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Old 08-10-2008, 09:14 PM
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Default Attacks and Abilities Guide

In addition to the various battling facilities and administrative buildings that crowd ASB Central, the League also sponsors a huge trainer's library, filled with information on all known pokémon, training techniques, and battle strategies. Not only that, but extensive research on all the different attacks that pokémon can use in battle, and on the various afflictions that they can contract over the course of a fight, make the library an invaluable resource for both trainers and referees who wish to better understand how different techniques can be expected to play out during their matches.

The Official TCoD Attacks and Abilities Guide

This guide contains information on every known pokémon attack and ability currently legal for use in the TCoD League. Abilities simply have a description associated with them, but all attacks are posted in the following format:

Name - Type / Base Power (if any) / Accuracy
Stat: (if applicable)
Contest Type:
Contest Stat:


These attributes mean the following:


This section identifies how many and what pokémon on the field this attack effects. Moves are classified into one of several different types:

All: This attack affects all pokémon on the field, including any of the user's allies and all of its enemies. Some pokémon may manage to avoid such attacks by taking themselves out of range or otherwise defending themselves, but unless specific measures are taken to get out of the way, usually all pokémon on the field will feel this attack's effects. Unlike multiple-target attacks, damage to any given pokémon is not mitigated based on the fact that the attack strikes several targets.

Multiple: This attack can affect several pokémon, either allies or enemies. The base power of these attacks is usually reduced based on the number of pokémon it is used used to strike, for while these attacks are easily spread out, they usually pack less power when used in such a manner. The new base power of a spread attack can be found by multiplying the base power by 3 / (2 + X), where X is the number of targets.

In some cases it may be possible to tell a pokémon to concentrate one of these attacks on only one target in order to increase its power at the cost of being able to hit several foes at once; however, there are some attacks that by their very nature will spread out to strike everything in their path despite a pokémon's best efforts to rein them in.

Self: This attack only affects the pokémon using it.

Single: This attack can be used on any one pokémon on the field, usually but not always excluding the pokémon actually performing the attack. Sometimes single-target attacks can be spread out upon command so that they hit more than one target; for example, a trainer could command his or her pokémon to sweep a flamethrower back and forth to take out several clones. However, widespread attacks tend to suffer greatly reduced power, and some attacks, especially physical contact ones, cannot be spread out at all.


The class of an attack gives a summary of its major attributes: not only whether it is a distance or close-range attack, but also whether it has any secondary effects. Most attacks have at least two classes from amongst the following:

Contact: This attack requires the user to actually touch its target in order to be successful. There are a variety of effects that trigger only when pokémon make contact with one another in battle.

Critical: All attacks have a chance of causing a critical hit, but attacks with this class start out one critical domain higher than all other attacks. The critical domains, and the chance a move has to cause a critical hit while in one of them, is as follows:

Domain 1: 5%
Domain 2: 10%
Domain 3: 20%
Domain 4: 30%
Domain 5: 50%

There is no way to raise a move's critical domain above five and therefore no way to ensure a more than 50% chance at scoring a critical hit on any given action. Critical hits result in a damage bonus equal to the base power of the attack divided by ten, rounded down to the nearest whole number, before any modifiers have been applied. The bonus damage caused by a critical hit may not exceed 7%, and it is unaffected by type weaknesses, stat changes, and all other effects on either the attacking or defending pokémon. All attacks with the critical class start at critical domain two, rather than critical domain one, before all other modifiers are applied.

Flinch: Flinches are less dangerous in ASB than they are in the games. Only moves specifically labeled as being able to cause flinching are able to cause such an effect, with the percent chance that they may do so following the class name in parentheses. Flinching can only occur if the flinching attack is made before the target has made its move for that action. Flinching disrupts the target's attack, causing it to shy away for a moment. This effectively disrupts concentration attacks and will also interfere with the preparation of other attacks, making them less accurate and weaker than they otherwise would be.

Healing: A healing attack, as the name might suggest, focuses on restoring, rather than decreasing or damaging, a pokémon's health, energy, or status. There are four kinds of healing effects:

Direct: This attack has no other effect than to restore a pokémon's health.

Energy: This attack has no other effect than to restore energy. Only distinguished from direct healing attacks because most people handle restrictions on chills differently than they handle restrictions on other direct healing attacks in the rules of battles.

