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Old 08-11-2008, 04:03 AM
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Default Re: Attacks and Abilities Guide

The Official TCoD Attack Guide - S
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Sacred Fire - 100 Fire 95%
Target: Single
Class: Projectile/Status (burn)
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user surrounds itself in a sheet of extremely intense flame, then releases a powerful, coiling blast of fire at the foe. The great heat of this fire gives it a great chance of burning.

Sacred Sword - Fighting 90 100%
Target: Single
Class: Contact/Special
Stat: Physical

The user suffuses one of its horns or some other appendage with fighting energy, temporarily giving it the appearance of a glowing sword, and slices at its opponent. This attack can cut through any defense and as a result ignores all the target's stat modifications.

Safeguard - Normal 100%
Target: Multiple
Class: Special
Contest Type: Calming
Contest Score: +10

The user surrounds itself and its allies with a pale green aura that protects them from status for five actions. This attack requires a constant influx of energy to keep active.

Sand Tomb - 35 Ground 85%
Target: Single
Class: Projectile
Stat: Physical
Contest Type: Crowd Distraction
Contest Score: +30

The user manipulates the ground around the opponent to trap it in a whirlpool of quicksand. This attack may only be used on sandy surfaces or surfaces with many small objects that can be controlled in a similar fashion.

Sand-Attack - Ground 100%
Target: Single
Class: Projectile/Stat modifier (accuracy)
Contest Score: Interruption
Contest Score: +20, -10 (-40)

The user sweeps sand or small debris into the opponent's face, blinding it and reducing accuracy.

Sandstorm - Rock 100%
Target: All
Class: Weather
Contest Type: Scrambling
Contest Score: +30

The user can either create a widespread sandstorm that ravages all non-ground-, rock-, or steel-type pokémon, or shroud only itself in a concentrated shield of whirling dust to deflect incoming projectile attacks. Rock-type pokémon have their special defense multiplied by 1.5x as long as the sandstorm rages, moonlight and morning sun heal only up to 33% when under its effects, and solarbeam's power is halved so long as sandstorm is in play. In addition, visibility is greatly reduced for all pokémon caught in the sandstorm, though pokémon already vulnerable to it thanks to their typing have even more difficulty seeing than those that resist the storm's effects.

Scald - Water 80 100%
Target: Single
Class: Special/Status (burn)
Stat: Special

The user blasts the target with a stream of water that has been heated to near-boiling. There is a 30% chance that this attack will leave a burn in its wake.

Scary Face - Normal 100%
Target: Single
Class: Projectile/Stat modifier (speed)
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user makes a hideously scary face to frighten the opponent, stopping it in its tracks and causing it to be extremely cautious for the next few actions, greatly reducing its speed. This attack requires eye contact to be effective.

Scratch - 40 Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user scratches the opponent with sharp claws or an analogous structure.

Searing Shot - Fire 100 100%
Target: All others
Class: Projectile/Status (burn)
Stat: Special

The user releases a wave of tall, sparkling flames in all directions, engulfing friend and foe alike in deadly fire. There is a 30% chance that this attack will burn an afflicted pokémon.

Screech - Normal 85%
Target: Multiple
Class: Projectile/Stat modifier (defense)
Contest Type: Pure Points
Contest Score: +10, -30

The user lets out a piercing screech that causes the opponent's defense to decrease considerably for a short period of time as they wince with shock.

Secret Power - 70 Normal 100%
Target: Single
Class: Projectile/Status/Stat Modifier
Stat: Physical
Contest Type: Condition Fueled
Contest Score: 0 (+10/+30/+50/+70)

The user focuses and taps into an arcane power known only to a chosen few, unleashing it in the form of a brilliant beam of light. This beam draws upon the energy of the natural world, and it becomes colored according to the surrounding terrain and gains the power to cause some extra effect to the target as well (30% chance of extra effect; the attack is always normal-type). The beam color and its added effects, with regards to terrain, are thus:

Grass: Sleep; green
Sand: Reduce Accuracy; yellow
Shallow Water (pond or shallower): Reduce Speed; light blue or turquoise
Deep Water (lake or deeper): Reduce Attack; blue
Cave: Flinch; black
Snow/Ice: freeze; light blue
Inside Buildings, Other: Paralysis; white

When determining the terrain type for secret power, the overall arena's terrain type is taken into consideration (thus, if the arena is primarily field but has a small pond in the middle, secret power acts as it would for an area of short grass). If the arena is too diverse to assess in this fashion, the area directly surrounding the user of the attack is what is taken into consideration.

Secret Sword - Fighting 85 100%
Target: Single
Class: Projectile/Special
Stat: Special

The user conjures a holy sword made of pure fighting energy and uses it to stab the foe. Although created by the power of the user's mind, it cuts like a physical weapon, and so damage is based on the user's special attack but the target's physical defense.

Seed Bomb - 80 Grass 100%
Target: Single
Class: Projectile
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user creates a dense ball of seeds and then throws it forcefully at the foe. The seeds explode to life upon contact, knocking the foe away in a burst of greenery.

Seed Flare - 120 Grass 85%
Target: Single
Class: Projectile/Stat modifier (special defense)
Stat: Special
Contest Type: Foe-Dependent
Contest Score: 0 (+30/+60)

The user pumps out a wave of pure grass-type energy that washes over the ground around it, awakening any seeds that may be lying dormant and causing existing vegetation to undergo a period of frenzied growth. The target is damaged not only by the energy blast itself but also the wild growth that accompanies it as plants force their way out of the ground all around, lashing it with thorny limbs and questing branches. This attack has the potential to slightly lower the target's special defense as the energy wave sears into their body.

Seismic Toss - Varies Fighting 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Type-Aligned
Contest Score: +20, -10 (-30)

The user grabs the foe and tosses them away with sheer force. Damage is dependent on the strength of the user and weight of the enemy. A Pikachu throwing a snorlax, even if it could be done, would do little damage, whereas a machamp throwing a jigglypuff would do a great deal of damage. As a general rule, the base power and energy cost of this attack is determined by comparing the difference in weight between the user and the target as per the following target:

The user is 200 or more kg heavier than the target: 150 power, 4% energy
The user is between 100 kg and 199 kg heavier than the target: 100 power, 5% energy
The user is between 50 and 99 kg heavier than the target: 80 power, 6% energy
The user and the target's weight are within 50 kg of one another: 60 power, 7% energy
The user is between 50 and 99 kg lighter than the target: 40 power, 8% energy
The user is between 100 and 199 kg lighter than the target: 20 power, 9% energy
The user is 299 or more kg heavier than the target: the attack fails

Selfdestruct - 200 Normal 100%
Target: All
Class: Projectile
Stat: Physical
Contest Type: Sacrificial
Contest Score: +80

The user glows and releases its energy in an uncontrolled explosion, causing massive damage to any pokémon in the blast radius and knocking out the user. The amount of damage taken is largely dependent on how close a given pokémon to the one that selfdestructed.

