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zeroality
02-22-10, 04:39 AM
Afterburn
Fire
BP: 80
Acc: --
PP: 15

Smoldering ashes are formed under the opponent to burst into flame two turns later.

(Hits for neutral effectiveness on everything. 90% accuracy.)

Alpha Shock
Electric
BP: 50
Acc: 100
PP: 15

Shocks the opponent with a sphere of static electricity. Might cause paralysis.

(10% chance of paralysis. If the user's moveset consists of Alpha Shock, Beta Flame, Gamma Spore, and Delta Wave, base power increases to 100 and paralysis chance increases to 20%.)

Ambush
Dark
BP: 100
Acc: 95
PP: 10

Hides deep within the shadows, to strike one turn later.

(Upon use of move, user becomes immune to all damage dealt until completion of move)

Avalanche
Ice
BP: 120
Acc: 100
PP: 5

A giant wall of snow crashes upon everybody on the field.

(User takes 1/3 recoil damage)

Beta Flame
Fire
BP: 50
Acc: 100
PP: 15

Sears the opponent with an intense heat. Might cause burn.

(10% chance of burn. If the user's moveset consists of Alpha Shock, Beta Flame, Gamma Spore, and Delta Wave, damage is doubled and the burn chance becomes 20%)

Black Hole
Dark
BP: 250
Acc: 100
PP: 5

A giant mass of negative energy completely envelops the opponent. Causes user to faint.

(Upon use, user loses all HP – similar to Explosion/Selfdestruct effect)

Blinding Ray
Light
BP: --
Acc: 80
PP: 10

A ray of intense light blinds the opponent, sharply reducing accuracy.

(Accuracy modifier -2)

Bright Slash
Light
BP: 60
Acc: --
PP: 20

An unavoidable concentration of light energy strikes the opponent.

(Attack always hits, except when protected by Detect/Protect/etc.)


Bug Burn
Bug
BP: 70
Acc: 85
PP: 15

Pierces the opponent with sharp teeth. Might cause burn.

(30% chance of burn)

Burnout
Fire
BP: --
Acc: 100
PP: 15

Inflicts more damage when the user’s HP is down

(Damage formula same as Reversal)

Calm Wind
Normal
BP: --
Acc: --
PP: 5

A gentle breeze washes over the field, clearing all active weather effects.

(Negates all weather effects, and prevents the use of weather moves/abilities for 5 turns)

Cascade
Water
BP: 60
Acc: 100
PP: 10

If opponent is burned, this attack’s power doubles, but will remove the burn.

(BP = 120 if opponent is burned)

Cherry Bomb
Grass
BP: 80
Acc: 90
PP: 15

Explosive seed pods are launched at the opponent. Might seed the opponent.

(20% chance of Leech Seed effect)

Cinders
Fire
BP: --
Acc: --
PP: 20

Scatters small cinders around the opponent.

(Whenever an opponent’s Pokemon switches in, they will take 5*(x)% damage as well as have a 10*(x)% chance of burn, where x is the amount of Cinders on the field. Can be stacked up to 3. Can be blown away with Rapid Spin, or can be absorbed by Fire Pokemon. Fire Pokemon and Pokemon with Water Veil are immune to burn chance.

Cold Wind
Ice
BP: 55
Acc: 100
PP: 25

A blast of super-chilled air strikes the opponent. Might cause freeze.

(20% chance of freeze)

Scorn
Dark
BP: --
Acc: --
PP: 30

The user laughs at the opponent's efforts. Sharply raises Special Defense.

(Raises Sp. Defense by 2 levels)

Delta Wave
Water
BP: 50
Acc: 100
PP: 10

A short blast of water washes over opponent. Might cause confusion.

(10% chance of confusion. If the user's moveset consists of Alpha Shock, Beta Flame, Gamma Spore, and Delta Wave, damage is doubled and the confusion chance becomes 20%)

Dive Bomb
Flying
BP: 120
Acc: 75
PP: 10

An attack from the sky at breakneck speeds. If miss, user suffers damage.

