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Messages - TheHuntBegins
1
« on: July 15, 2008, 04:56 »
Invert Field
Super-effective moves are made not very effective, while not-very-effective moves are made super effective.
Power Store
Moves gain a slight boost every 2 turns they are not used.
Corrupt
Dark-type moves are boosted if an item is stolen from the opponent.
Chivalry
An ability found only on male-only Pokémon. Allows female Pokémon to move first.
2
« on: July 10, 2008, 01:20 »
I really hope you mean electrons and protons .__.
Sleepwalker
Moves can be used freely while sleeping.
Neutrality
All moves hit for neutral damage and immunities are ignored.
3
« on: July 06, 2008, 00:49 »
Double Duty
Items' effects are doubled. (i.e. Leftovers recovers 1/8 damage, pinch berries raise stats +2, Iron Ball reduces Speed to 1/4, etc.)
4
« on: July 05, 2008, 21:44 »
[Move name] Fireworks [Type] Fire [Power] -- [Accuracy] 100 [Status/Special/Physical] Special [PP] 30 [Description] Blasts a brilliant display of fireworks that does variable damage. Essentially a Fire-type Magnitude. The power can be determined by watching the battle animation - 1 firework does the least damage, while 7 deals the most.
Inspired by yesterday's 4th of July celebration I saw.
5
« on: June 13, 2008, 23:43 »
[Move name] Copper Wire [Type] Steel [Power] -- [Accuracy] -- [Status/Special/Physical] Status [PP] 10 [Description] Sets up copper wire that draws in Electric-type attacks, grants immunity to them, heals HP when hit, and powers the user's own Electric-type attacks.
[Move name] Wire Clip [Type] Steel [Power] 50 [Accuracy] 100 [Status/Special/Physical] Physical [PP] 15 [Description] Gets rid of Copper Wire. =P
6
« on: May 18, 2008, 17:15 »
Revitalize
Attack and Sp. Attack increase when cured of a status.
Power Short
Immune to Electric-type moves.
7
« on: May 18, 2008, 17:09 »
[Move name] Cursed Lock [Type] Ghost [Power] -- [Accuracy] 100 [Status/Special/Physical] Status [PP] 10 [Description] The opponent's Pokemon that was in battle last cannot switch in for 2-5 turns.
8
« on: May 01, 2008, 01:12 »
[Move name] Double Hook [Type] Fighting [Power] 20 --> 40 (total 60) [Accuracy] 90 [Status/Special/Physical] Physical [PP] 15 [Description] Stuns with a right hook (20 damage), then follows up with a left hook (40 damage).
[Move name] Dirt Wave [Type] Ground [Power] 95 [Accuracy] 100 [Status/Special/Physical] Special [PP] 15 [Description] Stirs up a huge wave of dust and debris that hits all Pokémon in battle. (Ground-type Surf, basically)
[Move name] Pollen Spore [Type] Grass [Power] -- [Accuracy] -- [Status/Special/Physical] Status [PP] 15 [Description] Spreads pollen that triggers sneezing, lowering Defense and Sp. Defense.
9
« on: April 30, 2008, 01:57 »
[Move name] Dust Devil [Type] Flying [Power] 60 [Accuracy] 100 [Status/Special/Physical] Special [PP] 20 [Description] Whips up a dust devil that sweeps up the foe. 50% confusion chance from spinning around. (...and around and around and around...)
[Move name] Earplugs [Type] Normal [Power] -- [Accuracy] -- [Status/Special/Physical] Status [PP] 10 [Description] The user makes earplugs for itself to block out sound-based moves for five turns.
[Move name] Dilly-Dally [Type] Normal [Power] -- [Accuracy] -- [Status/Special/Physical] Status [PP] 5 [Description] The user does not move at all until its health falls into the red, then maxes out Attack and Speed to catch up.
10
« on: April 28, 2008, 04:26 »
Distraction
In double battles, moves that hit more than one Pokémon now only hit Pokémon with this ability. Target is random if more than one Pokémon with this ability is on the field.
Instinct
Automatically uses a super-effective move when given the chance.
Pull Through
Attack does not drop when burned, nor does Speed drop when paralyzed.
11
« on: April 24, 2008, 01:13 »
Take Turns
All Pokémon on the field move in a different order each turn.
In single battles, the faster Pokémon moves first the first turn, then the slower Pokémon moves first next turn, etc.
In double battles, goes 1-2-3-4, then 2-3-4-1, etc.
12
« on: April 24, 2008, 01:10 »
[Move name] Scramble [Type] Psychic [Power] -- [Accuracy] -- [Status/Special/Physical] Status [PP] 5 [Description] All Pokémon move in random order for five turns.
[Move name] Scald [Type] Water [Power] 80 [Accuracy] 100 [Status/Special/Physical] Special [PP] 10 [Description] Dumps incredibly hot water on the foe. 20% chance of burn, even on Fire-types, but not Water-types.
13
« on: April 23, 2008, 17:26 »
You know the drill.
Adrenaline
Raises Attack, Sp. Attack, and Speed in a pinch for three turns. No longer usable after switching out.
Retreat
Negates blocking moves & abilities. (Shadow Tag, Arena Trap, Block, Mean Look, Fire Spin, etc.)
Point-Blank
Fights up close and doubles Sp. Attack. (like Pure Power & Huge Power)
Panic
Raises Attack when confused.
14
« on: January 04, 2008, 02:02 »
Hokay, snapping back to sanity now. =)
[Move name] Electro Claw [Type] Electric [Power] 70 [Accuracy] 100 [Status/Special/Physical] Physical [PP] 20 [Description] Slashes with an electrically charged claw. High critical hit ratio. May paralyze the opponent.
[Move name] Inferno Cut [Type] Fire [Power] 70 [Accuracy] 100 [Status/Special/Physical] Physical [PP] 20 [Description] Slashes with a flaming claw. High critical hit ratio. May burn the opponent.
[Move name] SubZeroSlash [Type] Ice [Power] 70 [Accuracy] 100 [Status/Special/Physical] Physical [PP] 20 [Description] Slashes with a freezing claw. High critical hit ratio. May freeze the opponent.
[Move name] Geyser [Type] Water [Power] 120 [Accuracy] 90 [Status/Special/Physical] Special [PP] 5 [Description] A gigantic eruption of water blasts the foe from underneath (120 base power). The following turn after both attacks are made, water comes crashing back down on both sides (60 base power).
15
« on: December 31, 2007, 23:09 »
[Move name] Aqua Punch [Type] Water [Power] 75 [Accuracy] 100 [Status/Special/Physical] Physical [PP] 15 [Description] The foe is punched with a liquefied fist. It may lower the target's Defense and Sp. Def. (10% chance)
[Move name] Magic Trick [Type] Psychic [Power] -- [Accuracy] 100 [Status/Special/Physical] Status [PP] 10 [Description] Astounds the foe with a magic trick, distracting it and lowering Sp. Atk. and Sp. Def. Cannot be used twice in a row.
[Move name] Windmill [Type] Steel [Power] -- [Accuracy] -- [Status/Special/Physical] Status [PP] 10 [Description] The user quickly builds a makeshift windmill at the cost of 25% max HP. For 5 turns, certain moves (ones that would likely be able to spin a wheel, such as Leaf Storm, Air Slash, Hydro Pump, etc.) used by the foe will sharply boost your entire team's Speed and no damage will be taken. Boosts received will go away when the windmill collapses.
Also, I'd like to point out that the games can only take move names up to 12 characters long, so some of the names in this topic would not be valid.
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