Shadow Ball - 80 Ghost 100%
Target: Single
Class: Projectile/Stat modifier (special defense)
Stat: Special
Contest Type: Distracting
Contest Score: +30

The user releases an unstable ball of ethereal energy that slams into the opponent. It may eat away at the opponent's skin with caustic ghost energy, slightly lowering its special defense.

Shadow Claw - 70 Ghost 100%
Target: Single
Class: Contact/Critical
Stat: Physical
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user cloaks their claws in a layer of flickering ghost energy, then swipes them across the foe. The burning nature of this attack may eat through defenses, raising the chance of a critical hit.

Shadow Force - 120 Ghost 100%
Target: Single
Class: Contact/Special
Stat: Physical
Contest Type: UltraJam
Contest Score: +40, -40

The user vanishes into the ghost plane, becoming totally immune to attacks for one action as it gathers ghastly power. It then returns and slams into the opponent with a massive charge of ghost energy, ripping apart any defenses the target may have constructed. This attack cannot be blocked by detect or protect.

Shadow Punch - 60 Ghost n/a
Target: Single
Class: Projectile
Stat: Physical
Contest Type: First-Action Bonus
Contest Score: +20 (+40)

The user forms a fist out of ghostly shadow energy and launches it at the foe. It follows the target unerringly and slams into it with incredible accuracy.

Shadow Sneak - 40 Ghost 100%
Target: Single
Class: Contact/Priority 1
Stat: Physical
Contest Type: First-Priority
Contest Score: +30

The user cloaks sinks into the shadows and then sneaks towards the foe unnoticed. Before they are able to react, the user lunges forward at top speed and deals them a light punch crackling with ghostly energy.

Sharpen - Normal 100%
Target: Self
Class: Stat modifier (attack)
Contest Type: +Condition
Contest Score: +10, *

The user's body glows as it is reconfigured into a shape with more sharp edges, slightly increasing attack power.

Sheer Cold - Ice 30%
Target: Single
Class: Projectile/OHKO
Stat: Special
Contest Type: Vindictive
Contest Score: +20, -10 (-1/2 last appeal)

The user spends a great deal of time and effort making the temperature of the arena fall to just a hair above absolute zero. Few pokémon can withstand the frigidness of this attack and as a result suffer massive damage from it. If the user is interrupted, this attack fails.

Shell Smash - Normal 100%
Target: Self
Class: Stat modifier (all)

The user willingly breaks off a large piece of its own armor or other protective coat, granting it extra mobility and thus greatly increasing its attack, special attack, and speed. Of course, doing so also leaves it more poorly defended, and its defense and special defense are both lowered in turn.

Shift Gear - Steel 100%
Target: Self
Class: Stat modifier (attack, speed)

The user takes a moment to alter the configuration of the gears that power its body, putting them into a more optimal configuration that increases its attack and greatly increases its speed.

Shock Wave 60 - Electric n/a
Target: Multiple
Class: Projectile
Stat: Special
Contest Type: First-Action Bonus
Contest Score: +20 (+40)

The user releases a wave of erratic electric pulses that spread out in all directions, providing for amazing accuracy.

Signal Beam - 75 Bug 100%
Target: Single
Class: Projectile/Status (confusion)
Stat: Special
Contest Type: Scrambling
Contest Score: +30

The user blasts intertwined chains of blue and red bug energy at the opponent, filling its ears with a droning hum that may leave it confused.

Silver Wind - 60 Bug 100%
Target: Multiple
Class: Projectile/Stat modifier (all)
Stat: Special
Contest Type: +Condition
Contest Score: +10, *

The user generates a magical, glittering wind imbued with the power of airborne spirits. If the spirits enter the user as it gathers and commands this attack, all the pokemon's abilities are slightly enhanced.

Simple Beam - Normal 100%
Target: Single
Class: Special

The user fires a powerful beam of normal energy at its target, eliminating some of its unique attributes but leaving it all the more intensely invested in the battle with all distractions stripped away. This attack eliminates all of a pokémon's inherent abilities and grants it the ability "simple" in their place.

Sing - Normal 55%
Target: Multiple
Class: Projectile/Status (sleep)
Contest Type: Intimidating
Contest Score: +20

The user sings a beautiful, singing song that lulls any who hear it to sleep.

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

The user sketches a move used against it in magical ink, committing it to memory and learning it permanently. Up to twenty moves may be sketched by a pokémon. Once an attack has first been sketched, the user simply draws it in the air with magical paint to bring it to life again whenever called upon to do so.

In addition, sketch may be used to temporarily draw up items for use in battle or alterations to the sketcher's own physique (for example, they could sketch themselves a pair of wings). However, these constructs are susceptible to being washed away by the rain or other water-type attacks.

Sketch cannot copy signature moves.

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

The user uses psychic power to fundamentally alter its energy signature, transferring it to their opponent while at the same time applying the opponent's energy signature to itself. Effectively, the two pokémon swap abilities.

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

The user lowers its head, bracing itself and guarding weak points to slightly increase its defense, and then charges the opponent at full force for high damage.

Sky Attack - 140 Flying 90%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Foe Dependent
Contest Score: 0 (+30/+60)

The user charges up and glows with golden flying energy, streaking up into the sky to gain momentum before diving at the target and slamming into it with devastating power.

Sky Drop - Flying 60 100%
Target: Single
Class: Contact
Stat: Physical

The user gathers its opponent up and hauls them high into the air before dropping them back to earth and landing itself. While the pokémon being carried is in the air, it will be out of range of most attacks fired at it, but also won't be able to successfully attack anything but the pokémon carrying it, and the same applies to the user. As with fly, this attack takes only one action to perform, although the pokémon may be commanded to stay in the air longer or drop its opponent after more than one action has passed.

Sky Uppercut - 85 Fighting 90%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Type-Aligned
Contest Score: +20, -10 (-30)

The user rockets into the air under the power of its own upward punch in order to deliver an uppercut to even the highest-flying of foes.

Slack Off - Normal 100%
Target: Self
Class: Healing (direct)
Contest Type: Order Dependent
Contest Score: +10 (+10/+30/+50)

The user loafs around and relaxes to regain health. Because of the lethargy of this move, the user is more susceptible to attack while performing it.

Slam - 80 Normal 75%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Type-Aligned
Contest Score: +20, -10 (-30)

The user throws all its weight into the opponent, slamming them to the ground. Heavy pokémon eke the most damage out of this attack.

Slash - 70 Normal 100%
Target: Single
Class: Contact/Critical
Stat: Physical
Contest Type: Foe Dependent
Contest Score: 0 (+30/+60)

The user rakes the opponent with sharp claws, and the piercing nature of the attack may allow them to bypass defenses, resulting in a heightened chance of a critical hit.

Sleep Powder - Grass 75%
Target: Single
Class: Projectile/Status (sleep)
Contest Type: Pure Points
Contest Score: +10, -30

The user releases a cloud of soporific powder that sends the opponent to sleep upon upon inhalation.

