Welcome Guest [Log In] [Register]
ZetaBoards
Search Members FAQ Portal
  • Navigation
  • Kaze In Ruins
  • →
  • Fun and Games
  • →
  • Forum Games
  • →
  • The Peepless
  • →
  • KiR Pokemon Creation Station
  • →
  • Attack Index
Welcome to Kaze In Ruins. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
Attack Index
Tweet Topic Started: Dec 20 2009, 09:51 PM (719 Views)
Scyther Dec 20 2009, 09:51 PM Post #1
Member Avatar
Incorruptible
Posts:
5,307
Group:
Admin
Member
#5
Joined:
September 13, 2009
A big thanks to JYAP for a lot of these moves, as well as various members of both KiR and Arkeis for others.

BPP = Base Physical Power (i.e. the move is physical)
BSP = Base Special Power (i.e. the move is special)

Bug
Damage
Sting - 30 BPP, 100 ACC, 20 PP, Automatically poisons target if attack is Super Effective
Creepy Crawler - 40 BPP, 100 ACC, 15 PP, Always attacks first
Insect Spread - 20 BSP, 100 ACC, 10 PP, Attacks 2-5 times. Hits all opponents.
Light Ray - 55 BSP, 100 ACC, 25 PP
Mandible Crush - 95 BPP, 100 ACC, 10 PP, 30% chance to lower defense

Non-Damage

Dark
Damage
Drain - 30 BSP, 100 ACC, 15 PP, Restores HP equal to 100% of damage dealt
Slice - 60 BPP, 100 ACC, 20 PP, 30% chance to lower defense
Dark Sphere - 70 BSP, 90 ACC, 10 PP, 20% chance to put target to sleep
Smite - 120 BPP, 90 ACC, 5 PP

Non-Damage
Stalk - 5 PP, Foe cannot escape
Obedience - 100 ACC, 5 PP, Controls the foe's attack and target for the current turn. Fails if the opponent acts first. Cannot be used consecutively.
Bane - 100 ACC, 15 PP, lowers opponents defense and special defense 1 stage
Inhibit - 90 ACC, 5 PP, Foe cannot use Super Effective attacks for 5 turns
Panic Cry - 100 ACC, 5 PP, Causes Foe to panic, rendering it uncontrollable for 1-4 turns
Insanity - 5 PP, Raises Attack 3 stages, but lowers Defense and Special Defense 1 stage
Blacken - 100 ACC, 5 PP, Removes the typing of the foe, making it typeless.
Soul Drain - 85 ACC, 5 PP, Absorbs 10% of opponents stats (except HP). Effect cancels out on a switch for either pokemon.

Dragon
Damage
Tail Sweep - 55 BPP, 100 ACC, 15 PP, Hits all opponents
Dragon Fist - 95 BPP, 100 ACC, 15 PP, 20% chance to raise users attack
Draconic Blast - 100 BSP, 95 ACC, 5 PP, Special Defense is reduced by 25% when calculating damage
Knight Bane - 120 BPP, 100 ACC, 5 PP, Attacks last

Non-Damage
Dragon Howl - 10 PP, Takes all attacks directed at allies
Drake's Strength - 20 PP, Raises user's Attack 2 stages

Electric
Damage
Static Friction - 40 BPP, 85 ACC, 10 PP, Paralyzes opponent
System Shock - 45 BPP, 100 ACC, 20 PP, 60% chance of lowering foe's accuracy one stage if used by a Bug Type pokemon
Bolt - 70 BSP, 100 ACC, 20 PP
Thunder Crush - 80 BPP, 80 ACC, 10 PP, 50% chance to lower opponent's defense
Burst - 100 BSP, 95 ACC, 5 PP, Special Defense is reduced by 25% when calculating damage

Non-Damage
Reflector - 5 PP, Creates a shield over the team that auto-blocks the next special attack.

