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ASSURANCE =Con. type Beauty = Physical Attack formula x 2 if hit previously.

Assurance is an move that can be a good way to clinch a victory even from near defeat. A move that gains double the strength if the opponent hits the user previously. It can be a attack that makes even the best of opponents cautious about doing anything less than a one hit knock out

BEAT UP = Con. type Smart = Physical Attack formula + 1 in attack for every Pokemon in your party whom has a higher Physical attack than the user.

Beat Up summons party pokemon to join in the attack, and can be considered a little underhanded in a way. Though because of the fact that no other pokemon physically beats up on the other pokemon it is considered to be quite legal.

BITE = Con. type Tough = physical attack formula (if +6, cause flinch)

Bite is a vicious attack that takes advantage of sharp teeth & fangs to inflict terrible wounds. This attack may cause flinching depending on how well & where the user manages to strike the foe.

BRUTAL SWING = Con. Type Tough = Physical attack formula, hits everything on the field

In a mindless fury, the Pokemon dives into the battlefield viciously and indiscriminately. It will not know the difference between friend and foe.

CRUNCH = Con. type Tough = Physical attack formula (if +5, causes defense to drop)

Crunch can be quite a vicious attack-- as sharp fangs pierce into the body at such a way that a resounding crunching sound can be heard. Mentally hearing one's own body being broken is more than enough to drop the Sp. defense of some of the strongest will.

DARKEST LARIAT = Con. Type Unknown = Physical attack formula, ignores stat changes

Someone was watching too much wrestling. The user strikes their opponent roughly, hitting right at the heart of them.

DARK PULSE = Con. type Cool =Sp attack formula (if +6, causes flinch)

A dark attack that can cause flinching depending on it's accuracy. The more accuracy it is the better chance for a moment of weakness, and for an opponent to flinch in the face of the user as the powerful pulse makes even the most determine tremble.

DARK VOID = Con. type Smart = Puts the foe to sleep.

A dark attack that sucks the opponent into the darkness of sleep.

EMBARGO = Con. type Cute = foe is unable to use held items

An dark attack that makes any held item useless if successful for that battle as a dark aura surrounds the item, and cut the user off from it. It also prevents their Trainer from use items on their Pokemon.

FAKE TEARS = Con. type Smart = -2 SP. Defense

Fake Tears uses the gentleness of a pokemon against it. The user fact tears to sharply lower the foe's Sp. Defense, because one would never think that if a pokemon can cry so readily that they can be a real threat.

FEINT ATTACK = Con. type Smart = [Attack - Defense = dmg]

Faint attack is a powerful move that doesn't rely on accuracy at all. The attack draws the opponent close with a ruse or some type of trick, and without fail hits ever time. One of the most ruthless of dark attacks

FLATTER = Con. type Smart = Confusion + 2 SP Attack

There is nothing more confusing than to be flattered in the heat of battle by one's foe ...as it raises one confidences, but at the same time confuses one about the fight itself.

FLING = Con type. Tough = hurls out Held Item

The users fling out its held item to attack. This attack will hit for the reversal of the item's ability, for instance, if it's a berry to revive a pokemon from sleep ...the pokemon it hits will fall asleep. If it's a berry to restore 10 hp, then it will take away 10 hp. This move can only be done with held items that a pokemon can actually use.

FOUL PLAY = Con. Type = Attack formula [uses the opponent's attack instead of the user's]

It uses the opponent's strength. The higher the opponent's attack the more damage this move will be able to do.

HONE CLAWS = Con. Type Cute = Increase the user’s attack by 1

It sharpens its claws, focusing and preparing itself to attack.

HYPERSPACE FURY = Con. Type Tough = User’s Physical Attack - Opponent’s Defense + 7

An attack of unbridled fury and enthusiasm, so much so that it cannot miss.

KNOCK OFF = Con. type Smart = Physical attack formula & knocks off held item of an opponent.

Knock Off does exactly as it's name implies ...it hits a pokemon so hard that it literally knocks the held item right out of their clutches

MEMENTO = Con. type Tough = -1/2 of all users stats except for HP & Pp

Memento affects a Pokemon in a way that can never be forgotten. As the users faints, but lowers all will & ability to attack drastically. It is a move that literally takes one for the team.