Sleep Talk - Normal 100%
Target: Random
Class: Random
Contest Type: Chain
Contest Score: +30

The user murmurs in its sleep, its subconscious responding to its trainer's command, and while still remaining asleep performs a random move from anywhere in its movepool.

Sludge - 65 Poison 100%
Target: Single
Class: Projectile/Status (poison)
Stat: Special
Contest Type: Pure Points
Contest Score: +10, -40

The user drenches the opponent with noxious sludge. The attack may poison the opponent on contact.

Sludge Bomb - 90 Poison 100%
Target: Single
Class: Projectile/Status (poison)
Stat: Special
Contest Type: Interruption
Contest Score: +20, -10 (-40)

The user forms a semisolid ball of toxic sludge and then sends it hurtling into the opponent, where it explodes on contact. May cause poisoning.

Sludge Wave - 95 Poison 100%
Target: All others
Class: Projectile/Status(poison)
Stat: Special

The user unleashes a huge wave of poisonous goop over the arena, drowning foes and allies alike. There is a 10% chance that any pokémon hit by this attack will become poisoned.

Smack Down - 50 Rock 100%
Target: Single
Class: Projectile/Special
Stat: Physical

The user selects a large rock and hurls it with precise accuracy, knocking its target out of the sky and crushing it to the ground. This attack grounds pokémon that are hovering, flying, bouncing, preparing a sky drop, or inherently immune to ground-type attacks for any reason. In the case of fly, bounce, and sky drop, this attack brings the target back to earth immediately. In all other cases, it permanently removes the target's immunity to ground-type attacks.

Smellingsalt - 60 Normal 100%
Target: Single
Class: Contact/Healing (status)
Stat: Physical
Contest Type: Pure Points
Contest Score: +20, -30

The user slaps the opponent on both sides of its body, realigning joints that were disconnected by paralysis and shocking the opponent back into full use of its body. The more paralyzed the opponent is, the more manhandling is necessary to return them to normal functionality and, consequently, the more damage is dealt. The target is cured of paralysis if this attack is successful.

Smog - 20 Poison 70%
Target: Single
Class: Projectile/Status (poison)
Stat: Special
Contest Type: Pure Points
Contest Score: +10, -30

The user releases a noxious cloud of poisonous gas that may sicken those who inhale it.

Smokescreen - Normal 100%
Target: Single
Class: Projectile/Stat modifier (accuracy)
Contest Type: Distracting
Contest Score: +30

The user breathes out a thick cloud of smoke that hangs over the arena for several actions unless cleared, making it difficult for all within to see anything and for all without to see what is going on within.

Snatch - Dark 100%
Target: Random
Class: Special/Priority 4
Contest Type: Vindictive
Contest Score: +20, -10 (-1/2 last appeal)

The user waits patiently, glowing with a dark aura, for one of its opponents to make an attack that it can steal. When the foe starts to perform one such attack, the dark energy surrounding the user swiftly lashes out and absorbs the move, drawing its energy back to snatch's user and giving it the attack's benefit. This attack is effective against all attacks that are self-affecting only and non-damaging, including stat-raising attacks such as swords dance, health-restoring attacks such as recover, status-removing attacks such as refresh, defensive attacks such as light screen, and some miscellaneous attacks such as substitute (in the case of substitute, the snatching pokémon will still lose health to create the substitute, while the original user of the attack will not). This attack cannot be given a specific target; it takes effect against the first attack that can be snatched, regardless of what pokémon uses it.

Snarl - Dark 55 95%
Target: Multiple
Class: Projectile/Stat modifier (special attack)
Stat: Special

The user lets out a long, intimidating snarl laced with undertones of an arcane spell. Any against whom the terrifying noise is directed will be made uncomfortably aware of how dangerous their opponent is, with the result that their special attack is lowered.

Snore - 40 Normal 100%
Target: Multiple
Class: Projectile/Flinch
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The user snores loudly, startling all pokémon that hear it so badly that there is a 30% chance they will flinch. This attack can only be used successfully by a sleeping pokémon.

Soak - Water 100%
Target: Single
Class: Special

The user drenches its opponent with a torrent of pure water energy that washes away its native typing and changes it to water.

Softboiled - Normal 100%
Target: Self
Class: Healing (direct)
Contest Type: Pure Points
Contest Score: +40

The pokémon creates eggs full of nutrients and healing agents that restore HP, then breaks and absorbs them. It takes a great deal of energy to create such miraculously healthful eggs, however.

Solarbeam - 120 Grass 100%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The user gathers solar energy within itself and then releases it at the opponent in the form of a high-energy beam of light and heat. It takes less time and energy to charge during sunny day, and more during rain dance/sandstorm/at night. The power of solarbeam is also cut in half under such conditions.

Sonicboom - 20 Normal 90%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user blasts a supersonic charge at the opponent, causing a painfully loud sonic boom as the attack passes its target.

Spacial Rend - 100 Dragon 95%
Target: Single
Class: Projectile/Critical
Stat: Special
Contest Type: Pure Points
Contest Score: +10, -40

The user tears a hole in the very fabric of reality, unleashing pure chaos upon the opponent. There is little defense against the destructive power of this attack, increasing the chance for a critical hit.

Spark - 65 Electric 100%
Target: Single
Class: Contact/Status (paralysis)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -40

The user causes electrical charge to run along the surface of its body, then tackles the target.

Spider Web - Bug 100%
Target: Single
Class: Special
Contest Type: Intimidating
Contest Score: +20

The user entangles the foe in an incredibly strong, sticky spiderweb, greatly impairing the target's movement and preventing it from being recalled until it escapes or is knocked out.

Spike Cannon - 20 Normal 100%
Target: Single
Class: Projectile/Random damage
Stat: Physical
Contest Type: Interrupting
Contest Score: +20, -10 (-40)

The user launches several high-velocity volleys of spikes into the opponent.

Spikes - Ground 100%
Target: Multiple
Class: Special
Contest Type: Intimidating
Contest Score: +20

The user scatters caltrops all over the ground around its foes. Stepping on the spikes causes 2% typeless damage.

Spit Up - 100 Normal 100%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The user spits up a glob of pure energy that was stockpiled beforehand. Damage dealt is equal to 1.5x the amount of energy stockpiled, and all defense boosts gained from using stockpile are immediately lost with the use of spit up.

Spite - Ghost 100%
Target: Single
Class: Projectile/Special
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user spitefully seals off the last move used by the opponent with a ghostly curse, making it much more difficult for the target to use it in the future. As a result, the spited attack costs the target 4% more energy than normal to use, after all other modifiers have been applied, until they are knocked out or recalled. More than one move may be spited at a time, and repeated uses of spite against the same attack have cumulative effects.

Splash - Normal 100%
Target: Single
Class: Über
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user KO's the opponent. With laughter. For added effect, use this attack while intensified gravity is in effect.

