Post by YolkaEd on Mar 22, 2011 20:59:14 GMT -5
Simply put, here is where we put the moves that have additional effects in battle. Stuff like Tackle isn't gonna be found here, just so you know.
Air Cutter: This Sp Attack Flying attack allows the user to roll a 10-sided dice after attacking. If 3 or lower, the damage is doubled.
Pay Day: (Power/Normal) If the foe is hit with this, money scatters, based on five times the user's level.
Growl: This lowers Power by 1 instantly.
Howl: Gains 1 Power this battle.
Leer/Tail Whip: This lowers Defense by 1, instantly.
Sand-Attack: This non-damaging Sp Attack move lowers accuracy. The user's, and allies' Speed increases by 1, but only against the Pokemon that was struck with Sand-Attack.
Thundershock: After attacking with this Sp Attack Electric move, roll a 10-sided dice. If 3 or lower, the foe is paralyzed if hit. You can only roll one attack dice for this.
Razor Leaf: This Power/Grass attack can target multiple foes. But after attacking, roll a 10-sided dice. If 3 or lower, the damage is doubled. You can only roll one attack dice, and on each foe.
Pursuit: If a Pokemon is trying to flee, first roll a Speed dice. That roll is added to your Power dice for this attack. No matter if your Speed dice is lower than the foe's, the foe will not flee while using this attack.
(Note: I need some ideas on how this will work when trainers recall Pokemon.)
Bind/Wrap: After the attack, user rolls a 4-sided dice. That's how many turns to target is binded. While binded, the trainer of the target cannot switch that Pokemon, and that Pokemon cannot use Speed stats and Power attacks. The user of this attack cannot use any offensive Sp Attacks against the binded Pokemon. And each end of the target's turn, they lose 1/8 HP by the user's Power.
Bide: Sp Power/Normal. For two turns, the user absorbs damage. After those turns, add those damage to your Sp Power and send it back at the foe, double the dice roll.
Swallow: Swallow will recover the user's HP depending on the amount of times the user has used Stockpile. It'll then revert Defense and Sp Defense back to normal.
* One Stockpile → 25% of the user's maximum HP
* Two Stockpiles → 50% of the user's maximum HP
* Three Stockpiles → 100% of the user's maximum HP
Low Kick: Low Kick adds to Power, on this turn, depending on the foe's weight.
0.1 - 22 lb. - 2
22.1 - 55 lb. - 4
55.1 - 110 lb. - 6
110.1 - 220 lb. - 8
220.1 - 440 lb. - 10
440.1 lb. or more - 12
Fury Attack: Roll a five sided dice. That's how many Power dices you can roll. However, the damage any sends is always 5.
Air Cutter: This Sp Attack Flying attack allows the user to roll a 10-sided dice after attacking. If 3 or lower, the damage is doubled.
Pay Day: (Power/Normal) If the foe is hit with this, money scatters, based on five times the user's level.
Growl: This lowers Power by 1 instantly.
Howl: Gains 1 Power this battle.
Leer/Tail Whip: This lowers Defense by 1, instantly.
Sand-Attack: This non-damaging Sp Attack move lowers accuracy. The user's, and allies' Speed increases by 1, but only against the Pokemon that was struck with Sand-Attack.
Thundershock: After attacking with this Sp Attack Electric move, roll a 10-sided dice. If 3 or lower, the foe is paralyzed if hit. You can only roll one attack dice for this.
Razor Leaf: This Power/Grass attack can target multiple foes. But after attacking, roll a 10-sided dice. If 3 or lower, the damage is doubled. You can only roll one attack dice, and on each foe.
Pursuit: If a Pokemon is trying to flee, first roll a Speed dice. That roll is added to your Power dice for this attack. No matter if your Speed dice is lower than the foe's, the foe will not flee while using this attack.
(Note: I need some ideas on how this will work when trainers recall Pokemon.)
Bind/Wrap: After the attack, user rolls a 4-sided dice. That's how many turns to target is binded. While binded, the trainer of the target cannot switch that Pokemon, and that Pokemon cannot use Speed stats and Power attacks. The user of this attack cannot use any offensive Sp Attacks against the binded Pokemon. And each end of the target's turn, they lose 1/8 HP by the user's Power.
Bide: Sp Power/Normal. For two turns, the user absorbs damage. After those turns, add those damage to your Sp Power and send it back at the foe, double the dice roll.
Swallow: Swallow will recover the user's HP depending on the amount of times the user has used Stockpile. It'll then revert Defense and Sp Defense back to normal.
* One Stockpile → 25% of the user's maximum HP
* Two Stockpiles → 50% of the user's maximum HP
* Three Stockpiles → 100% of the user's maximum HP
Low Kick: Low Kick adds to Power, on this turn, depending on the foe's weight.
0.1 - 22 lb. - 2
22.1 - 55 lb. - 4
55.1 - 110 lb. - 6
110.1 - 220 lb. - 8
220.1 - 440 lb. - 10
440.1 lb. or more - 12
Fury Attack: Roll a five sided dice. That's how many Power dices you can roll. However, the damage any sends is always 5.