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Old 08-11-2008, 03:25 AM
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Default Re: Attacks and Abilities Guide

The Official TCoD Attack Guide - C
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Calm Mind - Psychic 100%
Target: Self
Class: Stat modifier (special attack, special defense)
Contest Type: Concentration
Contest Score: +20

The user retreats into their mind, meditating and blocking the world around them out of their thoughts. This not only serves to heighten their mental prowess but also reduces the effects of confusion and other mental abberations and makes the user less susceptible to attacks that would mess with its mental state.

Camouflage - Normal 100%
Target: Self
Class: Special
Contest Type: Foe-Dependent
Contest Score: 0 (+30/+60)

The user changes their chemical and biological makeup so that they blend in with their environment. Their types also change to suit their immediate surroundings. If in vegetation they become grass-type; in manmade terrain, they become normal-type; on or in a body of water, they become water-type; on or in lava or fire of some sort, they become fire-type; in an aerial arena, they become flying-type; in rough terrain, they become ground-type; and in a mountainous or subterranean arena they become rock-type.

Captivate - Normal 100%
Target: Single of the opposite gender
Class: Stat modifier (special attack)
Contest Type: Intimidating
Contest Score: +20

The user pulls out all the stops to make themselves as appealing to a target of the opposite gender as possible. This display distracts the target as they meditate on the many fine points of the user when they should instead be concentrating on their attacks.

Charge - Electric 100%
Target: Self
Class: Special/Stat modifier (special defense)
Contest Type: Type Fueled
Contest Score: +20 (+40)

The builds up as much energy as they can within their body in preparation for some great attack in the near future. This also creates an energy barrier that will defend them from invasive energy attacks to some extent, slightly raising their special defense. This causes the user to spark with electrical power and the next electric-type attack they use to double in power. Charge cannot be stacked and its effects dissipate after three actions if no electrical attack is used.

Charge Beam - 50 Electric 90%
Target: Single
Class: Projectile/Stat modifier (special attack)
Stat: Special
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user charges up a large amount of electricity before firing a coruscating beam of power at the foe. Although the beam itself is quite weak, the charging process is liable to improve the user's special attack slightly.

Charm - Normal 100%
Target: Single
Class: Stat modifier (attack)
Contest Type: Type-Aligned
Contest Score: +20, -10 (-30)

The user acts very charming and cute, making the target more reluctant to attack them and greatly reducing their physical power. If the target catches on to the user's act, however, this attack loses all effectiveness.

Chatter - 60 Flying 100%
Target: Single
Class: Projectile/Status (confusion)
Stat: Special
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user blathers on incessantly at the top of its lungs, causing the foe intense annoyance and damaging them with moderately powerful sonic waves, overwhelming and confusing them without fail.

Chill - n/a
Target: Self
Class: Healing (energy)
Contest Type: Calming
Contest Score: +10

The user relaxes and settles down for a brief rest, recovering a small amount of energy in the process.

Chip Away - Normal 70 100%
Target: Single
Class: Contact/Special
Stat: Physical

The user patiently wears its foe down with a series of carefully-calculated blows that will eventually overwhelm any defense. This attack ignores all of the target's stat modifiers.

Circle Throw - Fighting 60 90%
Target: Single
Class: Contact/Priority (-6)
Stat: Physical

The user grabs its target and lifts them up, spinning them in a circle like a discus thrower before finally releasing them to sail away and crash back to earth. Even fairly heavy pokémon will fly far when hurled by this technique.

Clamp - 35 Water 85%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Crowd Distraction
Contest Score: +30

The user grabs the opponent and then squeezes as hard as they can. Initially, there is little opportunity for the foe to escape this attack, but they may manage to work themselves free with time.

Clear Smog - Poison 50 n/a
Target: Single
Class: Projectile/Stat modifier (all)
Stat: Special

The user envelops its target in a cloud of whitish-gray smog that causes minor irritation and also mildly befuddles the target, causing it to forget both its woes and successes and effectively eliminating all of its stat changes. Once touched by even a small tendril of smog a pokémon will fall into a temporary confused stupor, making it very hard for pokémon to dodge this attack.

Close Combat - 120 Fighting 100%
Target: Single
Class: Contact/Stat modifier (defense, special defense)
Stat: Physical
Contest Type: Foe-Dependent
Contest Score: 0 (+30/+60)

The user engages the opponent close up, leaving them nowhere to run from the damaging physical assault. However, this attack is somewhat reckless, and in maneuvering in close to the opponent the user leaves themselves open to the foe's attacks, slightly lowering their defense and special defense.

Coil - Poison 100%
Target: Self
Class: Stat Modifier (attack, defense, accuracy)

The user coils in on itself into a defensive position that not only allows it to turn its body in order to track its foe's every move, but also leaves it poised to strike, thus raising its defense, attack, and accuracy.

Comet Punch - 18 Normal 85%
Target: Single
Class: Contact/Random damage
Stat: Physical
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user fires a barrage of straight-out knuckle punches at the opponent. Although individually each punch is quite weak, the damage can end up quickly if a large number of them connect.

Confuse Ray - Ghost 100%
Target: Single
Class: Projectile/Status (confusion)
Contest Type: Scrambling
Contest Score: +30

The user mystifies the target with a glittering beam of dancing lights. The target becomes distracted and confused, mesmerized by the beautiful illusion.