Indirect: This attack restores either health or energy in addition to damaging the opponent's health or energy total. These attacks are also known as "draining" attacks.

Status: This attack restores neither health nor energy, but instead removes one or more negative status effects. What status effects, exactly, can be removed, are noted in the attack's description.

Priority: Attacks of this class are either noticeably faster or noticeably slower than others to perform. The number after the priority class indicates how much faster or slower an attack is to use than normal; all attacks without this class are technically priority zero. A pokémon using an attack with a higher priority than its opponent will always use that attack first unless specifically commanded to wait for something. If two pokémon are using attacks of the same priority, the one that attacks first will always be the one with greater speed unless, again, a trainer's command would cause the order of attack to change.

Projectile: A projectile attack can be used at a distance. Usually, its effectiveness and accuracy decreases as the distance between battlers increases. Projectile attacks can often be swept back and forth to hit multiple targets or destroy illusions. A combination of an attack's target information and description should suggest whether or not this is possible.

Random Damage: This attack is made up of several individual volleys, and the number of volleys executed with any given use of this attack is totally random.

Special: This attack has particularly unique effects that are not covered by any of the other classes, which are detailed in its description.

Status: This attack either causes one of the four major status effects or one of the two minor status effects. Which ones it can result in are listed after the status class in parentheses. In ASB, it is possible for a pokémon to be under the influence of any number of status conditions at once, regardless of whether they are considered major or minor. The major status effects are as follows:

Burn: The pokémon is inflicted with a second-degree burn that constantly stings and throbs, dealing it 3% damage per round if it is not further aggravated. Burned pokémon are particularly susceptible to attacks that happen to strike their burn and see reduced effectiveness in the attacks they use that require movement, as swift movement is one thing that will aggravate their burn and cause them further pain. They therefore take such attacks much slower than usual, making them less powerful. As a result, physical attacks and others that require considerably movement have their power reduced by 3% after all other modifiers are applied. Burns do not fade without treatment.

Freeze: The freeze status is usually less dire in ASB than it is in the games. It is rare that the pokémon will be entirely encased in ice and unable to move at all. Usually, a couple of its limbs will be immobilized at most, unless the opponent specifically concentrates on freezing it all the way. Freeze will naturally fade after several actions as the pokémon thaws, but there are a multitude of ways to speed up the process, and being struck by a fire attack will outright eliminate the condition.

Poison: A pokémon steadily loses health as poison slowly degrades the functioning of its body from the inside out. Poisoned pokémon usually take around 3% damage per round as a result of the condition. Poisoning does not fade unless treated.

Severe Poison: Like normal poison, this status causes persistent damage. Unlike regular poison, however, the afflicted pokémon's condition worsens with time and the damage it takes as a result of the status increases with each passing round. Usually, a pokémon will begin by taking 1% in round in which they were poisoned, and the amount of damage dealt by the status increases by 1% per round, to a maximum of 10%. Severe poison will not fade without treatment.

Sleep: The pokémon is sent into a deep and unnatural slumber, which typically lasts for several actions, during which there are very few commands the sleeping pokémon can effectively execute. Loud noises or, especially, damage from attacks will likely bring a sleeping pokémon back to wakefulness earlier than normal. Pokémon will also awaken immediately if their lives are in danger--for example, if the area where they have fallen asleep is flooded and they start to drown. Sleep usually lasts between three and five actions on average, with the duration being shorter if it takes significant damage while slumbering.

Paralysis: The pokémon's muscles are uncomfortably locked up, either from chemical or electrical disruption or from cramping. This makes it difficult for a paralyzed pokémon to control its limbs and move. Not only is the speed of a paralyzed pokémon reduced to a quarter of its original value, but there is a chance that paralysis may grip it so severely that it will be "fully paralyzed" for an action, completely unable to move or perform attacks; for severely paralyzed pokémon, the chance of this happening is 25%, and it decreases as the condition fades. Generally, attacks that don't require movement are unaffected by paralysis, but full paralysis can be distressing and distracting enough to disrupt even some of these attacks. Paralysis fades and eventually vanishes, but does so very slowly.

