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Old 08-11-2008, 03:31 AM
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Default Re: Attacks and Abilities Guide

The Official TCoD Attack Guide - F
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Facade - 70 Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user drops the brave facade it has constructed to deal with the pain of some major status infliction and releases its pent-up rage upon its opponent, brutally pummeling them and subjecting them to all kinds of torment.

Faint Attack - 60 Dark n/a
Target: Single
Class: Contact
Stat: Physical
Contest Type: First-Action Bonus
Contest Score: +20 (+40)

The user cloaks itself in dark energy, effectively vanishing from sight, and maneuvers itself to strike the opponent from behind. The user reappears just after hitting the opponent. As it is impossible to see the user coming, this attack is extremely difficult to avoid.

Fake Out - 40 Normal 100%
Target: Single
Class: Projectile/Flinch (100% first use)/Priority 3
Stat: Physical
Contest Type: Type-Aligned
Contest Score: +20, -10 (-30)

The user rushes at the opponent and fakes an attack, which can startle the target into forgetting its command for that action. Opponents are unlikely to be startled by such a tactic again, making effective repeated usage of this attack nigh-impossible.

Fake Tears - Dark 100%
Target: Single
Class: Stat modifier (special defense)
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user pretends to cry, encouraging feelings of sympathy in the target that leave it unprepared for the user's future attacks and considerably lowering the target's special defense as a result.

False Swipe - 40 Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -30

The user fakes a scratch or slash, which may put the opponent off momentarily. The attack itself does very little damage and takes little energy to perform, but the opponent may be distracted or shocked enough by the attack to lose its concentration.

Featherdance - Flying 100%
Target: Single
Class: Stat modifier (attack)
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user performs an intricate dance, sending a swirl of downy feathers at its target that soothe the opponent and lull it into complacency, greatly lowering its attack.

Feint - 30 Normal 100%
Target: Single
Class: Contact/Special/Priority 2
Stat: Physical
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user performs a clever feint, pretending to attack the opponent and causing them to throw up their defenses. In truth, however, the initial attack is only a trick, and as soon as the opponent releases its defenses again the user leaps in for a quick hit-and-run strike. If the target is attempting to use protect or detect, the feint user will shock them right out of their attack, leaving them defenseless and open to further damage from the feint user's allies, if any.

Fiery Dance - Fire 80 100%
Target: Single
Class: Special/Stat modifier (special attack)
Stat: Special

The user sets fire to swirling around itself and then engages in a complex dance designed to bring it more closely in sync with its fiery abilities--while periodically hurling fireballs at its target, of course. There is a 50% chance that this attack will raise the user's special attack.

Final Gambit - Fighting Varies 100%
Target: Single
Class: Contact

The user throws its all into one final blow, sacrificing itself to deal as much damage to its opponent as it can. It throws itself at its target and keeps fighting for as long as its strength holds out, ultimately dealing damage equal to its remaining HP to its target before fainting. This attack is affected by damage caps.

Fire Blast 120 Fire 85%
Target: Single
Class: Projectile/Status (burn)
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The user releases a large and powerful blast of fire in the shape of the kanji for fire (火). The blast keeps moving until it hits something and has a high chance of burning the opponent.

Fire Fang - 65 Fire 100%
Target: Single
Class: Contact/Status (burn)/Flinch (10%)
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

Fire gushes around the user's jaws as it viciously bites down on the opponent, instantly cauterizing whatever injury it causes. The awful heat of this attack may leave a burn, and the intense pain is enough that even the most stoic of pokémon may flinch in response to it.

Fire Pledge - Fire 50 100%
Target: Single
Class: Projectile/Special
Stat: Special

The user calls on its power over fire energy and invokes an ancient spell. Used alone, this simply conjures a column of fire to strike one target. If grass pledge was used earlier this action, however, this attack uses its residual energy as fuel and expands into a great swath of flame that envelops Multiple, damaging them and burning them without fail. If water pledge was used earlier this action, the attack expands to a wall of scalding steam, which eddies in patterns of arcane power, casting a spell of ill fortune over Multiple. As a result, for the next four rounds attacks made against the pokémon struck by the combined pledge are treated as though their user had the serene grace ability.