Spore - Grass 100%
Target: Single
Class: Projectile/Status (sleep)
Contest Type: Pure Points
Contest Score: +10, -30

The user releases a large cloud of spores that induce sleep in any who are unlucky enough to inhale them. Unlike other powder attacks, however, spore is made up of particles so fine that they are nearly impossible to see, making it much more difficult to avoid than sleep powder and similar.

Stealth Rock - Rock 100%
Target: Multiple
Contest Type: Intimidating
Contest Score: +20

The user conjures a field of airborne rock shards that surround the target(s) in a spinning cloud of sharp-edged stones. Coming into contact with one of these rocks causes 2% rock-type damage.

Steamroller - Bug 65 100%
Target: Single
Class: Contact/Flinch
Stat: Physical

The user curls up into a ball and rolls right over its opponent, crushing it into the ground. There is a 30% chance that the target may be stunned and slow to pick itself up off the ground, resulting in a flinch. This attack's power is doubled against minimized foes.

Steel Wing - 70 Steel 90%
Target: Single
Class: Contact/Stat modifier (defense)
Stat: Physical
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user tenses the muscles in its wing and imbues it with metallic power until it reaches the strength of steel, then smashes it into the opponent. After the attack is completed, some of the summoned metal may remain, slightly raising the user's defense.

Stockpile - Normal 100%
Target: Self
Class: Special/Stat Modifier (defense, special defense)
Contest Type: Concentration
Contest Score: +20

The user stores some amount of energy between 10% and 25% for later use, using it to temporarily bolster defenses slightly and preparing it for rapid use in either swallow or spit up. The stat boosts gained through use of this attack are lost immediately upon the use of either spit up or swallow, but may not otherwise be removed.

Stomp - 65 Normal 100%
Target: Single
Class: Contact/Flinch (30%)
Stat: Physical
Contest Type: Pure Points
Contest Score: +10, -40

The user stomps on the opponent with its foot, possibly causing them to flinch with shock. This attack does considerably more damage if the target has used minimize.

Stone Edge - 100 Rock 80%
Target: Single
Class: Projectile/Critical
Stat: Physical
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user sends a flurry of sharp-edged rocks flying at the opponent, gashing them badly. This attack is particularly potent, possibly breaking through the opponent's defenses entirely and causing a critical hit.

Stored Power - Psychic 20 100%
Target: Single
Class: Projectile
Stat: Special

The user draws on all the power that has gone into buffing it up for battle and uses it to fuel a mighty psychic attack. This attack's base power is 20 plus 20 more for each level any of the user's stats have been raised, to a maximum of +6 in all stats (a total of 30 levels, for a base power of 620).

Storm Throw - 40 Fighting 100%
Target: Single
Class: Contact/Special
Stat: Physical

The user strikes its opponent with a vicious, precision-directed blow that is sure to find one of the opponent's weak points. This attack always scores a critical hit.

Strength - 80 Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Type-Aligned
Contest Score: +20, -10 (-30)

The user summons all their strength and uses it to hurl their opponent around or break out of any bindings currently holding them. This attack may also allow a pokémon to lift or move very heavy objects, possibly with the intent of hurling them at the opponent.

String Shot - Bug 95%
Target: Multiple
Class: Projectile/Stat modifier (speed)
Contest Type: Pure Points
Contest Score: +20, -30

The user spits a strand of incredibly strong, incredibly sticky thread at the opponent, attempting to entangle it and slightly lowering its speed.

Struggle - 50 Untyped 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user struggles frantically to the point of hurting itself. This attack may be a desperate one, but it generally allows the user to break out of any bindings that may be holding it.

Struggle Bug - Bug 30 100%
Target: Multiple
Class: Projectile/Stat modifier (special attack)
Stat: Special

The user flails and writhes around in a rather disturbing manner, casting bursts of bug energy in all directions. Although this attack does little damage, it's extremely off-putting and sure to break a foe's concentration, causing the special attack of all those struck by it to fall.

Stun Spore - Grass 75%
Target: Single
Class: Projectile/Status (paralysis)
Contest Type: Vindictive
Contest Score: +20, -10 (-1/2 last appeal)

The user blows a cloud of golden, glittering spores at the opponent. These spores cause paralysis upon inhalation.

Submission - 80 Fighting 80%
Target: Single
class: Contact
Stat: Physical
Contest Type: Risky
Contest Score: +60

The user grabs the opponent and beats them into submission, finally tossing them away after an aggressive assault. The unbridled violence of this attack causes the user to incur some recoil damage as the target struggles and lashes out in their grasp before being subdued.

Substitute - Normal 100%
Target: Self
Class: Special
Contest Type: Concentration
Contest Score: +20

The user channels its lifeforce into creating a construct in its exact likeness to take damage and protect it from status attacks. The substitute can do whatever its creator does and mimics the attacks made, but will not intentionally damage the opponent or benefit from side-effects of attacks such as swords dance. The amount of energy used to create a substitute is equal to half its health rounded down. Substitutes come in three sizes: small (approximately 10% health), medium (about 15% health), and large (about 20% health). There are numerous attacks that cannot be blocked by substitute, including acupressure, attract, curse, destiny bond, disable, encore, foresight, grudge, guard swap, haze, heart swap, helping hand, imprison, me first, mimic, miracle eye, odor sleuth, perish song, power swap, power trick, psych up, reflect type, roar, role play, sketch, skill swap, spite, taunt, torment, or whirlwind.

Sucker Punch - 80 Dark 100%
Target: Single
Class: Contact/Special/Priority 1
Stat: Physical
Contest Type: First-Priority
Contest Score: +30

The user waits until the opponent prepares an attack, then deals it an underhanded blow while it is still preparing and its guard is down. This attack may disrupt the opponent's attack, but if the opponent fails to use a damaging move the user will be unsure of when to strike and this attack will fail entirely.

Sunny Day - Fire 90%
Target: All
Class: Weather
Contest Type: Crowd Fueled
Contest Score: 0 (+10/+20/+30/+40/+50/+60)

The user summons the sun to brighten the field. This makes charging solarbeam easier, and the resulting heat reduces the power of water attacks to 2/3 their normal effectiveness while increasing fire attacks to 1.25x their normal strength. Thunder's accuracy is reduced to 30%, and it becomes easier for pokémon to thaw after being frozen, while the freeze condition may not be induced afresh. Moonlight and morning sun restore up to 66% health instead of up to 30%.

Super Fang - Varies Normal 90%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Vindictive
Contest Score: +20, -10 (-30)

The user forces a massive amount of energy into its fangs and bites into the opponent, cutting their current health in half. The energy required to perform this attack is equal to 75% the damage dealt, and this attack is affected by damage caps.

Superpower - 120 Fighting 100%
Target: Single
Class: Contact/Stat modifier (attack, defense)
Stat: Physical
Contest Type: Risky
Contest Score: +60

The user recklessly summons all its energy to it in one burst and pummels the foe with an incredibly strong attack. After the pokémon calms down, however, it will be weakened until it has time to recover its strength.