NASTY PLOT = Con. type Cute = + 2 Sp. Att

An sinister plot that doesn't always promises an happy ending as the pokemon confidences raises in the sight of the enemy

NIGHT DAZE = Sp attack formula [+4] = -1 to accuracy rolls

It sends shockwaves of darkness flying

NIGHT SLASH = Con. type Beauty = Physical attack, but if a 20 is rolled attack does double damage instead of a + 1 accuracy.

A fearsome slash with a high critical chance.

PARTING SHOT = Con. Type = Lowers opponent’s Attack and Defense by 1, then forces the user to switch out.

While not the most damaging move, this is one shot you don’t want someone to get off. The Pokemon shouts a threatening remark that disturbs their opponent into dropping their physical attack and defense. But it’s cowardly in its own way-- the user immediately switches out after using it.

PAYBACK = Con. type Cool = Physical attack (x 2 if user received damage previously)

Revenge is best served cold so to say, and payback is the same way. If an opponent manages to strike the user before hand ...the user remembers this pain and pays them back double in this attack

PUNISHMENT = Con. type Smart = Physical attack, + 2 for each time the foe’s ATK has been raised.

This attack literally uses an opponent's power against them ..as it adds + 2 for every point the opponent has raised it’s attack over the user. Literally punishing a pokemon for their hard work.

PURSUIT = Con. type Smart = Physical attack formula-- hits again with the same previous damage if opponent is recalled after usage.

Pursuit is a move that doesn't even make a retreat an harmless action. With the taste of victory in one's mouth ...the pokemon would pursuit the pokemon even after it escape for one final blow.

QUASH = Con. Type Clever = Prevents an opponent from counter-attacking during their Defense Turn

It holds down the opponent to make sure that they’re unable to counter-attack. This move is most useful in a team battle.

SNATCH = Con. type Smart = Steal the status effect of the opponent's next move.

Snatch steals an opponent's effects for it's own, and this includes the good and the bad.

SUCKER PUNCH = Con. type Smart = ((Attack - Defense)) First turn/Counterattack only

Sucker punch can only be used as an counter attack move or on the first turn, and if successful will cancel out an opponent's attack. Though if it fails, this move negate the double damage that normally goes along with an counter attack move, but if used 2 times in succession it will cause damage to the user.

SWITCHEROO = Con. type Cool = Exchanges held item with foe

Switcheroo is a risky move that only works when you have something to trade ...though it doesn't always promise that what you trade is going to be better than what you were originally holding.

TAUNT = Con. type Smart = Only attack moves

Attack, attack, attack when a pokemon is taunted this is all they can think to do. Though how having a pokemon ready to rip you to shreds come out to be a good thing is up to the user. Luckily enough this is a temporary stats that ends after 5 attack turns as the pokemon in question seems to calm down.

THIEF = Con. type Tough = Physical attack formula + steals held item if successful.

Thief is a move that takes from the one that has, and gives to the one that haven't & in this case it's the user. Now if the user is carrying an item ..nothing will be taken, and in a trainer battle of course this is only a temporary measure unless the item is used ..., because no one likes a theif.

THROAT CHOP = Con. Type Unknown = Physical attack formula, prevents sound-based moves for 2 turns

A dirty trick in which the user strikes their opponent right in the throat. If the target doesn't have a throat, the user will have to improvise.

TOPSY-TURVEY = Con. Type Clever = reverses all stat changes on the opponent Pokémon.

This Pokemon behinds strangely and confusingly, reversing all stat changes on the target Pokémon-- making positive changes negative and negative changes positive

TORMENT = Con. type Tough= Stops the user from using any move twice.

Torment an opponent into submission is one way of looking at this ...as the Pokemon is torment so badly about their usage of one move that the Pokemon actually for a while won't consider using that move more than once & never in a row. This last for up to five attack turns.

A powerful attack that can render an opponent in two. It actually gains power depending on how accuracy the attack is on the opponent.