Fire Punch 75 Fire 100%
Target: Single
Class: Contact/Status (burn)
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user's fist is engulfed in a ball of flame as it punches the opponent. This attack may leave behind a nasty burn where it strikes.

Fire Spin 15 Fire 70%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Crowd Distraction
Contest Score: +30

The user creates a twister of fire that swirls around the opponent, raging on for a few actions before burning itself out. If the attack completely surrounds the target, they become trapped in its raging coils and suffer 1% fire-type damage at the end of each action during which they are unable to escape.

Fissure Varies Ground 30%
Target: single
Class: Projectile/OHKO
Stat: Physical
Contest Type: Vindictive
Contest Score: +20, -10 (-1/2 last appeal)

The user slowly tears open a huge crack in the ground with seismic activity. The walls of the chasm opened slide around as if attempting to swallow the opponent. Due to the slow nature of this attack, the opponent can escape impending doom, but if caught, the opponent takes extreme damage if they are not outright KO'd and gets trapped in the hole left behind.

Flail - Varies Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Order Dependent
Contest Score: +10 (+10/+30/+50)

This close-range attack is normally used in moments of desperation as the user flails around to get itself out of a sticky situation. The base power of this move increases as the user's health decreases and they become more desperate.

Flame Burst - 70 Fire 100%
Target: Single
Class: Projectile/Special
Stat: Special

The user lobs a concentrated ball of flame at an opponent, which explodes on contact. Any pokémon within two meters of the target--typically any allies--take 3% typeless damage as a result of the resulting shockwave and flying debris.

Flame Charge - 50 Fire 100%
Target: Single
Class: Contact/Stat modifier (speed)
Stat: Physical

The user races at the opponent, working up to its top speed and wreathing its body in flames before charging straight into its foe. Afterwards, the pokémon is left nicely limbered up, which effectively raises its speed.

Flame Wheel - 60 Fire 100%
Target: Single
Class: Contact/Status (burn)
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

Flames burst from the user's skin or fur, surrounding it in a spinning curtain of fire as it leaps forward and tackles the opponent. This attack will automatically unfreeze the user and may burn its target.

Flamethrower - 95 Fire 100%
Target: Single
Class: Projectile/Status (burn)
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The user turns a powerful stream of flames on the opponent, potentially burning it with the searing atack.

Flare Blitz - 120 Fire 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Foe-Dependent
Contest Score: 0 (+30/+60)

The user surrounds itself in leaping flames and makes a reckless dash at the opponent, throwing itself bodily into the target and bearing them to the ground. Although this attack causes very heavy damage to the target, its reckless nature also means that the user is likely to get hurt in the process of performing it and take recoil damage.

Flash - Normal 100%
Target: Multiple
Class: Stat modifier (accuracy)
Contest Type: Distracting
Contest Score: +30

The user emits a brilliant flash of light, momentarily blinding anything that sees it and lowering their vision-based accuracy.

Flash Cannon - 80 Steel 100%
Target: Single
Class: Projectile/Stat modifier (special defense)
Stat: Special Attack
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user fires off a powerful burst of pure steel-type energy in the form of a glittering silver stream. This attack is dazzling and difficult to look directly into, and if it is successful it has the potential to daze the opponent, causing a slight reduction in their special defense.

Flatter - Dark 100%
Target: Single
Class: Status (confusion)/Stat modifier (special attack)
Contest Type: Intimidating
Contest Score: +30

The user attempts to flatter the opponent, praising them to high heaven. This initially startles them, leaving them slightly confused, but will also boost their confidence in their own abilities and significantly raise their special attack.

Fling - Varies Dark 100%
Target: Single
Class: Projecitle/Special
Stat: Physical
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user hurls whatever it may be holding at the foe. The severity of damage dealt this way depends upon what exactly is thrown as per the following list:

130 power: Iron Ball
100 power: Hard Stone
90 power: DeepSeaTooth, Draco Plate, Dread Plate, Earth Plate, Fist Plate, Flame Plate, Grip Claw, Icicle Plate, Insect Plate, Iron Plate, Meadow Plate, Mind Plate, Sky Plate, Splash Plate, Spooky Plate, Stone Plate, Thick Club, Toxic Plate, Zap Plate
80 power: Dawn Stone, Dusk Stone, Electrizer, Magmarizer, Oval Stone, Protector, Quick Claw, Razor Claw, Shiny Stone, Sticky Barb
70 power: Dragon Fang, Poison Barb (also poisons the target)
60 power: Damp Rock, Heat Rock, Rugged Helmet, Stick
50 power: Dubious Disc, Sharp Beak
40 power: Icy Rock, Lucky Punch, Eviolite
30 power: Amulet Coin, Black Belt, Black Sludge, BlackGlasses, Charcoal, DeepSeaScale, Dragon Scale, Everstone, Exp. Share, Fire Stone, Flame Orb (also burns the target), King's Rock (also causes the target to flinch), Leaf Stone, Life Orb, Light Ball (also paralyzes the target), Light Clay, Lucky Egg, Magnet, Metal Coat, Metronome, Miracle Seed, Moon Stone, Mystic Water, NeverMeltIce, Razor Fang (also causes the target to flinch), Scope Lens, Shell Bell, Smoke Ball, Sun Stone, Thunderstone, Toxic Orb (badly poisons the target), TwistedSpoon, Up-Grade, Water Stone, Rechargeable Battery, Escape Button, Absorb Bulb, Float Stone, Binding Band
10 power: All Berries (all berries activate and cause their effect for the target), Big Root, BrightPowder, Choice Band, Choice Scarf, Choice Specs, Destiny Knot, Expert Belt, Focus Band, Focus Sash, Full Incense, Lagging Tail, Lax Incense, Leftovers, Luck Incense, Mental Herb, Metal Powder, Muscle Band, Power Herb, Quick Powder, Reaper Cloth, Shed Shell, Silk Scarf, SilverPowder, Smooth Rock, Soft Sand, Soothe Bell, Wave Incense, White Herb, Wide Lens, Wise Glasses, Zoom Lens, Balloon, Red Card, Aiming Mark

Fly - 90 Flying 95%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Calming
Contest Score: +10

Not necessarily used as a straight-out attack. The user may fly into the air as a defense to lower the accuracy of attacks coming from the ground and remain there, making aerial strikes against the opponent. This increases the energy cost of all attacks, as it is taxing to remain aloft, but may deal increased damage as a result of the extra momentum caused by working with gravity to drop down on the opponent. When used as a straight-up attack, the user leaps into the air and then dives, striking the foe from above with the force of a missile.

Focus Blast - 120 Fighting 70%
Target: Single
Class: Projectile/Stat modifier (special defense)
Stat: Special
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user unleashes a huge wave of fighting-type energy that bodily picks up the opponent and hurls them away while simultaneously searing their skin with the power of pure energy. If the target's hide is sufficiently damaged, its special defense may be slightly lowered.

Focus Energy - Normal 100%
Target: Self
Class: Special
Contest Type: Pure Points
Contest Score: +10, -30

The user concentrates and boosts its readiness for battle. This lowers the effect of moves that affect the mind (confusion, charm, etc.) and also helps to dispel illusions. Unless the focus is broken, the attacker, being more intensely aware of the battle, has a better chance of finding a foe's weak point and scoring a critical hit. The user's attacks are effectively made at two critical hit domains higher than usual after the use of this attack.

Focus Punch - 150 Fighting 100%
Target: Single
Class: Contact/Priority (-3)
Stat: Physical
Contest Type: Last-Priority
Contest Score: +30

This is the ultimate ultimate fighting attack. The user spends significant time and energy charging up the attack, then releases a devastating punch. The user's fist, glowing with fighting energy, is impervious to damage during the attack, and slams into the foe with unparalleled force. However, if the focus of the user is broken for some reason before the punch strikes, the damage is significantly lowered or prevented altogether.

Follow Me - Normal 100%
Target: Multiple
Class: Special/Priority 3
Contest Type: Crowd Distraction
Contest Score: +30

The user taunts the opponent and does everything they can to shift the center of attention to themselves, coaxing all targets to attack the it instead of any other viable targets on the field.

Force Palm - 60 Fighting 100%
Target: Single
Class: Contact/Status (paralysis)
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user slams the opponent with an open-handed strike. If the user manages to strike the target in the region of their head, they may be so addled as to experience severe difficulty moving and, ultimately, paralysis.