Supersonic - Normal 55%
Target: Single
Class: Status (confusion)
Contest Type: Scrambling
Contest Score: +30

The user screeches out high-pitched waves that disorient and confuse its target.

Surf - 95 Water 100%
Target: All
Class: Projectile
Stat: Special
Contest Type: Foe Dependent
Contest Score: 0 (+30/+60)

The user gathers a massive amount of water into a large wave and rides it right into the opponents, although its unfortunate allies will likely be unable to escape this attack's fury themselves. This attack requires a decent amount of water nearby to perform effectively.

Swagger - Normal 90%
Target: Single
Class: Projectile/Status (confusion)/Stat modifier (attack)
Contest Type: First-Action Bonus
Contest Score: +20 (+40)

The user struts around and brags loudly, infuriating the opponent and sending them into a berserk rage where they may harm themselves.

Swallow - Normal N/A%
Target: Self
Class: Healing (direct)
Contest Type: +Condition
Contest Score: +10, *

The user swallows stockpiled energy to restore health. The amount of health restored is equal to 2.5x the energy stockpiled. The user loses all stat bonuses gained as a result of stockpiling after using swallow.

Sweet Kiss - Normal 75%
Target: Single
Class: Status (confusion)
Contest Type: Intimidating
Contest Score: +20

The user gives the target a shy kiss on the cheek, charming but confusing them. The move is less likely to succeed if used again on the same opponent later in the battle.

Sweet Scent - Normal 100%
Target: Multiple
Class: Projectile/Stat modifier (accuracy)
Contest Type: Pure Points
Contest Score: +10, -30

The user wafts a sweet scent at the opposing pokémon, entrancing them and making them drop their guard and become more easy to strike.

Swift - 60 Normal n/a
Target: Multiple
Class: Projectile
Stat: Special
Contest Type: First-Action Bonus
Contest Score: +20 (+40)

The user sends a multitude of pure-energy stars in every direction to pummel the foes, guaranteeing incredible accuracy.

Switcheroo - Dark 100%
Target: Single
Class: Special
Contest Type: Jealous
Contest Score: +20 (+30)

Using dark-type trickery, the user swaps all the target's body modifications involving external items (i.e. armor), in addition to whatever items the target may be holding, for its own.

Swords Dance - Normal 100%
Target: Self
Class: Stat modifier (attack)
Contest Type: +Condition
Contest Score: +10, *

The user twirls around in a warrior's dance, working itself up into a zen-like state and greatly heightening its battle awareness and attack capabilities. During the spin, projectile attacks may be deflected.

Synchronoise - 70 Psychic 100%
Target: All others
Class: Projectile/Special
Stat: Special

The user projects a wash of psychic interference tuned to its particular elemental affinity in all directions, causing painful headaches for all other pokémon that share its type but leaving those without the same affinity unscathed.

Synthesis - Grass 100%
Target: Self
Class: Healing (direct)
Contest Type: Random
Contest Score: 0 (+10/+20/+40/+80)

The user gathers energy from the sun and absorbs it to rapidly synthesize a bulk amount of health. Under sunny conditions the user will be able to gather much more light, resulting in a recovery of up to 66% health. However, during rain, sandstorm, or hail, the reduction in sunlight will restrict recovery to 25% health.

Last edited by Negrek; 12-16-2011 at 06:40 AM.
  #22  
Old 08-11-2008, 04:05 AM
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Default Re: Attacks and Abilities Guide

The Official TCoD Attack Guide - T
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Tackle - 50 Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user bears the opponent to the ground with a full-body tackle.

Tail Glow - Bug 100%
Target: Self
Class: Stat modifier (special attack)
Contest Type: +Condition
Contest Score: +10, *

The user's tail becomes energized and lights up with power, augmenting its special attacks and greatly raising its special attack three levels.

Tail Slap - Normal 25 85%
Target: Single
Class: Single/Random damage
Stat: Physical

The user slaps the opponent around with a series of blows from its tail.

Tail Whip - Normal 100%
Target: Single
Class: Contact/Stat modifier (defense)
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user strikes the opponent with its tail, startling the target and making it lower its guard.

Tailwind - Flying 100%
Target: Multiple
Class: Stat Modifier (Speed)
Contest Type: First-Priority
Contest Score: +30

The user summons up a gentle wind that blows from behind its team and towards the opponents, giving all its allies a slight boost in speed for four actions, after which the wind dies away.

Take Down - 90 Normal 85%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Risky
Contest Score: +60

The user does a full-on bull rush towards the opponent, slamming the target into the ground but also harming itself in the process.

Taunt - Dark 100%
Target: Single
Class: Special
Contest Type: Intimidating
Contest Score: +20

The user taunts the opponent, infuriating it and causing it to be able to perform nothing but offensive attacks for the next three actions.

Techno Blast - Normal 85 100%
Target: Single
Class: Projectile
Stat: Special

The user fires an intense beam of pure energy at its foe. It reads the energy signature of the plate it's been equipped with to determine what type of energy should be used; if the user is holding a plate, the type of damage inflicted by this attack is changed to match that governed by the plate.

Teeter Dance - Normal 100%
Target: Multiple
Class: Status (confusion)
Contest Type: UltraJam
Contest Score: +40, -40

The user performs a strange, wobbly dance that causes those watching to become dizzy, nauseous, and confused.

Telekinesis - Psychic 100%
Target: Single
Class: Special

The user extends its telekinetic powers to lift the target into the air, leaving it helplessly suspended and unable to get out of the way of opponents' attacks. For the next three actions, all attacks have 100% accuracy against this attack's target. However, while under the effects of this attack the target will also be immune to ground-type attacks as though it had the levitate ability.

Teleport - Psychic 100%
Target: Self
Class: Special
Contest Type: Calming
Contest Score: +10

The user teleports either away from danger or to a location designated by the trainer. Teleportation is instantaneous and may be done in any direction, although it consumes a fair amount of energy to use.

Thief - 40 Dark 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Copycat
Contest Score: +10 (+last appeal)

The user rushes at the opponent while shrouded in dark energy and snags anything the the target may be holding. If the user of this technique is already holding an item when it uses this attack, it may choose to either switch what it is holding with what it steals or discard the pilfered item.

Thrash - 120 Normal 100%
Target: Random
Class: Contact/Status (confusion)
Stat: Physical
Contest Type: UltraJam
Contest Score: +40, -40

The user thrashes around wildly, damaging anything near it, friend and foe alike. The user soon becomes dizzy and confused from all the wild thrashing.

Thunder - 120 Electric 70%
Target: Single
Class: Projectile/Status (paralysis)
Stat: Special
Contest Type: Pure Points
Contest Score: +20, -20

The user calls down a huge bolt of lightning from the sky. This attack, as it comes from the clouds, can strike even high-flying foes. For the same reason, it has only 50% accuracy during sunny day but 100% accuracy during rain.