Minor status effects are eliminated if the pokémon suffering from them are recalled and later returned to battle. The minor status effects are as follows:

Attraction: This status is directly caused by the attack "attract" and indirectly by a variety of other attacks and abilities. The afflicted pokémon is put in a lovesick daze by a pokémon of the opposite gender, such that it will be much more gentler when attacking that pokémon or its allies, or may refuse to attack that pokémon or its allies altogether. Attraction ends when the attracted pokémon realizes that the opponent actually isn't interested in it, at which point it becomes enraged at the deception. For this reason, attraction by the same subject grows less and less likely to be effective with each successive use. Severe attraction is equivalent to a 50% chance of failing to attack, and it decreases with time, fading more quickly if the object of attraction attacks the attracted pokémon or otherwise appears uninterested in it. An attracted pokémon may be more likely to obey commands rather than daydream if it can be convinced that what it's being asked to do will improve its image in the eyes of the pokémon it's attracted to.

Confusion: A confused pokémon has its perceptions of the world distorted and usually has difficulty coordinating its movements. It becomes a danger to itself, there being the chance, on any given action, that it will end up hurting itself in its attempt to complete an attack against the opponent, for example by tripping and falling while running at the foe. Severe confusion is associated with a 50% chance of damaging oneself, and this chance decreases as the severity of the condition fades over time. It fades more quickly if the confused pokémon takes significant damage from an opponents' attack.

Stat Modifier: This attack causes one of a pokémon's six statistics--accuracy, attack, defense, special attack, special defense, and speed--to rise or fall. The stat altered is indicated after the stat modifier class in parentheses. The description explains both whether the stat is increased or decreased and the magnitude of that increase or decrease. Each of a pokémon's stats, with the exception of accuracy, can be raised to a level of +6 and lowered to a level of -6. Accuracy can only be increased up to zero, or neutral, or be lowered to a minimum of -6. If the attack description says that the attack raises or lowers an attack "slightly," it improves or harms that stat by one level. If it says that the stat is "greatly" increased or decreased, then that stat rises or falls by two levels.

Weather: Weather attacks affect all pokémon in the arena and usually remain in play for several rounds unless replaced by a new weather condition. The specific effects of each kind of weather are noted in their attack descriptions.


If an attack does damage, this attribute indicates whether it is influenced by changes to the pokémon's physical or special stats.

Contest Type

When used in contest battles, attacks not only deal damage and cause their normal effects, but they also earn the user points based on how impressive they are and how they affect the opponent's execution of attacks.

Calming: The pokémon sets up a powerful defense, relaxing and preparing itself to deflect attempts at interruption from the opponent. This attack negates up to fifty negative points scored against this pokémon, but the effect expires at the end of the round, even if it has blocked fewer than fifty points of disruption.

+Condition: This appeal reinforces the user's condition, making it feel more secure and at home in the arena. In addition to providing points, these appeals reduce the user's nervousness level by 10% and add a * to their condition rating.

-Condition: This appeal degrades the foe's condition, enfeebling it. In addition to earning the user points, this appeal removes a * from the opponent or adds an X to their condition if they have no *'s. It also increases their nervousness by 10%.

Chain: This attack grows more impressive with repetition, rather than less. As a result, the usual point penalty associated with using the same attack multiple times in a row does not apply to attacks with this class.

Concentration: This appeal allows the pokémon to focus itself, blocking out all distractions and refusing to allow its opponent to interfere with its performance. The next time a pokémon using this attack would lose points this round, it loses no points instead.

Copycat: The pokémon carefully watches its opponent and mimics its showmanship, earning bonus points equal to the total positive points that the last pokémon to appeal did, plus ten.

Crowd Distraction: Although it may not do much to impress the judges, this sort of appeal is sure to get the crowd's attention--and keep it off the other pokémon on stage. For the duration of the round any appeals the target makes that are classified as "crowd fueled" earn only 10 points.

Crowd Fueled: These moves are more successful the more confident the pokémon feels when using them. If it senses that the crowd likes it better than its opponent, it will put on an extra-impressive display. Appeals of this type earn ten points for every ten points the user has more than the highest-scoring opponent, up to sixty points.

Deflating: This appeal makes the next foe pokémon to appeal look significantly weaker and less intimidating, causing them to lose all ability to force nervousness checks for the duration of the round.

Extra-Appealing: Pulling this difficult appeal off well earns extra marks from the judges, giving a 20-point bonus if it hits successfully but still earning the base number of points even if it fails for any reason.