(1/6th damage recoil)

Doom Scythe
Ghost
BP: 60
Acc: 100
PP: 15

An ethereal scythe cleaves the opponent. May cause curse.

(10% chance of foe becoming cursed)

Dragon Gale
Dragon
BP: 50
Acc: 90
PP: 10

A giant storm comes and drags opponent away.

(Always goes last; forces opponent switch. If used in random encounter, ends random encounter.)

Nightfall
Dark
BP: --
Acc: --
PP: 5

A large object appears to obscure the sun, flooding the field in darkness for 5 turns.
(Makes battlefield nighttime for 5 turns)

Enlighten
Light
BP: --
Acc: --
PP: 5

User achieves a new realm of understanding, raising all stats. Must recharge next turn.

(Raises all stats +1 – must recharge next turn, and cannot switch out during this turn)

Equilibrium
Psychic
BP: --
Acc: --
PP: 10

Intense mind energy exerts a balancing influence over the battlefield.

(Erases all stat changes, both negative and positive)

Fault Line
BP: 180
Acc: 55%
BP: 5

User takes 1/2 recoil. If miss, user takes 1/3 recoil.

(If hit, user will take damage equal to half the HP dealt to the opponent. If the move misses, the user will take damage equal to 1/3 the potential damage dealt.)

Fire Bath
Fire
BP: --
Acc: --
PP: 20

Raises internal body temperature to do more damage next turn.

(Fire attack used after this turn will have its base power doubled)

Fireball
Fire
BP: --
Acc: 100
PP: 30

User attacks with a fire orb of varying intensity.

(Base Power can be 10, 30, 50, 70, 90, 110, or 150)

Flare
Fire
BP: 10
Acc: 95
PP: 20

Attacks with a small burst of flame that increases in intensity.

(Base Power doubles with every turn of use until it misses or another turn is used, to a max of 160 base power; resets after 5 turns or after change in move, but freedom to choose move like Fury Cutter)

Flash Punch
Light
BP: 70
Acc: 85
PP: 10

An intense strike to the eyes that may reduce accuracy.

(50% chance of reducing accuracy 1 level)

Floral Storm
Grass
BP: 95
Acc: 100
PP: 10

A tornado of flora envelops the opponent. Might cause seed.

(10% chance of Leech Seed effect.)

Focus Sight
Bug
BP: --
Acc: --
PP: 10

User trains its eyes upon the opponent, improving its accuracy.

(raises accuracy by 1 level)

Friction
Rock
BP: 60
Acc: 100
PP: 25

May lower opponent’s defense.

(10% chance of lowering defense by 1 level)

Gamma Spore
Grass
BP: 50
Acc: 100
PP: 10

Launches a spore which opens upon contact. Might cause poison.

(10% chance of poison. If the user's moveset consists of Alpha Shock, Beta Flame, Gamma Spore, and Delta Wave, base power is doubled and the poison chance becomes 20%)

Gravity Bond
Steel
BP: --
Acc: --
PP: 10

An intense magnetic attraction forms between user and the earth, securing user to the field.

(User cannot be affected by any move that forces switch)

Holy Fist
Light
BP: 70
Acc: 95
PP: 15

Strikes opponent with a fist infused with intense light energy. High critical hit ratio.

(+2 critical hit ratio modifier)


Icicle Whip
Ice
BP: 70
Acc: 100
PP: 15

Sharp icicles strike harshly across the opponent. Might cause flinch.

(30% flinch chance)

Inferno
Fire
BP: 50
Acc: 100
PP: 5

A large ring of fire forms, damaging everyone on the field.

(All Pokemon on the field cannot switch out and are damaged for 2-5 turns, including the user)

Initiative
Normal
BP: --
Acc: --
PP: 5

User focuses body to become faster than time itself, ensuring its next move hits first.

(User will always go first next turn, regardless of speed, and regardless of priority moves such as Protect/Detect/Endure being used.)

Iron Fist
Steel
BP: 80
Acc: 100
PP: 15

Strikes with a fist as hard as iron. Might lower defense.