Thunder Fang - 65 Electric 95%
Target: Single
Class: Contact/Status (paralysis)/Flinch (10%)
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user bites the opponent viciously, electricity crackling around its teeth. The sharp jolt of combined pain and electricity has a small chance of causing the opponent to both flinch and become paralyzed.

Thunder Wave - Electric 100%
Target: Single
Class: Projectile/Status (paralysis)
Contest Type: Vindictive
Contest Score: +20, -10 (-1/2 last appeal)

The user lets off a disruptive pulse of electricity that scrambles the target's nervous system, making it extremely difficult for it to control muscle contractions and effectively rendering it paralyzed.

Thunderbolt - 95 Electric 100%
Target: Single
Class: Projectile/Status (paralysis)
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The user generates a massive bolt of electricity and launches it at its foe. It may cause paralysis.

Thunderpunch - 75 Electric 100%
Target: Single
Class: Contact/Status (paralysis)
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user's fist crackles with electrical energy as it punches the opponent. The majority of the damage is caused by the physical strike, but its electrical properties cause some elemental damage and may induce paralysis.

Thundershock - 40 Electric 100%
Target: Single
Class: Projectile/Status (paralysis)
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The user releases a weak bolt of electricity. It may cause paralysis.

Tickle - Normal 100%
Target: Single
Class: Stat modifier (defense, attack)
Contest Type: -Condition
Contest Score: +30, X

The user tickles the foe mercilessly, temporarily afflicting the target with giggles and lowering its attack and defense.

Torment - Dark 100%
Target: Single
Class: Special
Contest Type: Intimidating
Contest Score: +20

The user taunts and jeers at the opponent the opponent, lowering its self-esteem and making it too dejected to take the same action twice in a row. This effect fades with time unless torment is renewed.

Toxic - Poison 90%
Target: Single
Class: Projectile/Status (severe poison)
Contest Type: -Condition
Contest Score: +30, X

The user spits a horrible mixture of powerful toxins at the foe, coating it with a disgusting, poisonous mixture that rapidly sinks through its skin and enters its bloodstream, causing ever-worsening poison symptoms.

Toxic Spikes - Poison 100%
Target: Multiple
Class: Special
Contest Type: Intimidating
Contest Score: +20

The user scatters a field of barbed caltrops around its opponents. The points of these caltrops are poisoned, and if a pokémon is unlucky enough to be scratched by or step on one they will take on a poison condition, which will increase in severity with each spike with which they come into contact, up to a "severely poisoned" status. They will also take a small amount of damage from the spike itself.

Transform - Normal 100%
Target: Self
Class: Special
Contest Type: Chain
Contest Score: +30

The user transforms into one of the other pokémon on the field, gaining its moves, traits, types, ability, stat modifiers (e.g. +2 attack, -2 defense) excluding speed, and gender. However, transform will not copy the target's movepool or body modifications. The user may also transform into an inanimate object of some sort, which, unless very intricate and complex, will retain all of its normal functions and attributes, or into a pokémon not currently on the field. In the case of the latter, only the pokémon's physical form and types will be gained--neither its movepool nor its abilties will be acquired. Additionally, if the gender of the pokémon to be transformed into is not specified, it will be chosen at random. If the user transforms into an inanimate object, it will retain its initial typing unless that object has a clear elemental alignment (e.g. is made out of metal, is a plant, or similar). Transform may be used at any time when the user is transformed to transform again into something else or revert back to the user's original form. A transformed pokémon can also be forced to revert to its natural shape through extreme distraction (such as tickling) or mental manipulation.

Tri Attack - 80 Normal 100%
Target: Single
Class: Projectile/Status (burn, paralysis, freeze)
Stat: Special
Contest Type: Pure Points
Contest Score: +20, -20

The user releases a triangular beam of intertwined electric, fire, and ice power. It has the potential to freeze, burn, or paralyze as a result.

Trick - Psychic 100%
Target: Single
Class: Special
Contest Type: Type Fueled
Contest Score: +20 (+40)

The user meddles with the foe's mind, deluding it into believing that the user has an item that it wants and causing it to willingly give up whatever it might be holding in exchange for it. If either the user or the target is holding an object or item of some sort, they exchange them or, in the case of only one pokémon holding an item, willingly give it away.

Trick Room - Psychic 100%
Target: All
Class: Special/Priority (-7)
Contest Type: Scrambling
Contest Score: +30

This powerful psychic attack causes an arena-wide distortion of reality, causing time to flow backwards and events to happen in the reverse of the order that they normally would. As a result, the normal attack order is totally reversed, as is the normal trainer command order, for the duration of two rounds, at which point the attack dissipates. Attacks still move according to priority, so quick attack will still strike before tackle, but within each level of priority attack order continues to be reversed. Therefore, a slowpoke using a mimicked quick attack would perform its strike before a rattata using quick attack. The distorted arena can be returned to normal by using another trick room attack at any time before the previous one's effects have faded, which will instantly set things to rights.

Triple Kick - 10 Fighting 90%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user kicks the opponent three times in rapid succession, with each kick becoming more powerful than the last.

Trump Card - n/a Normal 100%
Target: Single
Class: Projectile/Special
Stat: Special
Contest Type: Crowd Distraction
Contest Score: +30

As the user's situation becomes increasingly dire, this attack gains effectiveness. When the foe least expects it, the user unleashes a massive attack of which the opponent would have never thought it capable, transforming its determination and will to win into a temporary burst of energy to replace that which it has lost and making it capable of outstanding feats. This attack's base power depends upon how much energy the user has remaining as follows:

Less than 10% energy remaining: 200 power
Between 11% and 30% energy remaining: 80 power
Between 31% and 50% energy remaining: 60 power
Between 51% and 75% energy remaining: 50 power
More than 75% energy remaining: 40 power

Twineedle - 25 Bug 100%
Target: Single
Class: Contact/Status (poison)
Stat: Physical
Contest Type: Pure Points
Contest Score: +20, -30

The user jabs the opponent twice in quick succession with its stingers, attempting to inject the target with poison.

Twister - 40 Dragon 100%
Target: Multiple
Class: Projectile
Stat: Special
Contest Type: Scrambling
Contest Score: +30

The user summons a wild twister imbued with draconic energy and sets it to swirl around its opponents. If they are small enough, the foes may be picked up and thrown about by the high-speed winds, and flying-types are especially likely to be tossed about. This attack will strike even high-flying opponents.

Last edited by Negrek; 02-03-2012 at 01:14 AM.
  #23  
Old 08-11-2008, 04:06 AM
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Default Re: Attacks and Abilities Guide

The Official TCoD Attack Guide - U
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Uproar - 90 Normal 100%
Target: Random
Class: Projectile
Stat: Special
Contest Type: Scrambling
Contest Score: +30

The user sets up a painful cacaphony, yelling and carrying on at the top of its voice. This attack drowns out other sound moves and makes sleep impossible for three actions.

