1}

F

#143|Facade|Normal|70|100%|20|Physical|1|
Attack Power is doubled if User Pokémon is inflicted with POISON, PARALYZE or BURN.

#144|Faint Attack|Dark|60|n/a|20|Physical|1|
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.

#145|Fake Out|Normal|40|100%|10|Physical|1|
Hits only on the first turn User Pokémon comes out. Gain FLINCH. Always attacks first. {Priority +1}

#146|Fake Tears|Dark|n/a|100%|20|Other|1|
Gain SPECIAL DEFENSE -2.

#147|False Swipe|Normal|40|100%|40|Physical|1|
Always leaves Enemy Pokémon with at least 1 HP left.

#148|FeatherDance|Flying|n/a|100%|15|Physical|1|
Gain ATTACK -2.

#149|Feint|Normal|50|n/a|100%|Physical|1|
Hits and nullifies the effects of Protect/Detect. Will still hit even if Protect/Detect isn't used. Blocked by Fast Guard. {Priority +2}

#150|Fiery Dance|Fire|80|100%|10|Special|?|
50% chance of raising user's Special Attack by one stage.

#151|Final Gambit|Fighting|Varies|100%|5|Special|?|
KOs the user and deals damage equal to the amount of HP the user had before using the move. However, the user will not faint if Life Gamble fails to affect the target, whether due to a miss, Protect, or type immunity. Focus Sash or Sturdy can prevent the target from being KO'd by this move.

#152|Fire Blast|Fire|120|85%|5|Special|1|
10% chance to gain BURN.

#153|Fire Fang|Fire|65|95%|15|Physical|1|
10% chance to gain BURN and 10% to FLINCH.

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

If it is followed on the same turn by Grass Pledge, it will cause all foes to take damage equal to 1/8 of their maximum HP at the end of each turn for four turns. If it follows Water Pledge on the same turn, it will double the probability of secondary effects taking place for four turns. This effect does not stack with Serene Grace.

#155|Fire Punch|Fire|75|100%|15|Physical|1|
10% chance to gain BURN.

#156|Fire Spin|Fire|15|85%|35|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, Fire Spin ends.

#157|Fissure|Ground|n/a|30%|5|Physical|1|
Knocks out Enemy Pokémon in one hit regardless of HP.

#158|Flail|Normal|n/a|100%|15|Physical|1|
The less HP User Pokémon has, the more damage Flail does.

From 68% to 100% 20 Power
From 35% to 67% 40 Power
From 21% to 34% 80 Power
From 10% to 20% 100 Power
From 4% to 9% 150 Power
From .1% to 3% 200 Power

#159|Flame Burst|Fire|70|100%|15|Special|?|
The Pokémon adjacent to the target will lose 1/16 of their maximum HP.

#160|Flame Charge|Fire|50|100%|20|Physical|?|
Raises SPEED +1.

#161|Flame Wheel|Fire|60|100%|25|Physical|1|
10% chance to gain BURN. User Pokémon is cured of FROZEN.

#162|Flamethrower|Fire|95|100%|15|Special|1|
10% chance to gain BURN.

#163|Flare Blitz|Fire|120|100%|15|Physical|1|
10% chance to gain BURN. User Pokémon is dealt recoil damage equal to 1/3 damage dealt to Enemy Pokémon.

#164|Flash|Normal|n/a|100%|20|Other|1|
Lower ACCURACY -1.

#165|Flash Cannon|Steel|80|100%|10|Special|1|
10% chance to lower SPECIAL DEFENSE -1.

#166|Flatter|Dark|n/a|100%|15|Other|1|
Gain CONFUSE and SPECIAL ATTACK +1.

#167|Fling|Dark|Varies|100%|10|Physical|1|
Hurls out hold item at the target, which consumes the item. You will receive the item back after battle. Fling still works with Sticky Hold. Even if Fling fails to do any damage, the item being Flung is lost. Fling fails if Embargo is in effect for the user, if the user has Klutz, if the user isn't holding an item, or if the user is holding an item which doesn't appear in the following list.

*130 power: Iron Ball
*100 power: Hard Stone
*90 power: DeepSeaTooth, Grip Claw, All Plates, Thick Club
*80 power: Dawn Stone, Dusk Stone, Electirizer, Magmarizer, Oval Stone, Protector, Quick Claw, Razor Claw, Shiny Stone, Sticky Barb
*70 power: Dragon Fang, Poison Barb
*60 power: Damp Rock, Heat Rock, Rocky Helmet, Stick
*50 power: Dubious Disc, Sharp Beak
*40 power: Eviolite, Icy Rock, Lucky Punch
*30 power: Absorb Bulb, Binding Band, Black Belt, Black Sludge, BlackGlasses, Cell Battery, Charcoal, DeepSeaScale, Dragon Scale, Eject Button, Fire Stone, Flame Orb, Float Stone, Heart Scale, Honey, King's Rock, Leaf Stone, Life Orb, Light Ball, Light Clay, Lucky Egg, Magnet, Metal Coat, Metronome, Miracle Seed, Moon Stone, Mystic Water, NeverMeltIce, Nugget, Pokedoll, Prism Scale, Razor Fang, Scope Lens, Shell Bell, Spell Tag, Sun Stone, Toxic Orb, TwistedSpoon, Up-Grade, Water Stone
*10 power: All Berries, Air Balloon, Big Root, Blue Scarf, BrightPowder, Choice Band, Choice Scarf, Choice Specs, Destiny Knot, Expert Belt, Focus Band, Focus Sash, Full Incense, Green Scarf, Lagging Tail, Leftovers, Mental Herb, Metal Powder, Muscle Band, Pink Scarf, Power Herb, Quick Powder, Reaper Cloth, Red Card, Red Scarf, Ring Target, Shed Shell, Silk Scarf, SilverPowder, Smooth Rock, Soft Sand, Soothe Bell, White Herb, Wide Lens, Wise Glasses, Yellow Scarf, Zoom Lens

Some items have additional effects when Flung.