(10% chance of lowering foe's defense by 1)

Light Wave
Light
BP: 60
Acc: 100
PP: 20

An intense wave of light energy washes over the opponent. Might lower accuracy.

(10% chance of lowering accuracy by 1 level)

Magic Dust
Grass
BP: --
Acc: 75
PP: 10

A strange dust is scattered over the field, causing a random status effect.

(20% chance of burn, 20% chance of poison, 10% chance of freeze, 30% chance of sleep, 20% chance of paralysis)

Magnet Blast
Steel
BP: 150
Acc: 100
PP: 10

An intense magnetic pulse that requires complete concentration to create.

(Works similar to Focus Punch; if attacked before attack completes, will fail and cause user to flinch.)

Marionette
Ghost
BP: *
Acc: 100
PP: 10

A mysterious puppet appears to strike at false opponents.

(If opponent has a substitute up, then this move will deal 120 base damage to the Substitute as well as 40 base damage to the opponent. If opponent has no sub up, then base damage is 60.)

Megafriction
Rock
BP: 120
Acc: 80
PP: 5
Summons pillars of rock which strike the opponent at high speeds. May burn user.

(30% chance of user getting burned upon use)

Mystic Power
Psychic
BP: --
Acc: --
PP: 20

User taps into mysterious inner power, sharply raising Special Attack.

(Raises Special Attack 2 levels)

Orion's Sword
Light
BP: --
Acc: 100
PP: 20

Damage depends on user’s and opponent’s happiness

(Formula can be found elsewhere)

Overload
Electric
BP: 140
Acc: 90
PP: 5

An intense discharge of electrical energy. Sharply lowers Special Attack.

(Special Attack lowered 2 levels)

Polarize
Steel
BP: --
Acc: --
PP: 10

Strange magnetic energy strongly repels all Pokemon in battle.

(Causes all Pokemon to switch out randomly with another Pokemon)

Spectral Ray
Light
BP: 100
Acc: 95
PP: 10
Harnesses intense energy for one turn to release on next turn. May cause burn.

(Gathers energy first turn, attacks next turn. 10% chance of burn. 120 base power in sunlight, 80 base power in rain/night)

Purify
Light
BP: --
Acc: --
PP: 5

A strong, soothing light washes over your team, removing all status afflictions.

(Removes all status afflictions from your party)

Quickbolt
Electric
BP: 40
Acc: 100
PP: 30

A strong current of static electricity courses through the opponent before they can react.

(+1 Priority level)

zeroality
02-22-10, 04:39 AM
Riptide
Water
BP: 50
Acc: 90
PP: 10

A deluge of water washes opponent away.

(Always goes last. Forces switch in trainer battle – in random battle, ends encounter)

Rocket Punch
Dark
BP: 140
Acc: 90
PP: 5

Attack will fail if user has a higher happiness level than the opponent.
(Damage calculations are opposite of Orion’s Sword formula)

Sacrifice
Light
BP: --
Acc: --
PP: 5

User sacrifices life essence to restore health to another.

(User faints to revive other Pokemon to ˝ HP OR fully restores HP of another non-fainted Pokemon. Always goes last.)

Serenade
Light
BP: --
Acc: --
PP: 10

Soothing music spreads across the field, quelling battle spirit.

(Prevents the opponent from using direct-contact moves (such as those affected by Rough Skin) for the next turn. Blocked by Soundproof)

Shine
Light
Bp: 40
Acc: 100
PP: 30

Focuses a bright light upon opponent. May lower evasiveness.

(20% chance of lowering evasiveness 1 level)

Smite
Light
Bp: 95
Acc: 100
PP: 10

Strikes the foe with holy retribution. May cause flinch.

(20% chance of flinch)

Solar Flare
Fire
BP: 100
Acc: 100
PP: 10

Gathers intense heat to strike next turn. May cause burn.

(Charges power the 1st turn, attacks the 2nd turn. Sun negates charge turn. 30% chance of burn)

Soothe Song
Normal
BP: --
Acc: 90
PP: 40

A sweet song plays to calm even the most focused, frenzied spirits.