U-Turn - 70 Bug 100%
Target: Single
Class: Contact/Special
Stat: Physical
Contest Type: Intimidating
Contest Score: +20

The user dashes towards the opponent but then makes an abrupt change of direction, slashing viciously at the target as it banks around and head back towards its trainer, retreating into its pokéball. The user switches out after dealing damage with this attack, and the maneuver is so unexpected that it allows even for the escape from trapping moves such as mean look.

Last edited by Negrek; 03-21-2011 at 05:34 AM.
  #24  
Old 08-11-2008, 04:08 AM
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Default Re: Attacks and Abilities Guide

The Official TCoD Attack Guide - V
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V-create - Fire 180 95%
Target: Single
Class: Contact/Stat modifier (defense, special defense, speed)
Stat: Physical

The user burns a great V of fire on its forehead and rushes at the opponent at a breakneck speed, putting all its energy into the attack. Although this attack does incredible damage, it leaves the user drained and weary afterwards, lowering its defense, special defense, and speed.

Vacuum Wave - 40 Fighting 100%
Target: Single
Class: Projectile/Priority 1
Stat: Special
Contest Type: First-Priority
Contest Score: +30

The user extends its energy in a powerful wave of fighting energy that sucks all around it into a powerful vacuum. This attack is quick to generate and strikes before most others.

Venoshock - 65 Poison 100%
Target: Single
Class: Projectile/Special
Stat: Special

The user spews a torrent of foul liquid at its target. If that target already has poison circulating in its system, the chemicals in the venoshock react violently with the existing contamination, causing intense pain and effectively doubling the base power of the attack.

Vicegrip - 55 Normal 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user grabs the opponent tightly in its claws and squeezes it hard.

Vine Whip - 35 Grass 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Pure Points
Contest Score: +40

The user strikes the opponent with long vines or uses them to grab the target and fling it around. This attack may also be used to grab things from a distance or wrap an opponent up to immobilize them.

Vital Throw - 70 Fighting n/a
Target: Single
Class: Contact/Priority -1
Stat: Physical
Contest Type: Last-Priority Attack
Contest Score: +30

The user waits for the opponent to attack, and upon either making contact with the enemy or finding the origin of the enemy's distance attack, grabs the opponent and tosses them to bodily to the ground. Because of calculated nature of the attack, it has incredible accuracy.

Volt Switch - 70 Electric 100%
Target: Single
Class: Projectile/Special
Stat: Special

The user shoots a ball of lightning energy at the target with all the force it can muster, using the attack's recoil to propel itself backwards into its pokéball. The user switches out after dealing damage with this attack, and the maneuver is so unexpected that it allows even for the escape from trapping moves such as mean look.

Volt Tackle - 120 Electric 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Risky
Contest Score: +60

The user charges their body with a huge amount of electricity, charging straight at the foe and ramming into it with great force. This attack is very powerful but causes recoil damage.

Last edited by Negrek; 03-21-2011 at 05:06 AM.
  #25  
Old 08-11-2008, 04:09 AM
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Default Re: Attacks and Abilities Guide

The Official TCoD Attack Guide - W
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Wake-Up Slap - 60 Fighting 100%
Target: Single
Class: Contact/Healing--Status (sleep)/Special
Contest Type: Pure Points
Contest Score: +10, -40

The user slaps the opponent about the head and face. If they are asleep, this attack is twice is effective, but it also serves to wake the target up.

Water Gun - 40 Water 100%
Target: Single
Class: Projectile
Stat: Special
Contest Type: Pure Points
Contest Score: +40

The user spits a small spurt of water at the foe for weak damage.

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

The user calls on its power over water energy and invokes an ancient spell. Used alone, this simply conjures a column of water to strike one target. If grass pledge was used earlier this action, however, it instead transforms the terrain around the opponents into a sucking marsh, damaging Multiple and reducing their speed by three levels for the next four rounds. If fire 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.

Water Pulse - 60 Water 100%
Target: Single
Class: Projectile/Status (confusion)
Stat: Special
Contest Type: Scrambling
Contest Score: +30

The user blasts a rhythmic pulse of water wrapped around sound waves at the opponent. The sonic distortions caused by this attack may cause the target to become disoriented and confused.

Water Sport - Water 100%
Target: Multiple
Class: Special
Contest Type: Deflating
Contest Score: +40

The user splashes playfully around in the water, getting both itself and its allies totally soaked, reducing their susceptibility to fire attacks.

Water Spout - 150 Water 100%
Target: Multiple
Class: Projectile
Stat: Special
Contest Type: Jealous
Contest Score: +20 (+30)

The user blasts an incredible amount of water into the air, allowing it to shower back down over its foes. The weaker the user is, the less devastating the water spout.

Waterfall - 80 Water 100%
Target: Single
Class: Contact/Flinch (20%)
Stat: Physical
Contest Type: Pure Points
Contest Score: +30

The user surrounds itself in a swirling curtain of water and tackles the foe at high speed. This attack may also be used to climb waterfalls and has enough force to leave the target temporarily stunned.

Weather Ball - 50 Normal 100%
Target: Single
Class: Projectile/Special
Stat: Special
Contest Type: Extra-Appealing
Contest Score: +20 (+20)

The user launches a ball of malleable energy into the sky, allowing it to pick up power from the current weather conditions, then directs it to fall back down onto the foe. The type and texture of this attack depends on the current weather, and if it is used when a particular condition is in effect, its power is doubled.

Rain: Water-type
Hail: Ice-type
Sunny: Fire-type
Sandstorm: Rock-type

Whirlpool - 35 Water 85%
Target: Single
Class: Projectile
Stat: Special
Contest Type: First-Action Bonus
Contest Score: +0 (+10)

The user manipulates standing water to create a whirlpool around the foe, trapping it. Requires the opponent to be on or near water.

Whirlwind - Normal 100%
Target: Single
Class: Projectile/Priority (-6)
Contest Type: Type Fueled
Contest Score: +0 (+40)

The user blows a vicious gust of wind at the opponent, possibly knocking it back or picking it up and spinning it around. The wind also serves to pick up any small objects it moves over and scatter them. It will also clear away whatever might be lingering in the air, such as smog, mist, or similar. This attack can strike even high-flying foes, and very light or flying-type pokémon are most susceptible to its effects.

Wide Guard - Rock 100%
Target: All allies
Class: Special/Priority 3

The user raises low wall of rocks between its allies and its foes. This will protect both the user and all its allies from attacks that strike multiple targets, but while they can crouch behind the wall to defend themselves from widespread attacks, a more focused assault can easily be aimed over it.

Wild Charge - Electric 90 100%
Target: Single
Class: Contact
Stat: Physical

The user charges recklessly at its opponent, sparking as it goes, and slams into them with extreme force. This attack is made without care for the user's safety, and it receives 1/4 of the damage inflicted as recoil.

