Add Reply
New Topic
New Poll

 Moves, Abilities, and Items Explained, Just in case you need a little help!
 Posted on: Mar 6 2017, 04:58 PM
Quote
WORLD'S OKAYEST ADMIN
Admin
years
played by
Moves Explained
TL;DR: Speed and priority are useless
This is a work in progress list to keep a record of how certain moves (Protect, Snatch, Focus Punch) and abilities(Analytic, Super Luck) work in the forum's battle system. You do not need to read this to create your character application, this is merely a reference and record for battle. This list is updated as the explanation is needed, meaning if we don't have a move's explanation down yet, it is because nobody has shown interest in using the move and thus have not needed to explain it. Be sure to check here for how a move may work when doubtful of its effects.

If a move is not on here and you wish to know its effects, either make a thread in Customer Service or contact Lazarus or M E R C Y and they will get back to you on how the move/ability should function. If you wish to find a move quickly, simply hit CTRL + F and type in the name of the move.

MOVES
A-E
Assist - The moderator for your thread will determine what move will be used. If in a player versus player, contact a staff member to randomize the move for you.

Avalanche - Is now a two-slot attack move, meaning it takes up the entire turn

Blast Burn - This attack takes up both your attacking and your status move.

Bounce - This attack takes up both your attacking and your status move.

Circle Throw - This move must be used last out of your turn. Meaning you can use another move but it must be used before this one. When you use this move, ask the partner for the amount of Pokemon in their team. Divide 100 by the amount of Pokemon minus 1. For example, if the opponent has a full team of six, you would divide 100 by five. That would give you 20. State the Pokemon in the team's numbers with increments of the resulting number, meaning the opponents' first Pokemon would be 1-20, second would be 21-40, third 41-60, fourth 61-80, and fifth 81-100. Once you have done that, roll the dice to see what Pokemon was force switched. This will not take up the opponent's turn, it will only take up the turn if the opponent switches again after the use of the move.

Copycat - You copy the move of the previous post in the order used in. This means if your opponent uses Charge + Thunder Bolt and you use something like Copycat + Rolling Kick, then it would copy Charge. If you copy an attacking move, you can only use a status as your attacking move. If you copy a status, you can only use an attacking. If you copy a two-turn move, the attack will take up both of your turns.

Counter - Counters the foe's physical attack from the previous post at double the exact damage. Multi-hit moves only count the last hit.

Destiny Bond - Destiny Bond functions until a different status move is used or no status move is used. If you KO a Pokemon and are taken down with Destiny Bond, you will gain the levels for fainting rather than winning.

Detect - This move defends you from the attack used in the same slot you used it. For example, if you use Detect and Scratch, then your opponent uses Sand-Attack and Gust, you will be protected from Sand-Attack and not Gust. If you use just Detect, then it will count as the first slot of your move.

Dig - This attack takes up both your attacking and your status move.

Dive - This attack takes up both your attacking and your status move.

Dragon Rage - This is an attack that has been nerfed. Instead of doing a solid 40 damage it is instead a 40 base power Dragon type move. So basically a dragon type Ember.

Dragon Tail - This move must be used last out of your turn. Meaning you can use another move but it must be used before this one. When you use this move, ask the partner for the amount of Pokemon in their team. Divide 100 by the amount of Pokemon minus 1. For example, if the opponent has a full team of six, you would divide 100 by five. That would give you 20. State the Pokemon in the team's numbers with increments of the resulting number, meaning the opponents' first Pokemon would be 1-20, second would be 21-40, third 41-60, fourth 61-80, and fifth 81-100. Once you have done that, roll the dice to see what Pokemon was force switched. This will not take up the opponent's turn, it will only take up the turn if the opponent switches again after the use of the move.

Encore - This status attack will lock the opponent's attack into that move depending on when it was used. If it was used in the same slot as the opponent's attacking move, then the opponent is forced to keep using that move, but they are still free to pick other status moves to use. Both slots can be encored.

Endure - If used in succession, it has a higher fail rate. It stacks with moves like Protect and King's Shield so a combatant cannot switch between the two for infinite survival. To bypass endure, utilize status like poison, burn, confusion, and moves similar to Whirlpool. End of turn damage bypasses the Enduring status. This only begins to "endure" from the move slot you use it on onward. Meaning if you use a recoil move like Flare Blitz at one HP before Endure, then you would not live past the recoil and the attacks from the opponent can knock you out.

Explosion - If you use this attack and the opponent switches, the attack will fail. This means you can safely use this move without fear of the opponent simply switching out to avoid the attack.