Confusion - 50 Psychic 100%
Target: Single
Class: Projectile/Status (confusion)
Stat: Special
Contest Type: Pure Points
Contest Score: +20, -30

The user concentrates, attacking the opponent's mind and causing damage by activating their pain receptors or picking them up and throwing them around a bit. As far as psychic attacks go, this one is fairly mild, although it may cause disorientation and confusion. In addition, confusion may be used to turn aside weak attacks or manipulate very small objects.

Constrict - 10 Normal 100%
Target: Single
Class: Contact/Stat modifier (speed)
Stat: Physical
Contest Type: Pure Points
Contest Score: +20, -30

The user wraps the foe up with vines, tentacles, or similar, and squeezes as tightly as it can before letting go. This may cause the target's joints to stiffen and lock up, making them temporarily clumsy and slightly lowering their speed.

Conversion - Normal 100%
Target: Self
Class: Special
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user rearranges their biological makeup to become any type chosen by their trainer. Usually the user will only be able to convert to a type that is familiar to the them, that is, any type of attack within their own movepool.

Conversion2 - Normal 100%
Target: Self
Class: Special
Contest Type: Type Fueled
Contest Score: +20 (+40)

Works in the same way as the first conversion, but the user will change its type to one matching an attack that it has observed some other pokémon in the match using before; thus, it does not have to be related to any attack within the user's movepool.

Copycat - Normal 100%
Target: Single
Class: Special
Contest Type: Copycat
Contest Score: +10 (+last appeal)

The user observes and then performs the attack last used by any pokémon in the match.

Cosmic Power - Psychic N/A%
Target: Self
Class: Stat modifier (defense, special defense)
Contest Type: +Condition
Contest Score: +10, *

The user draws upon the energy of the heavenly bodies, shimmering with a dazzling white light as they reinforce not only their physical defenses but also their mental ones, slightly increasing both defense and special defense.

Cotton Guard - Grass 100%
Target: Self
Class: Stat modifier (defense)

The user cloaks itself in a dense layer of fluffy cotton, raising its defense by a full three levels.

Cotton Spore - Grass 100%
Target: Single
Class: Stat modifier (speed)
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user releases a large quantity of cotton spores that cling tenaciously to whatever they touch. As they stick to the target they impede motion, greatly reducing the hapless pokémon's speed while simultaneously making them very fluffy.

Counter - Varies Fighting 100%
Target: Single
Class: Contact/Projectile/Priority -4
Stat: Physical
Contest Type: Concentration
Contest Score: +20

The user gets into a defensive stance so as to resist the next physical attack a target opponent uses. If the attack is directly physical, like a punch, the user will catch it and lash out with a return strike twice as powerful while the opponent is off-balance. The damage the user takes as a result of the attack is also slightly reduced, although it takes more energy to counter more damaging attacks. If the physical aspect of the attack is a rock or something of the sort, the projectile is hurled back at the opponent with twice the velocity for, again, twice the damage.

Covet - 60 Normal 100%
Target: Single
Class: Projectile
Stat: Physical
Contest Type: Copycat
Contest Score: +10 (+last appeal)

The user pleads with the target pokémon for it to give up whatever it might be holding. After the target gives in, the user grabs the item and smacks the opponent for minor damage before retreating. If the user of this technique is already holding an item, it may choose to switch its equipment for the pilfered item, or it may discard what it has stolen instead.

Crabhammer - 90 Water 90%
Target: Single
Class: Contact/Critical
Stat: Physical
Contest Type: Foe Dependent
Contest Score: 0 (+30/+60)

The user strikes the foe with a large crab claw.

Cross Chop - 100 Fighting 80%
Target: Single
Class: Contact/Critical
Stat: Physical
Contest Type: Foe Dependent
Contest Score: 0 (+30/+60)

The user lashes out with both hands at once, chopping down with each in a coordinated cross strike.

Cross Poison - 70 Poison 100%
Target: Single
Class: Contact/Status (poison)/Critical
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user uses a pair of poisoned appendages to execute a cross-slash attack. This attack can be aimed very precisely, resulting in an increased critical rate, and may also cause poisoning.

Crunch - 80 Dark 100%
Target: Single
Class: Contact/Stat modifier (defense)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -40

The user sinks their teeth into the foe, biting down viciously. Its teeth are imbued with dark energy that burns as it enters the foe's system. This can leave a large, ragged hole in the target's flesh, slightly lowering their defense as a result.

Crush Claw - 75 Normal 95%
Target: Single
Class: Contact/Stat modifier (defense)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -40

The user sinks their claws into the foe with shattering force, ripping through tough armor and thick flesh with ease. This attack can tear up the foe's flesh, possibly lowering their defense.

Crush Grip - Varies Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user seizes the opponent in a very tight hold. The more health the target has left and, consequently, the greater their struggles, the more the user tightens its hold, resulting in more damage to healthier foes.

Curse - Ghost 100% (if used by a ghost)
Target: Self and single target
Class: Special
Contest Type: Last-Priority
Contest Score: +30

The user, always a ghost-type, performs a dastardly ritual, sacrificing half their health to lay a horrible curse on the opponent. The target loses 1/10th of their health at the end of each round unless the curse is somehow shed. All damage from this attack is totally unaffected by damage caps.

Curse - Ghost 100% (used by a non-ghost)
Target: Self
Class: Stat modifier (attack, defense, speed)
Contest Type: Last Priority
Contest Score: +30

The user performs an arcane ritual, sacrificing a bit of their speed in exchange for slightly improved attack and defense.

Cut 50 Normal 95%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Vindictive
Contest Score: +20, -10 (-1/2 last appeal)

The user slices into the target with something sharp.

Last edited by Negrek; 11-21-2011 at 06:23 AM.