Will-O-Wisp - Fire 75%
Target: Single
Class: Projectile/Status (burn)
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user creates a dancing ball of blue flame and sends it careening towards the opponent. Upon contact, it sears the foe's skin with a painful localized burn and then vanishes. This attack is erratic and slow to reach the foe, making it somewhat inaccurate.

Wing Attack - 60 Flying 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: Superpower
Contest Score: +0 (+20 x same-type appeals)

The user deals the opponent a heavy blow with an outstretched wing.

Wish - Normal 100%
Target: Self
Class: Healing (direct)
Contest Type: Crowd-Fueled
Contest Score: +0 (+10 x crowd favorite)

The user makes a wish to Jirachi, asking for help. After two to three actions, its wish is granted and its health is restored by up to 50%.

Withdraw - Water 100%
Target: Self
Class: Stat modifier (defense)
Contest Type: Deflating
Contest Score: +20

The user withdraws into its shell, increasing its resistance to physical blows.

Wonder Room - Psychic 100%
Target: All
Class: Special/Priority -7

The user wrenches the dimensions of the arena out of alignment, altering reality within its boundaries for the next five actions. Within the weirding influence of the wonder room, mental walls become physical armor and a pokémon's outer defenses are turned inward to protect their psyches--defense and special defense boosts are swapped for as long as the wonder room remains in play. The effects of wonder room may be cancelled early if another pokémon uses the attack, negating the previous use of the move.

Wood Hammer - 120 Grass 100%
Target: Single
Class: Contact
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user slams the opponent heavily with a woody appendage, dealing considerable damage but possibly damaging itself in the process.

Work Up - Normal 100%
Target: Self
Class: Stat modifier (attack, special attack)

The user gets itself pumped up for battle, performing quick warm-up exercises and reciting positive internal dialogue to give itself the confidence to perform better in battle. As a result, its attack and special attack both rise.

Worry Seed - Grass 100%
Target: Single
Class: Special
Contest Type: Deflating
Contest Score: +20

The user plants a strange seed on the foe, and once it takes root in its body it fills them with horrible distress and anxiety. This makes sleep and the utilization of the target's special powers impossible, thus replacing its ability with insomnia.

Wrap - 15 Normal 90%
Target: Single
Class: Contact
Stat: Physical
Contest Type: First-Action Bonus
Contest Score: +0, (+10)

The user wraps itself or some portion of its body around its opponent and squeezes it tightly, holding it in place for as long as it can. Though initially the foe is wrapped very tightly and the chance of escape is minimal, over time it may be able to work itself free.

Wring Out - Normal 100%
Target: Single
Class: Contact/Special
Stat: Special
Contest Type: Jealous
Contest Score: +20 (+30)

The user grabs the opponent and forcibly wrings the life out of it--and the more it has, the more it loses. This attack's base power is equal to 1.2x the opponent's health percentage, rounded down to the nearest 10 base points. (Thus, if the opponent is at 100% health, this attack has 120 base power; if the opponent is at 10% health, it has 10 base power.)

Last edited by Negrek; 11-21-2011 at 06:58 AM.
  #26  
Old 08-11-2008, 04:11 AM
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Default Re: Attacks and Abilities Guide

The Official TCoD Attack Guide - X
A | B | C | D | E | F |G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z

X-Scissor - 80 Bug 100%
Target: Single
Class: Contact
Stat: Physical
Contest Type: First-Action Bonus
Contest Score: +20 (+20)

The user slashes across the opponent with claws or pincers in a wicked cross-cut attack.

Last edited by Negrek; 01-26-2009 at 04:45 AM.
  #27  
Old 08-11-2008, 04:12 AM
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Default Re: Attacks and Abilities Guide

The Official TCoD Attack Guide - Y
A | B | C | D | E | F |G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z

Yawn - Normal 100%
Target: Single
Class: Status (sleep)
Contest Type: Deflating
Contest Score: +20

The user yawns broadly, making the opponent irresistibly drowsy and causing it to fall asleep at the end of its next action.

Last edited by Negrek; 10-06-2008 at 01:44 PM.
  #28  
Old 08-11-2008, 04:13 AM
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Default Re: Attacks and Abilities Guide

The Official TCoD Attack Guide - Z
A | B | C | D | E | F |G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z

Zap Cannon - 120 Electric 50%
Target: Single
Class: Projectile/Status (paralysis)
Stat: Special
Contest Type: Extra-Appealing
Contest Score: +20 (+20)

The user forms a ball of unstable electric energy and fires it at the opponent. The erratic nature of the attack makes it difficult to control and aim, but it is extremely powerful and paralysis is guaranteed if it should strike.

Zen Headbutt - 80 Psychic 90%
Target: Single
Class: Contact/Flinch (20%)
Stat: Physical
Contest Type: Final-Action Bonus
Contest Score: +20 (+40)

The user enters a trance-like state to clear its mind and improve its fighting ability, then rams into the target with a headbutt fueled by psychic energy, sending the opponent flying back.

Last edited by Negrek; 10-29-2009 at 10:56 PM.
  #29  
Old 08-15-2008, 05:02 PM
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Default Re: Attacks and Abilities Guide

This may be useful- condensed Attacks and Abilities Guide in a Word document. Here.

Last edited by Keta; 08-16-2008 at 05:20 PM.
  #30  
Old 08-15-2008, 09:05 PM
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Default Re: Attacks and Abilities Guide

Link doesn't work.
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  #31  
Old 08-20-2008, 05:55 PM
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Default Re: Attacks and Abilities Guide

Question. can someone combine Double Team and Confusion together into one attack?
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  #32  
Old 08-20-2008, 06:58 PM
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Default Re: Attacks and Abilities Guide

No, because confusion requires some concentration to perform, and double team would interfere with that, being an active attack.
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  #33  
Old 08-20-2008, 07:23 PM
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Default Re: Attacks and Abilities Guide

*nods* thank you for the help, Negrek
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  #34  
Old 08-20-2008, 09:10 PM
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Default Re: Attacks and Abilities Guide

How much energy would be recovered from a "Chill" ?
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  #35  
Old 08-20-2008, 09:11 PM
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Default Re: Attacks and Abilities Guide

Varies between refs. I personally go for 5%; most people use 10%; some go so far as to give 15%.
  #36  
Old 08-20-2008, 09:13 PM
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Default Re: Attacks and Abilities Guide

Ah. So it's just up to me. Nice
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Old 08-20-2008, 10:43 PM
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Default Re: Attacks and Abilities Guide

Helping hand would doule their partner's attack, right?
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  #38  
Old 08-20-2008, 10:44 PM
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Default Re: Attacks and Abilities Guide

Again, I think that's up to the ref. Personally I think double damage is a little much, but that's your decision.
  #39  
Old 08-20-2008, 10:46 PM
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Default Re: Attacks and Abilities Guide

It's attack base power x 1.5.
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  #40  
Old 08-20-2008, 10:47 PM
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Default Re: Attacks and Abilities Guide

ok then, thanks
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