Fighting
Damage
Jab - 35 BPP, 95 ACC, 30 PP
Whip Punch - 50 BPP, 100 ACC, 15 PP, Always attacks first
Stranglehold - 50 BPP, 100 ACC, 10 PP, Paralyzes opponent
Sweep Kick - 55 BPP, 100 ACC, 20 PP, Hits all opponents
Hadoken - 60 BSP, 100 ACC, 20 PP, 30% chance to flinch opponent
Pulverize - 100 BPP, 100 ACC, 5 PP, 50% chance to lower opponent's defense
Full-Scale Assault - 150 BPP, 90 ACC, 5 PP, User becomes Fatigued after use.
Rancor - ?? BSP, 100 ACC, 20 PP, Power is determined by 2 x (% of HP lost)

Non-Damage
Whip Crack - 100 PP, 15 ACC, Lowers opponents Defense 2 stages
Yoga - 5 PP, Raises Atack, Special Attack, and Accuracy 1 stage. Can only be used once per battle
Battle Cry - 15 PP, 95 ACC, Raises User's Attack one stage and lowers opponents Defense one stage. Fails if it does not affect opponent.

Fire
Damage
Air Scorch - 50 BSP, 100 ACC, 5 PP, Hits all opponents, including those not on the field. Power split up accordingly.
Desert Blaze - 65 BSP, 100 ACC, 15 PP, Drains 2 PP from the move the opponent is using
Fireball - 70 BSP, 100 ACC, 20 PP
Flare - 100 BSP, 95 ACC, 5 PP, Special Defense is reduced by 25% when calculating damage
Plasmic Punch - 110 BPP, 85 ACC, 5 PP, 20% chance to burn opponent

Non-Damage
Desert Sun - 5 PP, Summons Strong Sunlight for the remainder of the battle or until cancelled out
Thick Smoke - 80 ACC, 10 PP, Causes fatigue on foe

Flying
Damage
Flutter - 15 BSP, 90 ACC, 10 PP, Attacks 2-5 times
Rapid Feather - 40 BPP, 100 ACC, 20 PP, Always attacks first
Somersault - 60 BPP, 100 ACC, 10 PP, Attacks last, but only take 50% damage from attacks that turn
Whirlwind Punch - 60 BPP, 100 ACC, 5 PP, Always attacks last, after being hit with this attack the opponent is forced to switch.
Feather Spike - 25 BPP, 85 ACC, 10 PP, Hits 3 times. Each hit has its own accuracy check.
Holy Eagle - 85 BPP, 100 ACC, 15 PP, 50% chance to paralyze foe
Tornado - 120 BSP, 100 ACC, 5 PP, Hits all pokemon on the field minus user

Non-Damage
Barell Roll - 10 PP, Moves first and avoids all incoming attacks. Cannot be used consecutively.

Ghost
Damage
Nether Shot - 40 BSP, 100 ACC, 30 PP
Soul Strangle - 50 BPP, 100 ACC, 10 PP, Causes Fatigue on opponent
Grim Grasp - 80 BPP, 80 ACC, 10 PP, 50% chance to lower foe's defense
Desolation - 85 BSP, 100 ACC, 15 PP, 30% chance to confuse foe
Shadowreaver - 100 BSP, 5 PP, Cannot miss

Non-Damage
Deathscare - 100 ACC, 15 PP, Attacks first and immobilizes foe that turn. Cannot be used consecutively.
Intangible - 5 PP, User can only be hit with Special Attacks for 5 turns
Raise - 10 PP, Revives a KOd ally at 50% HP
Possess - 5 PP, User faints and sacrifices self to take complete control over opponent

Grass
Damage
Cool Beans - 30 BPP, 100 ACC, 20 PP, Attacks twice
Spore Spread - 65 BSP, 100 ACC, 15 PP, Hits all opponents
Bamboo Thrust - 85 BPP, 95 ACC, 5 PP, Ignores any defense bonuses on foe
Weed Whacker - 95 BPP, 100 ACC, 15 PP, 30% chance to lower foe's speed
Verdant Flood - 100 BSP, 100 ACC, 10 PP, Hits all pokemon on the field minus user