Foe-Dependent: This appeal looks especially impressive when compared to a failed appeal on the part of an opponent. If a foe's last appeal scored fewer than 30 positive points, this attack earns an additional 60 points bonus. If the opponent earned exactly 30 points after all bonuses, this attack also earns 30 points, but if the opponent earned more than 30 points, this attack is worth nothing.

Final-Action Bonus: This appeal is excellent for winding down a round and wrapping up a set of attacks. If this attack is used as a pokémon's last action in a round, it earns 40 bonus points.

First-Action Bonus: This appeal is a particularly impressive opener, setting the user up for a complicated routine. If a pokémon uses an attack of this type for the first action of the round, it earns an additional 40 bonus points.

First-Priority: This appeal is blindingly fast, giving its user a burst of speed and allowing it to move first in the next action. If more than one pokémon uses an attack of this nature in an action, they move in speed order at the beginning of the next action, before all other pokémon that did not use first-priority attacks.

Interruption: The pokémon strikes with an attack sure to throw its opponent off-kilter, foiling whatever spectacular performance they'd been building up to. The more ambitious the target's appeal, the more this attack throws them off. If the last appeal the target made is one that earned it bonus points, this appeal docks additional points.

Intimidating: This appeal unsettles the opponents, making them question their capabilities and second-guess themselves. Use of such an appeal forces a nervousness check for all opponents after its use.

Jealous: The pokémon makes a spiteful appeal, putting its all into the performance in an attempt to outdo a particularly skilled opponent. If the last enemy pokémon to appeal has the highest contest score in the match thus far, this appeal earns an additional 30 bonus points.

Last-Priority: This appeal is slow or requires the pokémon to do a considerable amount of preparation to use it. As a result, the pokémon will still be recovering from it while the opponent starts to take its next action, causing the user of such an attack to move last in the next action. If multiple pokémon use such an attack, they proceed in speed order.

Other: These appeals are difficult to classify and judge. The score for this attack is determined through some unique method, detailed in the "contest score" section.

Pure Points: These appeals are fairly straightforward. They have no effect beyond earning positive points for the user and, potentially, negative points for the opponent as well.

Random: This attack is totally unpredictable and could go off very well or very poorly. The number of points it earns is totally random.

Risky: This attack poses actual danger to its user, as its execution leaves the pokémon off-balance and vulnerable. If the next opponent's next appeal is directed against the pokémon that made a risky attack, it loses twice the points it ordinarily would for a disruption.

Sacrificial: These attacks are spectacular, if only because they carry such a horrifying side-effect. While a pokémon will gain a huge points boost by using such a move, however, they will subsequently be knocked out and unable to participate in the remainder of the battle.

Scrambling: This attack is perplexing and throws off the rhythm of all other pokémon involved in the battle. As a result, the order that pokémon move in the next action is totally random.

Superpower: These appeals draw power from the residual energies of the attacks that have passed before them and share an elemental type. For each attack made thus far this round that shares a type with this attack, it gains 20 appeal points.

Type-Aligned: This attack aims to outdo the efforts of pokémon that have previously appealed by beating them at their own game. If this attack is the same type as an attack used by any opponent in this action, that opponent is jammed for an additional twenty bonus points.

Type Fueled: This attack looks especially good following up other attacks of its type. If the last attack used before this one was of the same type as it, this attack scores a bonus 40 points.

UltraJam: This appeal is not only extremely impressive, but also severely disrupts opponents. After using such a powerful attack, however, the pokémon must spend an action resting.

Vindictive: The pokémon sets out to punish the opponent for its success, paying more attention to tormenting it than to reinforcing its own position. The opponent loses an additional number of points equal to half of what it had earned with its last action.

Contest Score

This attribute defines how many points a pokémon earns for itself by using this attack and how many are taken away from the opponent. Positive points refer to the user, while negative points indicate those removed from the target opponent. If an attack would earn bonus points or remove more points under certain conditions, these additional points are indicated after the base points in parentheses. What conditions are necessary to earn these extra points or take more away from the opponent are defined by the attack's contest type.

Some attacks also have either a * or an X in their contest score field. These are contest conditional modifiers; one X cancels out one *, and as a pokémon gains more *'s, it also gains a points bonus on every appeal it makes. For more information on conditional modifiers, see the Contest Rules.

Last edited by Negrek; 01-22-2012 at 07:01 AM.