Flame Orb - Burns the target.
King's Rock - Flinches the target.
Light Ball - Paralyzes the target.
Poison Barb - Poisons the target.
Razor Fang - Flinches the target.
Toxic Orb - Badly poisons the target.
Berries - All Berries activate on the target when Flung.
White Herb - Removes all negative stat levels on the target.
Mental Herb - Removes target's infatuation, Taunt, Encore, Torment, Disable, and Cursed Body.

#168|Fly|Flying|90|95%|15|Physical|1|
First turn, User Pokémon bounces up in the sky and can’t be damaged. Attacks second turn. Sky Uppercut and Thunder can hit a Pokémon using Fly. Gust and Twister double in Power if used during the first turn.

#169|Focus Blast|Fighting|120|70%|5|Special|1|
10% chance to lower SPECIAL DEFENSE -1

#170|Focus Energy|Normal|n/a|n/a|30|Other|S|
Increases the critical hit stage of all moves by 2.

#171|Focus Punch|Fighting|150|100%|20|Physical|1|
If User Pokémon takes damage from an attack, User Pokémon gains FLINCH. Always attacks last. {Priority -2}

#172|Follow Me|Normal|n/a|n/a|20|Other|S|
All moves are redirected to User Pokémon. This only works in Double Battles. Always attacks first. {Priority +3}

#173|Force Palm|Fighting|60|100%|10|Physical|1|
30% chance to gain PARLYZE.

#174|Foresight|Normal|n/a|n/a|40|Other|1|
Enemy Pokémon’s EVASION returns and stays normal. Hold Item EVASION are not effected. Allows Normal and Fighting Type attacks to hit Ghost Type Pokémon.

#175|Foul Play|Dark|95|100%|15|Physical|?|
Uses the target's Attack stat (including regular stat boost) instead of the user's Attack stat to calculate damage. Does not get an Attack boost from items the target is holding, but if the user is holding an Attack-boosting item such as Choice Band, or has the damage-halving effect of Burn, this is factored into the damage.

#176|Freeze Shock|Ice|140|90%|5|Physical|?|
User charges up on the first turn, then attacks on the second. 30% chance to paralyze the target.

#177|Frenzy Plant|Grass|150|90%|5|Special|1|
Attacks first turn. Must recharge second turn, can’t be switched out.

#178|Frost Breath|Ice|40|90%|10|Special|?|
Inflicts damage and will always result in a critical hit unless the target has Battle Armor, Shell Armor, or is under the effect of Lucky Chant.

#179|Frustration|Normal|102|100%|20|Physical|1 Enemy|
The more User Pokémon dislikes you, the more damage this attack does.

#180|Fury Attack|Normal|15|85%|20|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.

#181|Fury Cutter|Bug|20|95%|20|Physical|1|
Power doubles every consecutive turn this attack is successfully used. A multiplier, X (which begins at 0), increases by 1 if this attack is successful, up to a maximum of 4. X is reset to 0 when user is replaced; when user falls asleep or becomes frozen; or when this attack is prevented from being used, misses, or becomes ineffective. This attack's power is multiplied by 2 to the power of X.

#182|Fury Swipes|Normal|18|80%|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.

#183|Fusion Bolt|Electric|100|100%|5|Physical|?|
Base power doubles if another Pokémon uses Fusion Flare in the same turn before the Pokémon using Fusion Bolt, and this boost will only last until the end of turn.

#184|Fusion Flare|Fire|100|100%|5|Special|?|
Base power doubles if another Pokémon uses Fusion Bolt in the same turn before the Pokémon using Fusion Flare, and this boost will only last until the end of turn. If the user is frozen, Fusion Flare will thaw it.

#185|Future Sight|Psychic|100|100%|10|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 Future Sight. If Protect, Detect are used the same turn Future Sight was first used, it will prevent the damage. Cannot Critical Hit.

Last edited by Ataro; 08-26-2011 at 10:50 AM.
  #13  
Old 03-07-2011, 05:30 AM
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Ataro Offline
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Join Date: Dec 2006
Location: Location
Posts: 20,271
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Default Moves List G - K

G

#186|Gastro Acid|Poison|n/a|100%|10|Other|1 Enemy|
Cancels the effect of the Enemy Pokémon's ability until it switches out.

#187|Gear Grind|Steel|50|85%|15|Physical|?|
Hits twice in a row.

#188|Giga Drain|Grass|75|100%|10|Special|1|
User Pokémon absorbs 1/2 the damage dealt to Enemy Pokémon.

#189|Giga Impact|Normal|150|90%|5|Physical|1|
Attacks first turn. Must recharge second turn, can’t be switched out.

#190|Glaciate|Ice|65|95%|10|Special|?|
Lowers the target's Speed stat by one stage. Glaciate hits all opponents in double battles and all adjacent opponents in triple battles.

#191|Glare|Normal|n/a|90%|30|Other|1|
Gain PARALYZE.

#192|Grass Knot|Grass[/b]|[/b]Varies|100%|20|Special|1 Enemy|
Power depends on the weight of the Enemy Pokémon.

Up to 21 pounds: 20
From 22 to 54 pounds: 40
From 55 to 109 pounds: 60
From 110 to 219 pounds: 80
From 220 to 439 pounds: 100
More than 440 pounds: 120

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

If it is followed on the same turn by Water Pledge, it will decrease the speed of all foes by half for four turns. If it follows Fire Pledge on the same turn, it will cause all foes to take damage equal to 1/8 of their maximum HP at the end of every turn for four turns.

#194|GrassWhistle|Grass|n/a|55%|15|Other|1|
Gain SLEEP.

#195|Gravity|Psychic|n/a|n/a|5|Other|4|
For 5 turns, Flying type Pokémon, Levitate, and Magnet Rise can be hit by Ground type attacks, Toxic Spikes, Spikes, and Arena Trap. Bounce, Fly, Hi Jump Kick, Jump Kick, Magnet Rise, and Splash will fail. If in the middle of Fly or Bounce, Pokémon returns to ground and the move ends. During Gravity, all move accuracies are boosted by 1.67x. Thus, all moves with 60% or more accuracy will always hit. Does not affect OHKO moves. Accuracy returns to normal once Gravity ends.

#196|Growl|Normal|n/a|100%|40|Other|2|
Lower ATTACK -1.

