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| Tweet Topic Started: Dec 20 2009, 09:51 PM (719 Views) | |
| Scyther | Dec 20 2009, 09:51 PM Post #1 |
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Incorruptible
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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. |
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