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FIGHTING

87. ARM THRUST = Con. type Tough = normal attack formula/5

Straight-arm punches that strike the foe 2 to 5 times consectively, until the foe is able to roll higher than the opponent. These hits take place during attack & defensive turns, and the user can't use a new move until the opponent is able to avoid this one.

88. BRICK BREAK = Con. type Cool = normal attack formula

This move actually was designed to crush any protective barrier designed to lessen the damage that the pokemon & it's party takes like Reflect. One of the more pratically fighter type moves.

89. BULK UP = Con. type Beauty = + 1 Attack & Defense

Literally the user bulks up on both defense & attack as the pokemon tries to put more into the power of thier defense & attack all in the same move.

90. COUNTER =Con. type Tough = x2 user damage used as a counter-attack only

If this attack is successful, it takes the force of the opponent's blow, and turn it back on them ..with double the damage. In order to hit, this move requires that you take dmg first & on your next turn you have to outroll your opponent to give it back.

91. CROSS CHOP = Con. type Cool = normal attack formula

A double-chopping attack, and instead of raising it's acc by 1 if it hits a 20 will do double the damage instead.

92. DETECT = Con. type Cool = No accuarcy roll needed

This is a defensive attack, that when used makes it impossible for the pokemon to take damage thoughout thier attack & defensive turn. Though it can't be used twice in a roll ...the attack will fail, and this includes Counter-attack moves.

93. DOUBLE KICK = Con type. Cool = normal attack formula/2

If this move is successful, the foe will take damage during thier defensive & attack move, with one half of the damage appearing in the attack turn & the rest taking place on the second turn. If a Counter-attack is used when this move is use...the opponent must roll higher in thier counter-attack then both the defensive turn ((to hit with counter-attack)) & the Double Kick ((to prevent being hit by the kick for double the damage)).

94. DYNAMICPUNCH= Con type. Cool = -5 acc + normal attack formula + 5 dmg & the target is confused

A move so powerful that it is has low accuracy, and causes confusion to the target. Though low accuracy seems like a small price to pay for such an powerful and potentially deadly attack.

95. FOCUS PUNCH = Con. type Tough = normal att. formula + flinch

If the opponent uses counter-attack and fail, they will be forced into flinch during thier next attack phase. Focus punch is a powerful loyality attack as the user will put themselves in danger just to score the hit.

96. HI JUMP KICK = Con. type Cool = normal att. formula + 2 att

This is one of those attacks that literally uses all or nothing in it's formula as one will go for the kick, but if it fails take 1/8 Hp damage. Thus it makes one wonder if this jumping knee kick is worth it. This attack actually gains a + 2 in accuarcy if used as a counter-attack.

97. JUMP KICK = Con. type Cool = normal att. formula

A strong jumping kick that will cause damage to the user if it misses. The user loses 1/8 of thier Hp.

98. KARATE CHOP = Con. type Tough = normal attack formula

The Karate Chop is a chopping attack with a chance of causing a insane amount of damage. IF the user rolls a 20 with this attack, the move will double in dmg instead of gaining +1 accuarcy

99. LOW KICK = Con. type Tough = normal attack formula + 1dmg for ever lvl above user

This attack takes off more damage if the opponent you are dealing with is of an higher level than your pokemon. Thus literally using your opponent's strength against them.


100. MACH PUNCH = Con. type Cool = normal attack formula

This punch is thrown at wicked speed to strike first

101.REVENGE = Con type. Tough= normal attack formula

This attack gains power if injured by the foe, and does double the damage if it's successful the turn after taking injury, and any time after that ..gains an addition+ 1 for each hit. The addition hit doesn't count in the attack if it's power is double by the pervious attack by the foe.

102. REVERSAL = Con. type Cool = Original Hp - Current Hp = dmg

This attacks infics mroe damage when the user's Hp is down ..as the opponent finds thier efforts being reversed on them.

103. ROCK SMASH = Con type. Tough= regular attack formula + 5 lowers opponent's defense.

A rock-crushing attack that my lower defense

104. ROLLING KICK = Con. type Cool = regular attack formula + flinch

A fast kick delierved from a rapid spin.

105. SEISMIC TOSS = Con. type Tough= dmg equal to lvl

This attacks throws the foe into the ground, and does damage equal to the power of the user ..as it actually bypasses all defenses.

106.SKY UPPERCUT = Con. type Cool = regular attack formula

An uppercut thrown as if leaping into the sky, and will hit even if an opponet is using Fly

107.SUBMISSION = Con. type Cool = regular attack formula

Does recoil damage equal to 1/5 of the dmg done by the user. This move is a reckless body slam that also hurts the user.