#197|Growth|Normal|n/a|n/a|40|Other|S|
Gain ATTACK +1 and SPECIAL ATTACK +1. If under Sun, Growth raises ATTACK +2 and SPECIAL ATTACK +2.

#198|Grudge|Ghost|n/a|n/a|5|Other|S|
Enemy Pokémon’s last attack used to faint User Pokémon decreases PP to 0.

#199|Guard Split|Psychic|n/a|n/a|10|Other|?|
Averages the user's original Defense and SpDef stats with the target's. Stat boosts are not factored into this. Any stat boosts are applied afterwards, to the averaged stats. The split stats are retained even if one Pokemon switches out, until both Pokemon switch out.

#200|Guard Swap|Psychic|n/a|n/a|10|Other|1|
User Pokémon swaps DEFENSE and SPECIAL DEFENSE boosts/drops with Enemy Pokémon. Not the actual stats themselves, only if they were boosted by another attack. For example, DEFENSE +3.

#201|Guillotine|Normal|n/a|30%|5|Physical|1|
Knocks out Enemy Pokémon in one hit regardless of HP.

#202|Gunk Shot|Poison|120|70%|5|Physical|1|
30% chance to gain POISON.

#203|Gust|Flying|40|100%|35|Physical|1|
Power is doubled if Enemy Pokémon used Fly or Bounce.

#204|Gyro Ball|Steel|Varies|100%|5|Physical|1 Enemy|
Power depends on the ratio between User and Enemy Pokémon’s SPEED.

Power = 1 + (25 × Enemy's Speed ÷ User's Speed)

Max Power is 150. Min Power is 1.

H

#205|Hail|Ice|n/a|n/a|10|Other|4|
Summons a Hail Storm that last for 5 turns. See HAIL weather.

#206|Hammer Arm|Fighting|100|90%|10|Physical|1b]|[/b]
User Pokémon lowers Speed -1.

#207|Harden|Normal|n/a|n/a|30|Other|S|
Gain DEFENSE +1.

#208|Haze|Ice|n/a|n/a|30|Other|4|
Returns any changed Stats of all Pokémon in battle back to normal. Choice Band/Scarf/Specs still give boost. Clear Body or White Smoke don’t block it.

#209|Head Charge|Normal|120|100%|15|Physical|?|
Receives recoil damage equal to 25% of the damage done to the target.

#210|Head Smash|Rock|150|80%|5|Physical|1|
User Pokémon is dealt recoil damage equal to 1/2 damage dealt to Enemy Pokémon.

#211|Headbutt|Normal|70|100%|15|Physical|1|
30% chance to FLINCH.

#212|Heal Bell|Normal|n/a|n/a|5|Other|P|
User Pokémon’s entire party is healed of all status conditions. Soundproof Pokémon are still affected by this move.

#213|Heal Block|Psychic|n/a|100%|15|Other|2|
For 5 turns, Enemy Pokémon can’t use: Heal Order, Milk Drink, Moonlight, Morning Sun, Recover, Rest, Roost, Slack Off, Softboiled, Swallow, Synthesis, and Wish. Aqua Ring and Ingrain don’t heal. Leech Seed, Absorb, Drain Punch, Dream Eater, Giga Drain, Leech Life, and Mega Drain do damage, but don’t absorb HP. Black Sludge, Leftovers, and Shell Bell will heal. Heal Block ends if Enemy Pokémon switches out.

#214|Heal Order|Bug|0|n/a|10|Other|S|
Recover 50% HP.

#215|Heal Pulse|Psychic|n/a|n/a|10|Other|?|
Heals a single non-user target for 50% of their health, so it will heal the opponent in Single Battles. Can hit non-adjacent targets in Triple Battles.

#216|Healing Wish|Psychic|n/a|n/a|10|Other|S|
User Pokémon commits suicide. The next Pokémon in is full healed and removed of any Status effect.

#217|Heart Stamp|Psychic|60|100%|25|Physical|?|
30% chance to FLINCH

#218|Heart Swap|Psychic|0|n/a|10|Other|1|
User Pokémon swaps all Stat boosts/drops with Enemy Pokémon. . Not the actual stats themselves, only if they were boosted/dropped by another attack. For example, DEFENSE +3.

#219|Heat Crash|Fire|Varies|100%|10|Physical|1|
Does damage in base depending on the weight of both the user and the target; when the user is heavier than the target, more damage is inflicted.
  • 120 base power, if target's weight is lower or equal to ⅕ (20%) of user's weight.
  • 100 base power, if target's weight is greater than ⅕ (20%) of user's weight and lower or equal to Ľ (25%) of user's weight.
  • 80 base power, if target's weight is greater than Ľ (25%) of user's weight and lower or equal to ⅓ (33.3%) of user's weight.
  • 60 base power, if target's weight is greater than ⅓ (33.3%) of user's weight and lower or equal to ˝ of user's weight (50%).
  • 40 base power, if target's weight is greater than ˝ (50%) of user's weight.

#220|Heat Wave|Fire|100|90%|10|Special|2|
10% chance to gain BURN.

#221|Heavy Slam|Steel|Varies|100%|10|Physical|?|
Deals varying damage depending on the weight of both the user and the target. The heavier the user is in comparison to its target, the more damage will be inflicted.
  • 120 base power, if target´s weight is lower or equal to 1/5 (20%) of user´s weight
  • 100 base power, if target´s weight is greater than 1/5 (20%) of user´s weight and lower or equal to 1/4 (25%) of user´s weight
  • 80 base power, if target´s weight is greater than 1/4 (25%) of user´s weight and lower or equal to 1/2 (33.3%) of user´s weight
  • 60 base power, if target´s weight is greater than 1/3 (33.3%) of user´s weight and lower or equal to 1/2 of user´s weight (50%)
  • 40 base power, if target´s weight is greater than 1/2 (50%) of user´s weight

#222|Helping Hand|Normal|n/a|100%|20|Other|A|
Increases Allied Pokémon’s Power by 1.5x this turn only. Works best in Double Battles. Always attacks first. {Priority +5}

#223|Hex|Ghost|50|100%|10|Special|?|
If the target is afflicted with a major status condition, the power of Hex is doubled.

