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Thread: Topaz Moves

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    Default Topaz Moves

    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)
    Last edited by ImmunityBow; 08-31-12 at 11:57 PM.

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