108. SUPERPOWER = Con. type Tough = regular attack formula

This moves doubles the user's attack, but it lowers attack & Defense by 1 with each usage whether it hits or not. Superpower is an attack that slowly yet effectively lower the effectiveness of the attack by slowly draining away from it's power.

109. TRIPLE KICK =Con. type Cool =regular attack formula + 1 temporary to dmg each time this move is successfully able to hit.

Triple kick in an attack that takes up to three turns to complete, which means that it actually goes through it's defense turn with this attack & isn't counted as a counter-attack. It is said that this move was design by the belief that the best defense is a good offense.


110. VITAL THROW = Con. type Cool = (( attack - defense))

Makes it impossible for the user to dodge the next turn, but this attack never misses. In other words, the opponent's hit will still use the normal formulas, but it will not miss even if the user has the higher acc. roll.

111.AURA SPHERE = Con. type Beauty = ((Sp attack - Sp defense))

Aura Sphere is an attack that never misses ...never ..not even if the one using the move is completely blind. For this attack aims not at the body of the opponent, but at the inner Aura that is rumor to exist within ever living creature

112.CLOSE COMBAT = Con. type Smart =regular attack - 5 lowers both users defense & Sp defense.

Close combat is a risky move that bring the user in close to their oppoenent to try and inflict damage. Though it does have the side-effect of if it's really unsuccessful leaving the user open to more damage from the opponent.

113. DRAIN PUNCH = Con type Beauty= normal attack formula with dmg/2 equal how much the users recovers in Hp.

Drain punch is a move that uses one fist to actually drain away the stength of one opponent, but the move can't drain any Hp from an opponent if it's used as an counter-attack.

114. FOCUS BLAST = Con type Cool = normal Sp attack formula + 5 lowers foe Sp. Def by 1

Focus blast is the first of a trend of fighting attack that is set up to try and give more varity to the normal attacks of the fighter calls as this move actually attacks your opponent's special defense.

115. FORCE PALM = Con. type Cool = normal attack formula + 5 Paralyze

A new breed of attacks that uses vital points to do dmg as this attack will actually causes paralysis if it manages to connect.

116. HAMMER ARM = Con. type Cool = normal attack formula + 5 lowers spd by 1

Hammer Arm is a move that uses like a Close hanger, and will make a foe start to watch how fast they move after that first time ..where they find themselves literally slam into an unmoving arm by thier own speed. It actually hits so hard that it can actually cripple.

117. VACUUM WAVE =Con. type Smart = Sp attack formula

This attack is a speedy move that actually seems to suck the opponent into the attack.

118. WAKE UP SLAP =Con. type Smart = normal Attack formula + x2 dmg if the opponent is asleep.

This is an attack that takes a whole new meaning to the word wake up slap ..as it actually does double the damage to the pokemon it is slapping if they are asleep, and actually rids the same pokemon from the sleep status.

119. Ankle Sweep = Attack formula [+5 =-1 spd]

With speedy movements it aims at it's opponent's feet

120. Fast Guard = No damage for one turn [-2 to acc. roll for this move each time it's used]

It protects itself and it's ally from an opponent's priority moves. May fail if used in succession. This move prevents all attacks by opponents for one attack and one defensive turn if successful, and in order to be successful it most outroll both opponent in a double or triple battle. It starts on the same attack turn that it's used, so any counter-attacks during that turn will fail.

121. Final Gambit = damage equal to users current HP. User faints afterward.

It risk it's life to attack it's opponent, fainting afterwards. Is the move fails due to missing, Immunity, or Protect, the user will not faint. Not effected by Focus Sash. User will not faint if it has the Sturdy Ability and Full HP.

122. Mountain Storm = Attack formula + Critical hit

it strike it's opponent with a mighty blow. It inflicts a critical hit, which means this attack x2 dmg no matter the situation, unless reduced by resistance.

123. Overhead Throw = attack formula +Switches opponent

It throws the opponent into the air and drags out the next pokemon. It ends a wild battle with this move.

124. Sacred Sword = attack formula

It slashes at it's opponent with long horns. It deals damage despite the opponent's stats changes, in other words, it doesn't recognize additions added through the dice to the opponent or by using anything to power up the opponent's defense or special defense ...including moves.

125. Sword of Mystery = [sp. formula with the exception of user's Sp. Attack - opponent's defense = dmg].

It slashes at it's opponent using it's long horn. The mysterious power of the horn deals physical damage.