#224|Hi Jump Kick|Fighting|130|90%|10|Physical|1|
If this attack misses or is blocked by Protect/Detect, user Pokémon is dealt recoil damage equal to 1/2 of the user's max HP.

#225|Hidden Power|Varies|70|100%|15|Special|1 Enemy|
Hidden Power’s type is randomized by a Referee when you buy it and remains that type forever.

#226|Hone Claws|Dark|n/a|n/a|15|Other|?|
Raises ATTACK +1 and ACCURACY +1.

#227|Horn Attack|Normal|65|100%|25|Physical|1|
No effect.

#228|Horn Drill|Normal|n/a|30%|5|Physical|1|
Knocks out Enemy Pokémon in one hit regardless of HP.

#229|Horn Leech|Grass|75|100%|10|Physical|1|
User restores ˝ of the damage dealt as HP.

#230|Howl|Normal|n/a|n/a|40|Other|S|
Gain ATTACK +1.

#231|Hurricane|Flying|120|70%|10|Special|?|
30% chance to confuse the target. During Rain, Hurricane becomes 100% and will always hit. It is reduced to 50% in Sun and the accuracy remains 70% in all other weather. Can hit a Pokemon using Fly, Bounce, and Sky Drop. Can hit non-adjacent opponents in Triple Battles.

#232|Hydro Cannon|Water|150|90%|5|Special|1|
Attacks first turn. Must recharge second turn, can’t be switched out.

#233|Hydro Pump|Water|120|80%|5|Special|1|
No effect.

#234|Hyper Beam|Normal|150|90%|5|Special|1|
Attacks first turn. Must recharge second turn, can’t be switched out.

#235|Hyper Fang|Normal|80|90%|15|Physical|1|
10% chance to FLINCH.

#236|Hyper Voice|Normal|90|100%|10|Special|2|
No effect.

#237|Hypnosis|Psychic|n/a|60%|20|Other|1|
Gain SLEEP.

I

#238|Ice Ball|Ice|30|90%|20|Physical|1|
An attack that lasts for five turns or until it misses. Each turn the attack power goes up. 30 > 60 > 90 > 120 > 150. Power doubles if User Pokémon used Defense Curl.

#239|Ice Beam|Ice|95|100%|10|Special|1|
10% chance to gain FROZEN.

#240|Ice Burn|Ice|140|90%|5|Special|?|
User charges up on the first turn, then attacks on the second. 30% chance to burn the target.

#241|Ice Fang|Ice|65|95%|15|Physical|1|
10% chance to gain FROZEN and 10% chance to FLINCH.

#242|Ice Punch|Ice|75|100%|15|Physical|1|
10% chance to gain FROZEN.

#243|Ice Shard|Ice|40|100%|30|Physical|1|
Always attacks first. {Priority +1}

#244|Icicle Crash|Ice|85|90%|10|Physical|?|
30% chance to flinch the target.

#245|Icicle Spear|Ice|25|100%|30|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.

#246|Icy Wind|Ice|55|95%|15|Special|2|
Lowers SPEED -1.

#247|Imprison|Psychic|n/a|100%|10|Other|2 and S|
Enemy Pokémon can’t use any moves that User Pokémon knows. Imprison ends when User switches out.

#248|Incinerate|Fire|30|100%|15|Special|?|
Destroys any berry the target is holding. If the target is weak to Fire and holding an Occa Berry, it will activate and halve Incinerate's damage. Hits all opponents in Doubles and adjacent opponents in Triple Battles.

#249|Inferno|Fire|100|50%|5|Special|?|
Burns the target if the attack hits.

#250|Ingrain|Grass|n/a|n/a|20|Other|S|
Gain 6.25% health each turn and can’t be recalled from battle. Roar and Whirlwind have no effect. Flying type Pokémon and Levitate Pokémon can be hit by Ground type attacks. User can switch out with U-Turn and Baton Pass: the new Pokémon doesn’t gain Ingrain effects with U-Turn, but does with Baton Pass.

#251|Iron Defense|Steel|n/a|n/a|15|Other|S|
Gain DEFENSE +2.

#252|Iron Head|Steel|80|100%|15|Physical|1|
30% chance to FLINCH.

#253|Iron Tail|Steel|100|75%|15|Physical|1|
30% chance to lower DEFENSE -1.

J

#254|Judgement|Varies|100|100%|10|Special|1|
Attack type depending on Plate held.

#255|Jump Kick|Fighting|100|95%|10|Physical|1|
If this attack misses or is blocked by Protect/Detect, User Pokémon is dealt recoil damage equal to 1/2 of the user's max HP.

K

#256|Karate Chop|Fighting|50|100%|25|Physical|1|
12.5% chance for a Critical Hit.

#257|Kinesis|Psychic|n/a|80%|15|Other|1|
Lowers ACCURACY -1.

#258|Knock Off|Dark|20|100%|20|Physical|1|
If hit, Enemy Pokémon’s Holding Item is removed. Sticky Hold and Multi-type don’t remove items. Items are returned to their original Trainer after battle.

Last edited by Ataro; 08-26-2011 at 10:51 AM.
  #14  
Old 03-07-2011, 08:05 AM
Ataro's Avatar
Ataro Offline
RUSTYREFBOT
 
Join Date: Dec 2006
Location: Location
Posts: 20,271
Send a message via AIM to Ataro
Default Moves List L - O

L

#259|Last Resort|Normal|140|100%|5|Physical|1|
Only usable when all other attacks have been used at least once before switching out.

#260|Lava Plume|Fire|80|100%|15|Special|3|
30% chance for each target to gain BURN.

#261|Leaf Blade|Grass|90|100%|15|Physical|1|
12.5% chance for a Critical Hit.

#262|Leaf Storm|Grass|140|90%|5|Special|1 |
User Pokémon lowers SPECIAL ATTACK -2.

#263|Leaf Tornado|Grass|65|90%|10|Special|?|
30% chance to lower ACCURACY -1.

#264|Leech Life|Bug|20|100%|15|Special|1|
User Pokémon absorbs 1/2 the damage dealt to Enemy Pokémon.

#265|Leech Seed|Grass|n/a|90%|10|Otherb]|[/b]1|
Enemy Pokémon takes 12.5% damage each turn. User Pokémon absorbs all damage dealt. Leech Seed ends if Enemy Pokémon switches out. Grass Pokémon are immune. Liquid Ooze damages User Pokémon instead of absorbing HP.