Non-Damage
Petal Dust - 100 ACC, 10 PP, Attracts foe
Sprout - 20 PP, Raises Attack and Special Attack 1 stage
Nutrients - 10 PP, Restores 50% of max HP
Seed Mine - 10 PP, Plants a Seed Mine on the battlefield, dealing 25% HP damage to the next foe switching in. Flying pokemon are immune.
Sap Screen - 15 PP, Raises the user's Special Defense 2 stages

Ground
Damage
Quicksand - 25 BSP, 85 ACC, 20 PP, Lowers opponent's speed 1 stage
Rumble - 40 BPP, 90 ACC, 25 PP
Tremor - 60 BPP, 100 ACC, 15 PP, Hits all pokemon on field minus user
Gaia Cannon - 85 BSP, 100 ACC, 10 PP, 30% chance to flinch opponent
Earth Spike - 90 BPP, 90 ACC, 10 PP, High Critical Hit ratio

Non-Damage
Plate Shift - 15 PP, Forces opponent off the battlefield
Terraform - 10 PP, Raises Defense by 1 stage for all allies on the field
Entrench - 5 PP, Raises User's Defense and Special Defense by 2 stages, but reduces Speed by 6 stages. Can only be used once per battle.
Mud Trap - 10 PP, Places trap on field that lowers any incoming opponent's speed 1 level upon switch in. Does not work on pokemon unaffected by Ground. Trap is washed away when a Water attack is used on the field.

Ice
Damage
Snowball - 35 BPP, 95 ACC, 30 PP
Freezing Fog - 50 BSP, 100 ACC, 10 PP, Hits all opponents and lowers their Accuracy 1 stage.
Liquifreeze - 60 BSP, 100 ACC, 15 PP, Attack becomes Water-Typed against Fire Pokemon.
Chill - 70 BSP, 100 ACC, 20 PP
Air Freeze - 80 BSP, 90 ACC, 5 PP, Hits all pokemon on the field minus user. 50% chance of freeze. Can only be used in Hail.
Dry Ice - 90 BSP, 90 ACC, 15 PP, 10% chance to freeze opponent
Permafrost - 100 BSP, 95 ACC, 5 PP, Special Defense is reduced by 25% when calculating damage
Arctic Rush - 120 BPP, 100 ACC, 5 PP, User takes 1/3 recoil damage

Non-Damage
Frostbite - 55 ACC, 5 PP, Freezes opponent
Whiteout - 5 PP, Summons a hailstorm for remainder of battle
Frost Aid - 10 PP, Restores 50% of max HP

Normal
Damage
Roll - 30 BPP, 95 ACC, 30 PP
Slap - 35 BPP, 100 ACC, 30 PP
Check - 40 BPP, 95 ACC, 30 PP
Scream - 55 BSP, 100 ACC, 10 PP, Hits all opponents. 30% chance to flinch foe.
Pierce - 60 BPP, 100 ACC, 5 PP, Automatically scores a Critical Hit
Lunar Light - 70 BSP, 100 ACC, 15 PP, Hits Ghosts for Super Effective damage
Rampage - 80 BPP, 100 ACC, 5 PP, Hits all opponents, including those not on the field. Power split up accordingly. Causes fatigue on user.
Rush - 100 BPP, 85 ACC, 10 PP

Non-Damage
Stare - 100 ACC, 30 PP, Lowers opponents speed
Spit - 100 ACC, 30 PP, Lowers opponents defense
Plead - 100 ACC, 30 PP, Lowers opponents attack
Evasive Tactics - 10 PP, Raises Evasion and Speed 1 stage
Tag - 100 ACC, 5 PP, Acts first. All attacks from all pokemon are aimed at the pokemon tagged that turn (except for that own pokemon's attacks)
Risky Business - 5 PP, Reduces Accuracy by 50%, but all attacks inflict 3x damage.
Invigorate - 5 PP, All allied attacks do 2x damage for 5 turns. Removes Fatigue from all allies.
Empower - 5 PP, Raises one stat of choice 4 stages, but lowers Speed 6 stages and inflicts user with Confusion. Can only be used once per battle.
Forgiveness - 10 PP, Recovers 50% of the users max HP, if the user is dark subtype, heal 25%. If the user is Dark without a subtype, this move has no effect.

