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ACCELEROCK = Con Type Unknown = Physical attack formula.

A swift and hard strike. What it lacks in power, it makes up for in speed. If used and failed as a counter, does not take double damage thanks to the speed.

ANCIENTPOWER = Con. type tough = Sp attack formula (if + 10, an increase in all stats by 1)

An attack that calls upon the power of the ancients to move the ground in a powerful arc. Also, if one is truily deem worthy by the ancients before the attack is over ...a bit of thier power will be left behind in the user.

HEAD SMASH = Con. type Tough = physical attack formula + 5 dmg. User takes recoil damage equal to half their current level.

This move smashes the user's head into the foe's body to cause massive amount of pain not only to the opponent, but to the user as well. Not an attack to be taken lightly ...it is one of the strongest in the techniques of rock types.

POWER GEM = Con. type Beauty = Sp attack formula

Power gem is a unique rock type move that is utilizyed by mostly pokemon with gems attached to them, and is cross types in terms of those whom can learn it. In fact, the only rock type pokemon that can learn this move is Corsola.

ROCK BLAST = Con. type Tough = Physical attack formula/5 = dmg for five turns.

Rock blast is an continues attack in which the user hurls boulders at the foe 2 to 5 times in a row. This attack takes place on both the defensive and attacks turns, and can only be cancel on the user's attacks turns by the opponent simply rolling higher than the user that turn. During this attack, no counter-attacks may take place on either side of the field.

ROCK POLISH = Con. type Tough = raises user's speed by two stages.

If the user raises their speed by 2 using this move, and if their speed goes up by 4 using Rock Polish, then their dodge roll goes up + 2 for every time they accomplish this.

ROCK SLIDE = Con. type Tough = Physical attack formula, if +6 causes flinching

Large boulders are hurled upon the opponents. This attack can hit all opponents on the field.

ROCK THROW = Con. type Tough = Physical attack

The user throws small rocks to strike the foe.

ROCK TOMB = Con. type Smart = Physical attack formula, if +5 reduces opponent’s speed by 1

This attack stops the foe from moving by entombing their legs in rocks. This attack if it manages to drop the user's speed by 4 will drop their dodge acc. roll by 2.

ROCK WRECKER = Con. type Tough = Physical attack formula + 7 dmg & user cannot attack next turn.

A really devastating attack that will not only stop the pokemon's attack, but cause massive damage. This move is a Rhyperior exclusive, and thus can only be learned and used by this pokemon.

ROLLOUT = con. type Tough = Accuracy roll formula + physical attack formula/ 5 =dmg

This is an attack that lasts for 5 turns that increase intensity each time it's successfully used. This attack works during defense and attacks turns, and stops whenever the opponent rolls higher than the user. Rollout each time it's successful in hitting gains and addition 2dmg.

SANDSTORM = Con. type tough = 1/2 level dmg each turn this is in effect.

This move calls forth a sandstorm that rages for 5 turns without any signs of letting up. This attack when used doesn't gain any bonus for type advantage, and will injury the same no matter what. Also, this attack hits all pokemon on the field.

SMACK DOWN = Physical Attack formula [+ removes target's ground type resistances

The user throws stone projectile to attack an opponent. This move removal of resistances takes place after the dmg of the initial attack is finished

STEALTH ROCK = Con. type Cool = dmg equal to level

This attack puts sharp clear rocks at the feet of an opponent that is easily avoided by the current opponent. Yet, if the pokemon is switched the next pokemon to enter the arena will not be so lucky as the sharp rocks will cut into them.

STONE EDGE = Con. type Tough = regular Sp attack formula (+ 5 is critical)

This attack has a high risk of a critical that will double the dmg of the attack.

WIDE GUARD = +5 to acc. roll of all allies on the field until the next attack phase

The user and it's allies are protected from a wide range of attacks for 1 turn. If used in succession, it's chances of failing raises ...as the accuracy roll will be reduced by 3, each time it's used after that.