#266|Leer|Normal|n/a|100%|30|Other|2|
Lowers DEFENSE -1.

#267|Lick|Ghost|20|100%|30|Physical|1|
30% chance to gain PARALYZE.

#268|Light Screen|Psychic|n/a|n/a|30|Other|S|
Halves the amount of damage from Special attacks on User Pokémon for 5 turns. In Double Battles, damage is 2/3 reduced and affects both User and Ally. Light Screen can be broken by Brick Break. Critical Hits ignore Light Screen.

#269|Lock-On|Normal|n/a|100%|5|Other|1|
User Pokémon’s next attack can’t miss. If Protect/Detect are used, move accuracy = 100 - normal accuracy %. OHKO moves fail in this case.

#270|Lovely Kiss|Normal|n/a|75%|10|Other|1|
Gain SLEEP.

#271|Low Kick|Fighting|Varies|100%|20|Physical|1|
Power depends on the weight of the Enemy Pokémon.

Up to 21 pounds: 20
From 22 to 54 pounds: 40
From 55 to 109 pounds: 60
From 110 to 219 pounds: 80
From 220 to 439 pounds: 100
More than 440 pounds: 120

#272|Low Sweep|Fighting|60|100%|20|Physical|?|
Lowers the target's Speed stat by one stage.

#273|Lucky Chant|Normal|0|n/a|30|Other|P|
Prevent Critical Hits to User Trainer’s Party for 5 turns.

#274|Lunar Dance|Psychic|n/a|n/a|10|Other|S|
User Pokémon commits suicide. The next Pokémon sent in is fully healed of all HP, PP, and status. Any events that would occur after the user's turn do so right after the suicide, with the next Pokemon being sent in at the end of the turn. Entry hazard effects are applied before the Pokémon is healed. If the switched in Pokémon has equal to or less health than that done by entry hazards, the Pokémon will faint and will not be healed.

#275|Luster Purge|Psychic|70|100%|5|Special|1|
50% chance to lower SPECIAL DEFENSE -1.

M

#276|Mach Punch|Fighting|40|100%|30|Physical|1|
Always attacks first. {Priority +1}

#277|Magic Coat|Psychic|n/a|n/a|15|Other|1|
Reflects the following moves back at the Enemy Pokémon {Priority +4}:
  • All moves that induce status as their only effect (including Yawn), except Teeter Dance
  • All moves that do no damage but alter the target's stats (including Flatter and Swagger), except Memento
  • Attract
  • Block
  • Disable
  • Embargo
  • Encore
  • Foresight
  • Gastro Acid
  • Heal Block
  • Leech Seed
  • Mean Look
  • Miracle Eye
  • Odor Sleuth
  • Roar
  • Spider Web
  • Spikes
  • Spite
  • Stealth Rock
  • Taunt
  • Torment
  • Toxic Spikes
  • Whirlwind
  • Worry Seed

#278|Magic Room|Psychic|n/a|n/a|10|Other|?|
{Priority-7} Suppresses the effect of all items held by the Pokémon on the field. This effect lasts for five turns.

#279|Magical Leaf|Grass|60|n/a|20|Special|1|
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.

#280|Magma Storm|Fire|120|75%|5|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, Magma Storm ends.

#281|Magnet Bomb|Steel|60|n/a|20|Physical|1|
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.

#282|Magnet Rise|Electric|0|n/a|10|Other|S|
User Pokémon is immune to Ground type moves for 5 turns. This does not change your ability to Levitate. Gravity will cancel Magnet Rise.

#283|Magnitude|Ground|n/a|100%|30|Physical|3|
Power of attack is random. Power is doubled against a Pokémon that used Dig.

1-5: 10
6-15: 30
16-35: 50
36-65: 70
66-85: 90
86-95: 110
96-100: 150

#284|Me First|Normal|Varies|n/a|20|Other|R|
If the target selects a damaging attack and the user moves first, the user will use the target's move at 1.5x power on a random opponent. STAB is decided by the Me First user's types. Focus Punch can not be copied. Me First triggers Sucker Punch.

#285|Mean Look|Normal|n/a|n/a|5|Other|1|
Enemy Pokémon can’t leave battle unless user Pokémon switches out. Can switch with U-Turn or Shed Shell. Can switch out with Baton Pass, only if the Mean Look's user is no longer on the field.

#286|Meditate|Psychic|n/a|n/a|40|Other|S|
Gain ATTACK +1.

#287|Mega Drain| Grass | 40 | 100% | 10 | Special | Self and 1 Enemy |
User Pokémon absorbs 1/2 the damage dealt to Enemy Pokémon.

#288|Mega Kick|Normal|120|75%|5|Physical|1|
No effect.

#289|Mega Punch|Normal|80|85%|20|Physical|1|
No effect.

#290|Megahorn|Bug|120|85%|10|Physical|1|
No effect.

#291|Memento|Psychic|n/a|n/a|10|Other|1 and S|
User Pokémon commits suicide. Lower Enemy Pokémon’s ATTACK and SPECIAL ATTACK -2.

#292|Metal Burst|Steel|Varies|100%|10|Physical|1|
Deals 1.5x damage of received attack back at Enemy Pokémon. Fails if User Pokémon goes first.

#293|Metal Claw|Steel|50|95%|35|Physical|1|
User Pokémon has a 10% chance to gain ATTACK +1.

#294|Metal Sound|Steel|n/a|85%|40|Other|1|
Lowers SPECIAL DEFENSE -2.

#295|Meteor Mash|Steel|100|85%|10|Physical|1|
User Pokémon has a 20% chance to gain ATTACK +1.

#296|Metronome| Normal | n/a | n/a | 10 | Other | Random |
Uses a random move out of the 467 moves. These moves cannot be picked: Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick, and any move the User Pokémon knows.

#297|Milk Drink|Normal|n/a|n/a|10|Other|S|
Recover 50% HP.

#298|Mimic|Normal|n/a|n/a|10|Other|S|
User Pokémon copies the last move Enemy Pokémon used. Keeps move until end of battle. Sketch cannot be copied.