Poison
Damage
Venom - 20 BSP, 90 ACC, 10 PP, Badly Poisons target
Toxic Air - 20 BSP, 100 ACC, 5 PP, Poisons and Confuses target
Toxin Stab - 40 BPP, 100 ACC, 10 PP, 20% chance to lower all opponents stats 1 stage.
Corrode - 60 BPP, 100 ACC, 15 PP, Hits Steel types for Super Effective damage
Pesticide - 75 BSP, 100 ACC, 15 PP, Hits Bug types for Super Effective damage
Poison Needle - 90 BPP, 100 ACC, 15 PP, 30% chance to Poison foe
Atom Bomb - 250 BPP, 100 ACC, 5 PP, Hits all pokemon on field minus user. User faints.

Non-Damage
Corruption - 100 ACC, 5 PP, Positive Stat changes on opponent become Negative Stat changes for the same values

Psychic
Damage
Bedazzle - 20 BSP, 100 ACC, 10 PP, Confuses foe
Zam - 35 BSP, 100 ACC, 25 PP
Kinetic Slam - 70 BPP, 100 ACC, 15 PP
Psyflash - 75 BSP, 90 ACC, 20 PP, Hits all foes, 10% chance to flinch opponent
Illusionist - 120 BSP, 100 ACC, 5 PP, Hits all pokemon on field minus user

Non-Damage
Immobilize - 100 ACC, 15 PP, Paralyzes foe
Sweet Dreams - 100 ACC, 5 PP, Restores foe's HP by 10% of max HP, but puts it to sleep
Spellbind - 100 ACC, 5 PP, Eliminates any Psychic Immunites and Resistances on opponent

Rock
Damage
Pebble - 25 BPP, 90 ACC, 30 PP
Granite Push - 50 BPP, 100 ACC, 10 PP, Always attacks first
Cement - 50 BSP, 100 ACC, 10 PP, Opponent becomes paralyzed at the end of next turn
Boulder Shot - 60 BPP, 100 ACC, 15 PP, 30% chance to flinch foe
Crystal Beam - 90 BSP, 100 ACC, 10 PP, 20% chance to raise Special Attack for user
Rock Crush - 140 BPP, 75 ACC, 5 PP, User takes 50% recoil damage

Non-Damage
Vitamins - 5 PP, Raises 2 stats of users choice 1 stage
Barricade - 5 PP, uses 33% of HP to create a Rock-Typed Substitute of ones self. Substitute takes damage in place of user.
Dustbowl - 5 PP, Summons a fierce Sandstorm for the remainder of battle

Steel
Damage
Triple Blades - 20 BPP, 95 ACC, 15 PP, Hits 3 times. High Critical Hit Ratio.
Brass Knucles - 25 BPP, 85 ACC, 10 PP, Hits 2-5 times
Chrome Beam - 60 BSP, 100 ACC, 15 PP, 20% chance to raise user's Special Attack
Iron Laser - 60 BSP, 15 PP, Cannot Miss
Metal Slash - 70 BPP, 100 ACC, 20 PP, High Critical Hit Ratio
Weapon Bash - 80 BPP, 100 ACC, 15 PP, 30% chance to flinch opponent

Non-Damage
Armour Brace - 20 PP, raises user's Defense 2 stages

Water
Damage
Droplet - 25 BSP, 100 ACC, 35 PP
Raincloud - 30 BSP, 85 ACC, 10 PP, Continues to do damage for 2-5 turns.
Ocean Spray - 80 BSP, 100 ACC, 20 PP
Hydro Slice - 85 BPP, 90 ACC, 10 PP, High Critical Hit Ratio
Aquatic Crush - 140 BPP, 80 Acc, 5 PP
Drown - ?? BP, 100 ACC, 10 PP, Deals damage equal to: (100 + User's level + Opponent's level)/3

Non-Damage
Downpour - 5 PP, Summons heavy Rain for remainder of battle
Soothing Aqua - 15 PP, User restores 1/16 of max HP at the end of each turn
Riptide - 100 ACC, 10 PP, Returns double damage done by foe. Fails if user acts first.