(stops moves like Petal Dance, Uproar, Thrash, as well as moves that require charge time, like Solarbeam, Razor Wind, etc. Negated by Soundproof.)

Soul Burn
Fire
BP: 60
Acc: 100
PP: 5

A fierce attack from the depths of the user’s soul.

(User restores ˝ of damage dealt: Similar to Giga Drain)

Spike Wall
Steel
BP: --
Acc: --
PP: 10

A wall of spikes is set up in front of the user.

(Opponent takes 1/8 the total damage done directly to the user by a "body contact" attack. Effect wears off when user faints or is switched out (can be Baton Passed) )

Spiral Kick
Normal
BP: 20*
Acc: --
PP: 15

A spiraling kick of progressing intensity.

(1st Kick: 20 BP, 100% acc. 2nd Kick: 20 BP, 85% acc. 3rd Kick: 30 BP, 70% acc. 4th Kick: 40 BP, 40% acc. 5th Kick: 70, 20% acc. Max Stack: 180. If you need me to explain this more in detail, let me know. ) (ALTMECHANIC: Same idea as Fury Attack: strikes 2-5 times, 18 base power, 85 accuracy.

Squall
Flying
BP: 40
Acc: 100
PP: 10

Attacks with the speed of the wind.

(+1 priority level)

Statronome
Normal
BP: --
Acc: --
PP: 10

A mystical finger wags in the air, randomly raising or lowering a stat one or two levels.

(Raises or lowers single stat 1 or 2 levels)

Temper
Fire
BP: 85
Acc: 100
PP: 10

User goes on a fiery tantrum.

(Strikes 2-4 turns in a row, then causes confusion to user.)

Tempest
Flying
BP: 80
Acc: 100
PP: 10

A blistering windstorm ravages opponents.

(Strikes and deals double damage to those using Fly.)

Terra Strike
Ground
BP: 80
Acc: --
PP: 15

Seismic waves are transmitted through the ground to erupt two turns later.

(Deals neutral damage to everything: 90% accuracy of hitting 2 turns later.)

Tidal Wave
Water
BP: --
Acc: 100
PP: 10

A wall of water with varying intensity.

(Damage can be 10, 30, 50, 70, 90, 110, or 150)

Umbrage
Dark
BP: 95
Acc: 100
PP: 10

Destructive thoughts are forcibly inserted into opponent’s mind. Might cause confusion.

(10% chance of confusion)

Venom Strike
Poison
BP: 50
Acc: 90
PP: 15

A strike that becomes more venomous the lower the user’s HP gets.

(Varying chance of severe poison based on user’s HP: 10%-50% chance)

Water Wall
Water
BP: --
Acc: --
PP: 10

Creates a mystical wall of water that protects against the elements.

(All fire/water/ice attack damage is halved for 5 turns. Can be broken by Brick Break.)

Windwhistle
Flying
BP: --
Acc: 75
PP: 20

A shrill whistle sounds, piercing through the opponent's ears. Causes confusion, and may lower defense.

(Causes confusion, and has 50% chance of lowering opponent’s defense 1 level. Defense drop does not stack. Cancelled by Soundproof)

Wrath
Light
BP: 120
Acc: 80
PP: 5

Intense holy energy engulfs opponent. Might cause flinch.

(10% chance of flinch. )

Zigzag
Normal
BP: --
Acc: 100
PP: 20

User begins moving erratically, sharply lowering opponent’s accuracy while lowering user’s defense.

(-2 Accuracy modifier to opponent, -1 Defense modifier to user)

Orions Sword was first created by Falnax I believe, as a counterpart to Rocket Punch (which is why I didn’t remove it in the first cut…). Like the moves Return and Frustration, OS and RP were made to be opposites of each other.

Now, here’s a detailed description of the effect of Orions Sword:

As you people know, there’s a value in Pokémon called Happiness Value. It is based on how much you, the trainer, takes care of your Pokémon. There are 255 maximum happiness points that a Pokémon can earn. There are also 7 “levels” of happiness, which can be revealed by bringing your Pokémon to a special lady in Verdanturf Town in RSE or Daisy in FRLG. It is these 7 levels which the move Orions Sword will be based off of.