#299|Mind Reader|Normal|n/a|n/a|5|Other|1|
User Pokémon’s next attack can’t miss. If Protect/Detect are used, move accuracy = 100 - normal accuracy %. OHKO moves fail in this case.

#300|Minimize|Normal|n/a|n/a|20|Other|S|
Gain EVASION +2. User Pokémon takes double damage if hit by Stomp.

#301|Miracle Eye|Psychic|n/a|n/a|40|Other|1|
Enemy Pokémon’s ACCURACY and EVASION are ignored. Dark type Pokémon can bit hit by Psychic type attacks.

#302|Mirror Coat|Psychic|n/a|100%|20|Special|1|
If hit by an Special based move, Mirror Coat deals double the received damage back on the Enemy Pokémon. Does not affect Psychic types, but hits everything else with normal effectiveness. Only counters the last attack, not all. Always attacks last. {Priority -4}

#303|Mirror Move|Flying|n/a|n/a|20|Other|R|
User Pokémon uses the last move Enemy Pokémon used on it. Cannot copy: Acupressure, Chatter, Counter, Curse, Doom Desire, Feint, Focus Punch, Future Sight, Helping Hand, Mimic, Mirror Coat, Role Play, Perish Song, Psych Up, Sketch, Spit Up, Struggle, Transform, Assist, Copycat, Encore, Magic Coat, Me First, Metronome, Mirror Move, Nature Power, Sleep Talk, and Snatch. Field effects, such as weather and Trick Room, aren’t copied.

#304|Mirror Shot|Steel|65|85%|10|Special|1|
30% chance to lower ACCURACY -1.

#305|Mist|Ice|n/a|n/a|30|Other|P|
User Trainer’s Party prevents Stats from be lowered for 5 turns. Does not block Guard Swap, Heart Swap, or Power Swap.

#306|Mist Ball|Psychic|70|100%|5|Special|1|
50% chance to lower SPECIAL ATTACK -1.

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

#308|Morning Sun|Normal|n/a|n/a|5|Other|S|
Recover HP based on the weather. Rain Dance/Sandstorm/Hail = 25%. Sunny Day = 66%. Normal = 50%

#309|Mud Bomb|Ground|65|85%|10|Special|1|
30% chance to lower ACCURACY -1.

#310|Mud Shot|Ground|55|95%|15|Special|1|
Lower SPEED -1.

#311|Mud Sport|Ground|n/a|100%|15|Other|4|
Electric type attacks do 1/2 damage to all Pokémon in battle. Mud Sport ends when User Pokémon switches out.

#312|Mud-Slap|Ground|20|100%|20|Special|1|
Lower ACCURACY -1.

#313|Muddy Water|Water|95|85%|10|Special|2|
30% chance to lower ACCURACY -1.

N

#314|Nasty Plot|Dark|n/a|n/a|20|Other|S|
Gain SPECIAL ATTACK +2.

#315|Natural Gift|Varies|Varies|100%|15|Physical|1|
Power and Type of move depend on the held berry. Berry is eaten. If no held berry, move fails.
http://www.smogon.com/dp/moves/natural_gift

#316|Nature Power|Normal|n/a|n/a|20|Other|1|
Move used depends on battle terrain and battle rules.
RSE: Normal=Swift, Cave=Shadow Ball, Rock=Rock Slide, Sand=Earthquake, Grass=Stun Spore, Tall Grass=Razor Leaf, Water=Surf, Underwater=Hydro Pump
DPP: Normal=Tri Attack, Cave/Rock=Rock Slide, Sand=Earthquake, Grass/Tall Grass=Seed Bomb, Water/Underwater=Hydro Pump, Snow=Blizzard

#317|Needle Arm|Grass|60|100%|15|Physical|1|
30% chance to FLINCH.

#318|Night Daze|Dark|85|95%|10|Special|?|
40% chance of lowering the target's accuracy by one stage.

#319|Night Shade|Ghost|n/a|100%|15|Special|1|
Always deal 100 HP damage regardless of effectiveness. Normal type Pokémon still immune. Does not hit Wonder Guard

#320|Night Slash|Dark|70|100%|15|Physical|1|
12.5% chance for a Critical Hit.

#321|Nightmare|Ghost|n/a|100%|15|Other|1|
Must have SLEEP status, or this move fails. Deals 25% damage each turn Enemy Pokémon is asleep.

O

#322|Octazooka|Water|65|85%|10|Special|1|
50% chance to lower ACCURACY -1.

#323|Odor Sleuth|Normal|n/a|n/a|40|Other|1|
Enemy Pokémon’s ACCURACY and EVASION are ignored. Items or Abilities are not ignored. Ghost type Pokémon can bit hit by Fighting and Normal type attacks.

#324|Ominous Wind|Ghost|60|100%|5|Special|1|
10% chance to gain ATTACK, DEFENSE, SPECIAL ATTACK, SPECIAL DEFENSE, and SPEED +1.

#325|Outrage|Dragon|120|100%|10||R|
Attacks random Enemy Pokémon for 2-3 turns. User Pokémon gains CONFUSE at the end.

#326|Overheat|Fire|140|90%|5|Special|1|
User Pokémon lowers SPECIAL ATTACK -2.

Last edited by Ataro; 08-26-2011 at 10:51 AM.
  #15  
Old 03-07-2011, 08:12 AM
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Default Moves List P - R

P

#327|Pain Split|Normal|n/a|n/a|20|Other|1 and S|
Combine both User and Enemy Pokémon’s real HP and divide by 2 to get their new HP. You have to use the raw health, not the 10/10 score.
{Example: Pikachu with 200/273 (7.3/10) and Misdreavus with 50/323 (1.5/10). 200 + 50 = 250 / 2 =125. New HP for Pikachu 125/273 (4.6/10) and Misdreavus 125/323 (3.9/10).}

#328|Pay Day|Normal|40|100%|20|Physical|1|
No effect.

#329|Payback|Dark|50|100%|10|Physical|1|
Power doubles as long as the target moves first, even if it isn't attacking. Doesn't deal double damage if target switches.