???
Damage
Chop Suey - ?? BPP, 100 ACC, 10 PP, Hits once as a 55 BPP Fighting Attack, then a second time as a 35 BPP Normal Attack.
Tropical Storm - ?? BSP, 100 ACC, 5 PP, Hits all opponents three times, first with a 30 BSP Flying attack, then a 30 BSP Water attack, and then a 50 BSP Electric attack.


Exclusive Moves

Kiss of Death (Poison) - 90 BPP, 100 ACC, 5 PP, Deals double damage to a foe under the attract condition

Collapse (Rock) - 90 ACC, 5 PP, Inflicts 2x the user's HP in damage, but faints the user.

Islands Wrath: 85 ACC 5PP ??? - Hits the opponent five times with, in order, 20 BPP Ground, 20 BPP Grass, 20 BPP Rock, 20 BPP Ice, 20 BPP Flying.

Shielding (Steel) - 5 PP, Acts first and negates all attacks that turn aimed at the user and any allies. Cannot be used consecutively
--------------------------------------------------------------

TMs

TMs are not available to learn at all through level-up. There are 17 TMs, each corresponding to a specific type.

TM 01: Furious Swarm - Bug - 10 BPP - 100 ACC - 5 PP - Attacks ten times in one move.

TM 02: Mudoon - Dark - 100 BSP - 100 ACC - 5 PP - 10% chance of instant KO.

TM 03: Spike Flail - Dragon - 120 BPP - 100 ACC - 5 PP - Hits all pokemon on the field.

TM 04: Impulse - Electric - 50 BSP - 100 ACC - 5 PP - Attacks once at the very start of the turn, then again at the very end of the turn.

TM 05: Fatality - Fighting - 140 BPP - 95 ACC - 5 PP - Attack only does 50% damage if it does not KO the enemy.

TM 06: Incinerate - Fire - 250 BSP - 100 ACC - 5 PP - Charges first turn, attacks second turn, then requires a recharge third turn. 50% burn chance.

TM 07: Soar - Flying - 100 BPP - 100 ACC - 5 PP - Grabs foe and disappears for a turn with foe. Neither the user nor foe can attack while disappeared. Drops foe at the end of next turn, dealing damage. Cannot be used consecutively.

TM 08: Afterlife - Ghost - --BP - --ACC - 5 PP - Creates a reraise effect on user, reviving it at 50% HP upon KO.

TM 09: Secret Garden - Grass - 95 BSP - 100 ACC - 5 PP - Hits all opponents. Power is not split up and remains at full when calculating damage.

TM 10: Entomb - Ground - 20 BSP - 85 ACC - 5 PP - Lowers opponent's Attack, Special Attack, and Speed

TM 11: Absolute Zero - Ice - 140 BSP - 100 ACC - 5 PP - Hits all pokemon on the field. 20% chance of Freeze.

TM 12: Ultima - Normal - 150 BSP - 100 ACC - 5 PP - 50% chance of random status effect (poison, paralyze, sleep, burn, or freeze). User must recharge next turn.

TM 13: Miasma - Poison - 120 BSP - 85 ACC - 5 PP - Hits all opponents and automatically poisons them.

TM 14: Astral Flow - Psychic - 90 BSP - 100 ACC - 5 PP - Hits all opponents. Restores HP equal to 50% damage dealt.

TM 15: Mineral Blast - Rock - 95 BPP - 100 ACC - 5 PP - Leaves a layer of Stealth Rock on the field.

TM 16: Titanium Smash - Steel - 100 BPP - 100 ACC - 5 PP - Defense is treated as -1 during damage calculations.

TM 17: Tsunami - Water - 90 BP - 100 ACC - 5 PP - Hits all pokemon on the field. Deals 50% less damage to Water Pokemon, but 2x to all non-Water Pokemon that do not resist Water.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · KiR Pokemon Creation Station · Next Topic »
Add Reply

Track Topic · E-mail Topic 6:40 AM Jul 11
Hosted for free by ZetaBoards · Privacy Policy