Here’s how it works: first of all, know that Orions Sword’s base damage is 60. Now, based on your Pokémon’s happiness level, the move’s power will be increased or decreased by a specific amount. When your Pokémon is at happiness level 1 (the lowest), the base damage would be decreased by 60, making the attack fail. If your Pokémon is at level 4, then it will neither lose nor gain power, so the base damage will remain at 60. If your Pokémon is all the way at level 7, the highest level, then the base power would be increased by 60, making the total base power 120.

So here’s a chart of how your Pokémon’s happiness level affects this move:

Level---Damage +/- ---Total base damage
1---(-60)---0
2---(-40)---20
3---(-20)---40
4---(+00)---60
5---(+20)---80
6---(+40)---100
7---(+60)---120

However, Orions Sword is also based on the opponent’s happiness value as well. When the opponent’s happiness level is at 1, the minimum, then Orions Sword would gain a +30 in base power. At level 4, the damage increase/decrease is neutral. At level 7, the maximum, the base power would be -30.

And here’s a chart of how the opponent’s happiness level affects this move (assuming that the move is neutral to begin with):

Level---Damage +/- ---Total base damage
1---(+30)---90
2---(+20)---80
3---(+10)---70
4---(+00)---60
5---(-10)---50
6---(-20)---40
7---(-30)---30


Now it is time to add the two variables together. The move Orions Sword will do maximum damage when your Pokémon’s happiness level is 7 and the opponent’s happiness level is 1 (60 + 60 + 30 = 150 base damage), and will be at its lowest when their happiness levels are reversed (60 – 60 – 30 = -30 base damage), which means you’ll do 30 base damage to yourself.

Note: All of Team Rocket’s Pokémon will have their happiness level at 1, and Orion’s Defender’s Pokémon will be at level 7. However, the way that your own Pokémon earns happiness points is not affected by which team you join.

Tentative list of move's D/P split mechanic (Thanks to Ali for this list)

Afterburn- Special
Alpha Shock- Special
Ambush- Physical
Avalanche- Physical
Beta Flame- Special
Black Hole- Special
Blinding Ray- Support
Bright Slash- Special
Bug Burn- Physical
Burnout- Special
Calm Wind- Support
Cascade- Special
Cherry Bomb- Physical
Cold Wind- Special
Delta Wave- Special
Dive Bomb- Physical
Demon Scythe- Physical
Dragon Gale- Special
Eclipse- Support
Enlighten- Support
Equilibrium- Support
Fault Line- Support
Firebath- Support
Fireball- Special
Flare- Special
Flash Punch- Physical
Floral Storm- Special
Focus Sight- Support
Friction - Physical
Gamma Spore- Special
Gravity Bond- Support
Holy Fist- Physical
Icicle Whip- Physical
Inferno- Special
Initiative- Support
Iron Fist- Physical
Light Wave- Special
Magic Dust- Support
Magnet Blast- Special
Marionette- Physical
Megafriction- Physical
Mystic Power- Support
Orion's Sword- Physical
Overload- Special
Polarize- Support
Spectral Ray- Special
Purify- Support
Quickbolt- Special
Riptide- Special
Rocket Punch- Physical
Sacrifice- Support
Scorn- Support
Serenade- Support
Shine- Special
Smite- Physical
Solar Flare- Special
Soothe Song- Support
Soul Burn- Special
Spike Wall- Support
Spiral Kick- Physical
Squall- Physical
Statronome-Support
Temper- Physical
Tempest- Special
Terra Strike- Physical
Tidal Wave- Special
Umbrage- Special
Venom Strike- Physical
Water Wall- Support
Windwhistle- Support
Wrath- Special
Zigzag- Support

Modified moves:
Moves will in general take D/P effects and PP, so Leaf Blade will be 90 BP Physical, Recover will be 16 PP etc.

Exceptions include:

Flash
Light
BP: 50
Acc: 100
PP: 20

Priority +1