#330|Peck|Flying|35|100%|35|Physical|1|
No effect

#331|Perish Song|Normal|n/a|n/a|5|Other|4|
After three turns, all Pokémon that were affected when Perish Song was used, faint. Affected Pokémon can switch out normally or use U-Turn to be released from Perish Song’s effects. Using Baton Pass will pass Perish Song onto the new Pokémon.

#332|Petal Dance|Grass|120|100%|10|Special|R|
Attacks random Enemy Pokémon for 2-3 turns. User Pokémon gains CONFUSE at the end.

#333|Pin Missile|Bug|14|85%|20|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.

#334|Pluck|Flying|60|100%|20|Physical|1|
If Enemy Pokémon is holding any kind of Berry, the User Pokémon takes it and uses it immediately. If the Enemy is holding a Jaboca or Rowap Berry, the Berry has no effect, but is still removed. If the Enemy is holding a Tanga Berry, it activates and reduces the damage of Bug Bite before it can be stolen. If an Embargoed Pokémon uses Bug Bite on a Pokémon holding a Berry, the Berry is destroyed without being activiated.

#335|Poison Fang|Poison|50|100%|15|Physical|1|
30% chance to gain TOXIC.

#336|Poison Gas|Poison|n/a|90%|40|Other|1|
Gain POISON.

#337|Poison Jab|Poison|80|100%|2|Physical|1|
30% chance to gain POISON.

#338|Poison Sting|Poison|15|100%|35|Physical||
30% chance to gain POISON.

#339|Poison Tail|Poison|50|100%|25|Physical|1|
12.5% chance for a Critical Hit. 10% chance to gain POISON.

#340|PoisonPowder|Poison|n/a|75%|35|Other|1|
Gain POISON.

#341|Pound|Normal|40|100%|35|Physical|1|
No effect.

#342|Powder Snow|Ice|40|100%|25|Special|2|
10% chance to gain FROZEN.

#343|Power Gem|Rock|70|100%|20|Special|1|
No effect.

#344|Power Split|Psychic|n/a|n/a|10|Other|?|
Averages the user's original Attack and SpAtk stats with the target's. Stat boosts are not factored into this. Any stat boosts are applied afterwards, to the averaged stats. The split stats are retained even if one Pokemon switches out, until both Pokemon switch out.

#345|Power Swap|Psychic|n/a|n/a|10|Other|1|
User Pokémon swaps ATTACK and SPECIAL ATTACK boosts/drops with Enemy Pokémon. Not the actual stats themselves, only if they were boosted/drops by another attack. For example, ATTACK +3.

#346|Power Trick|Psychic|n/a|n/a|10|Other|S|
User Pokémon swaps its own ATTACK and DEFENSE raw Stats, NOT BOOSTS.

#347|Power Whip|Grass|120|85%|10|Physical|1|
No effect.

#348|Present|Normal|Varies|90%|15|Physical|1|
Enemy Pokémon is either hit by 40, 80, or 120 damage or gains 80 health. Calculate 80 health as if it were 80 damage without applying effectiveness.

#349|Protect|Normal|n/a|n/a|10|Other|S|
Prevents damage from attacks. Feint hits through Protect. Lock-on, Mind Reader, and No Guard give moves (100 - move accuracy)% chance to his through Protect. OHKO moves will always fail, even with Lock-on, Mind Reader, or No Guard.
Moves not prevented are: 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}

#350|Psybeam|Psychic|65|100%|20|Special|1|
10% chance to gain CONFUSE.

#351|Psych Up|Normal|n/a|n/a|10|Other|1 and S|
Copies the target's stat changes.

#352|Psychic|Psychic|90|100%|10|Special|1|
10% chance to lower SPECIAL DEFENSE -1.

#353|Psycho Boost|Psychic|140|90%|5|Special|1|
User Pokémon lowers SPECIAL ATTACK -2.

#354|Psycho Cut|Psychic|70|100%|20|Physical|1|
12.5% chance for a Critical Hit.

#355|Psycho Shift|Psychic|n/a|90%|10|Other|1|
Transfers POISON, TOXIC, SLEEP, PARALYZE, or BURN to Enemy Pokémon. Fails if Enemy Pokémon is already under a Status effect.

#356|Psyshock|Psychic|80|100%|10|Special|?|
Deals physical damage but substitutes the user's Special Attack in the damage formula instead of their Attack. Is reflected by Mirror Coat and has it's damage halved by Light Screen.

#357|Psystrike|Psychic|100|100%|10|Special|?|
Despite being classified as Special move, this move calculates damage using the user's Special Attack and the opponent's Defense stat.

#358|Psywave|Psychic|n/a|80%|15|Special|1|
Randomly deals 50, 60, 70, 80, 90, 100, 110, 120, 130, 140 or 150 damage.

#359|Punishment|Dark|Varies|100%|5|Physical|1|
Power depends on Enemy Pokémon's stats. Its original base power is 60. However, if the target has any boosted stats (stats that have been reduced are ignored), then its power is multiplied by (1 + 0.25x) for each stat, where x is the number of levels in each boosted stat. For example, a Pokémon that has used Calm Mind twice will have four boosted levels - two in Special Attack, two in Special Defense. Therefore Punishment's new base power will be 60 * (1 + 0.25(2)) * (1 + 0.25(2)) = 60 * 1.5 * 1.5 = 135. Max is 200. Stat drops are not counted.

#360|PursuitDark|40|100%|20|Physical|1|
If Enemy Pokémon is switched out, or uses Baton Pass or U-Turn, Pursuit attacks first and deals twice as much damage to Enemy Pokémon.

Q

#361|Quash|Dark|n/a|100%|15|Other|?|
The target of Quash will act last in that turn, provided it has not yet acted.

#362|Quick Attack|Normal|40|100%|30|Physical|1|
Always attacks first. {Priority +1}

#363|Quick Guard|Fighting|n/a|n/a|15|Other|?|
{Priority+3} Protects all Pokémon on the user's side of the field from enemy attacks that have increased priority, such as Quick Attack or Aqua Jet, but does not block moves that have been given priority through Mischievous Heart.
If used in succession, Detect/Protect/Endure/Wide Guard/Fast Guard’s accuracy becomes 50%.

