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Thread: Topaz Moves

  1. #1
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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.

  2. #2
    Administrator
    zeroality's Avatar
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    Posts: 841

    Default

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

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