Foresight - Normal 100%
Target: Multiple
Class: Special
Contest Type: -Condition
Contest Score: +30, X

The user emits a bright red beam of light from its eyes and sweeps the arena with it. All pokémon struck by this beam are stripped of their abilities of manipulating illusions and phasing as their energy signature is identified, leaving them on equal footing with the user of foresight. Illusions, regardless of power, will shatter instantly and cannot be restored, while ghosts will be locked into the real world and solidified, totally visible and vulnerable to normal- and fighting-type attacks. The effects of foresight fade six actions after its use.

Foul Play - 95 Dark 100%
Target: Single
Class: Contact/Special
Stat: Physical (opponent's)

The user provokes its opponent to attack, then skillfully dodges and trips them up. The more vicious the target's attack, the harder they fall, and as a result this attack's damage is calculated using the attack stat of the target rather than the user.

Freeze Shock - Ice 140 90%
Target: Single
Class: Projectile/Status (paralysis)
Stat: Physical

The user meticulously crafts a wicked shard of ice infused with considerable electrical energy, then hurls it into the opponent. There is a 30% chance that residual electricity will cause the target to become paralyzed.

Frenzy Plant - 150 Grass 90%
Target: Single
Class: Projectile
Stat: Special
Contest Type: UltraJam
Contest Score: +40, -40

The ultimate grass-type attack, it takes a long time to charge and uses considerable energy but has explosive effects. The user pours natural energy into the plants surrounding them, bringing them to life (or, in arenas where there is no vegetation, causing living plants to grow). The animated foliage will then attack the target, wrapping around it and squeezing it or lashing it with branches and thorns, dealing a great deal of damage.

Frost Breath - Ice 40 90%
Target: Single
Class: Projectile/Critical
Stat: Special

The user breathes out a cone of piercing cold so fierce that it cuts through all defenses without fail, always scoring a critical hit.

Frustration - Varies Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Crowd Favorite
Contest Score: +10 (+10)

The user beats on the opponent with a series of physical attacks. If the user is feeling frustrated or depressed, the attack is more powerful as it vent its negative emotions on the hapless opponent. The attack will normally leave the user feeling better, having purged its bad mood.

Fury Attack - 15 Normal 85%
Target: Single
Class: Random damage
Stat: Physical
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user unleashes a flurry of sharp jabs at the opponent with its beak or some other sharp appendage. Although each attack is weak, the damage can add up quickly if most of the jabs connect.

Fury Cutter - 20 Bug 95%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Chain
Contest Score: +30

The user slashes the opponent with an appendage charged with bug-type energy. If this attack is successful many actions in a row, the user becomes more confident and bold in its strikes and this attack's base power increases.

Fury Swipes - 18 Normal 80%
Target: Single
Class: Random damage
Stat: Physical
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The attacker swipes frantically at the opponent, pummeling them with light blows. Although each attack is weak, the damage can add up quickly if most of the swipes connect.

Fusion Bolt - Electric 100 100%
Target: Single
Class: Projectile
Stat: Physical

The user swathes itself in a dense cloud of frenetic blue electricity and zooms straight into the opponent. Although the majority of the damage from this attack is caused by the high-speed impact, the wall of electricity is so powerful that it will actually repel the target on contact, and the user and its target to not actually touch as a result. If an ally called forth this attack's sister technique, fusion flare, earlier this action, the user will wrap itself with the residual fire energy in addition to electricity and this attack's base power is doubled.

Fusion Flare - Fire 100 100%
Target: Single
Class: Projectile
Stat: Special

The user releases a swirling torrent of fire using an ancient technique now nearly forgotten. If an ally called forth its sister technique, fusion bolt, earlier this action, the user will add the residual electric energy to its flames and this attack's base power is doubled.

Future Sight - 100 Psychic 100%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Crowd Distraction
Contest Score: +30

The user’s eyes glow as it looks into the future and finds the best possible time to attack. The user decides on a suitable moment and hurls a burst of psychic energy towards that future point and trained on the exact spot the target will be occupying at that time. The trainer has no control over when future sight will strike, but rest assured that it will be in the next two or three actions. When the attack finally goes off, the victim will be struck with a tremendous ball of brilliant psychic energy that is extremely difficult to avoid, due to the user's having selected the point when they are most defenseless to let the attack take effect.

Last edited by Negrek; 11-21-2011 at 06:44 AM.