#364|Quiver Dance|Bug|n/a|n/a|20|Other|?|
Raises the user's Special Attack, Special Defense and Speed stats by one stage each.

R

#365|Rage|Normal|20|100%|20|Physical|1|
User Pokémon’s gains Attack +1 if successfully attacked by Enemy Pokémon after using Rage, and gains boosts for as long as User consecutively uses Rage. User loses Attack boost when Rage ends.

#366|Rage Power|Bug|n/a|n/a|20|Other|?|
{Priority+3} Forces opposing Pokémon to target the user rather than the user's partner during double battles, as well as triple battles, where it only affects adjacent targets. If the user's partner is switching out, Rage Powder will not divert an opponent from using Pursuit on its partner. Does not stop the effects of moves which hit multiple Pokémon in a battle. This effect ends on the user switches out.

#367|Rain Dance|Water|n/a|n/a|5|Other|4|
Summons a Rain Storm that lasts for 5 turns. See RAINY weather.

#368|Rapid Spin|Normal|20|100%|40|Physical|1|
Removes User Pokémon from the following effects: Bind, Whirlpool, Clamp, Sand Tomb, Magma Storm, Fire Spin, Wrap, Spikes, Stealth Rock, Toxic Spikes, and Leech Seed.

#369|Razor Leaf|Grass|55|95%|25|Physical|2|
12.5% chance for a Critical Hit.

#370|Razor Shell|Water|75|95%|10|Physical|?|
50% chance to lower DEFENSE -1.

#371|Razor Wind|Flying|80|100%|10|Special|2|
12.5% chance for a Critical Hit. Gathers strength first turn, and attacks second turn.

#372|Recover|Normal|n/a|n/a|20|Other|S|
Recover 50% HP.

#373|Recycle|Normal|n/a|100%|10|Other|S|
User Pokémon may use a Holding Item a second time. Doesn’t recycle if Item was lost from Covet, Knock Off, Switcheroo, Thief, or Trick. Does recycle if Item was lost from Fling, Natural Gift, Bug Bite, or Pluck. Fails if User is holding an Item.

#374|Reflect|Psychic|n/a|n/a|20|Other|S|
Halves the amount of damage from Physical attacks on User Pokémon for 5 turns. In Double Battles, damage is 2/3 reduced and affects both User and Ally. Reflect can be broken by Brick Break. Critical Hits ignore Reflect.

#375|Reflect Type|Normal|n/a|n/a|15|Other|?|
Changes the user's type to match the type or types of the target.

#376|Refresh|Normal|n/a|n/a|20|Other|S|
Cures POISON, TOXIC, PARALYZE and BURN status.

#377|Relic Song|Normal|75|100%|10|Special|?|
Deals damage and has a 10% chance of putting the target to sleep. Hits all opponents in double battles and hits all adjacent opponents in triple battles. When used by Meloetta in battle, it will also cause it to change between its Aria and Pirouette Formes.

#378|Rest|Normal|n/a|n/a|10|Other|S|
Recover full HP, cures BURN, PARALYZE, POISON, TOXIC. Gain SLEEP for 2 turns. CONFUSE is not removed.

#379|Retaliate|Normal|70|100%|5|Physical|?|
Power doubles if a Pokémon from the user's party has fainted previous turn.

#380|Return|Normal|102|100%|20|Physical|1|
The more User Pokémon likes you, the more damage this attack does.

#381|Revenge|Fighting|60|100%|10|Physical|1|
Power doubles if User Pokémon takes damage this turn. Always attacks last. {Priority -3}

#382|Reversal|Fighting|n/a|100%|15|Physical|1|
The less HP User Pokémon has, the more damage Reversal does.

From 68% to 100% 20 Power
From 35% to 67% 40 Power
From 21% to 34% 80 Power
From 10% to 20% 100 Power
From 4% to 9% 150 Power
From .1% to 3% 200 Power

#383|Roar|Normal|n/a|100%|20|Other|1|
Enemy Pokémon is scared away and another Pokémon is randomly forced out. Fails against Ingrain, Suction Cups, and Soundproof. Always attacks last. {Priority -6}

#384|Roar Of Time|Dragon|150|90%|5|Special |1|
Attacks first turn. Must recharge second turn, can’t be switched out.

#385|Rock Blast|Rock|25|90%|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.

#386|Rock Climb|Normal|90|85%|20|Physical|1|
20% chance to gain CONFUSE.

#387|Rock Polish|Rock|n/a|n/a|20|Other|S|
Gain SPEED +2.

#388|Rock Slide|Rock|75|90%|10|Physical|2|
30% chance to FLINCH.

#389|Rock Smash|Fighting|40|100%|15|Physical|1|
50% chance to lower DEFENSE -1.

#390|Rock Throw|Rock|50|90%|15|Physical|1|
No effect.

#391|Rock Tomb|Rock|50|80%|10|Physical|1|
Lower SPEED -1.

#392|Rock Wrecker|Rock|150|90%|5|Physical|1|
Attacks first turn. Must recharge second turn, can’t be switched out.

#393|Role Play|Normal|n/a|n/a|10|Other|S|
User Pokémon’s Ability changes to Enemy Pokémon’s Ability.

#394|Rolling Kick|Fighting|60|85%|15|Physical|1|
30% chance to FLINCH.

#395|Rollout|Rock|30|90%|20|Physical|1|
Attack consecutively for 5 turns or until it misses. Each turn the power increases: 30->60->120->240->480. If User Pokémon has used Defense Curl, the power is doubled: 60->120->240->480->960.

#396|Roost| Flying | 0 | N/A | 10 | Other | Self |
Recover 50% HP. If User Pokémon is a Flying type, the Flying type is ignored for the rest of the turn. A pure Flying-type using Roost will become a Normal type for the rest of that turn. If User Pokemon isn't a Flying-type, the secondary effect of Roost is ignored. Pokémon with Levitate are not affected. Dual-type Pokémon do retain their other type.

#397|Round| Normal|60|100%|15|Special|?|
Power doubles if another ally used it first in the same turn of a Double/Triple Battle. Furthermore, every ally Pokemon that used Round will move immediately after the fastest Pokemon to use Round, regardless of their Speed.

Last edited by Ataro; 08-26-2011 at 10:52 AM.
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