F - K
Fake Out - This move only works on the first turn the Pokemon is sent out. It can be in either slot, but after the first turn, it will no longer work.

Fang Moves - Thunder Fang, Ice Fang, and Fire Fang have a 10% chance of Flinch if used before the opponent. The Flinch chance will only occur if the move is used in the first slot. Both slots still have the added Paralysis/Burn/Freeze chance, however.

Fissure - This move is banned and cannot be used.

Fly - This attack takes up both your attacking and your status move.

Focus Energy - Focus Energy enables your Pokemon to critically hit the other Pokemon. Use the Roll Mechanic. This attack raises your crit ratio by 2 stages.

Focus Punch - Focus Punch is a rather complicated and difficult move to use due to the conditions within the forum. You will have to spend your attacking turn in post one "Tightening Your Focus" and then in the opponent's turn, they will have the opportunity to attack you. In your next post, you can say you either dodged the attack and carried out Focus Punch or say you lost your focus and use a different move instead. The opponent must place their attack in the same slot as your focus punch in order to disrupt it. This means if you use Focus Punch first, they must use an attacking move first in order to disrupt it.

Follow Me - This makes it so the turns in the post after you have used it will focus completely on that Pokemon. It's really only useful in double and triple battles.

Frenzy Plant - This attack takes up both your attacking and your status move.

Frustration - Frustration starts off at full power, but every heart your Pokemon has will take away 4 base power. A max happiness Pokemon using Frustration will only have a base power of 1. You may only get the extra 2 base power when your Pokemon has no hearts.

Giga Impact - This attack takes up both your attacking and your status move.

Gravity - This attack lasts 5 turns when a Pokemon uses this attack, all dodges must be rolled for a 1-50 chance to succeed. This does NOT mean you can attempt a dodge on every attack as each dodge will still count towards your dodges used even if it fails! All moves with 75% accuracy and below no longer need to be rolled for. It also cancels moves like Sky Drop and Telekinesis. This attack affects everyone on the field, including yourself. This does not affect accuracy drops and evasion boosts!

Guillotine - This move is banned and cannot be used.

Hidden Power - Hidden Power starts out as a Dark-type move for everyone. If you want it changed, see the Move Tutor. It will cost ¥150 to change Hidden Power's typing.

High Jump Kick - A roll will be enforced for this move despite the high accuracy since the consequence of a miss is far too devastating and quite tempting for people to dodge or switch in order to make this miss. A die is rolled by the attacker, if the die lands between 1-90 then the attack lands. Anything above 90 will result in a miss. This attack cannot be dodged if the roll is successful. If you use this attack and the opponent switches, the attack will fail. This means you can safely use this move without fear of the opponent simply switching out to avoid the attack and force you to suffer recoil.

Horn Drill - This move is banned and cannot be used.

Hydro Cannon - This attack takes up both your attacking and your status move.

Hyper Beam - This attack takes up both your attacking and your status move.

Ice Ball - This attack locks your attacking slot into this move, you can still use a status move while locked into this move. Despite the high accuracy, due to the nature of the move, rolls to hit are still made. 1-90 to hit, 91-100 to miss. Like any move with rolled accuracy, a successful roll cannot be dodged.

Jump Kick - A roll will be enforced for this move despite the high accuracy since the consequence of a miss is far too devastating and quite tempting for people to dodge or switch in order to make this miss. A die is rolled by the attacker, if the die lands between 1-95 then the attack lands. Anything above 95 will result in a miss. This attack cannot be dodged if the roll is successful. If you use this attack and the opponent switches, the attack will fail. This means you can safely use this move without fear of the opponent simply switching out to avoid the attack and force you to suffer recoil.

King's Shield - This move defends you from the attack used in the same slot you used it. For example, if you use King's Shield and Scratch, then your opponent uses Tackle and Sand-Attack, you will be protected from Tackle and your opponent's attack will drop. If you use only that move, then it will count as the first slot of your move.

L - P
Magic Coat - Magic Coat reflects moves that are affected by it that were made before it was used. This means it only affects status moves in the previous post and not the next.

Magnitude - Roll for Magnitude level. 1-5 is Magnitude 4, 6-15 is Magnitude 5, 16-35 is Magnitude 6, 36-65 is Magnitude 7, 66-85 is Magnitude 8, 86-95 is Magnitude 9, 96-100 is Magnitude 10.

Mat Block - This move defends you from the attack used in the same slot you used it. For example, if you use Mat Block and Scratch, then your opponent uses Sand-Attack and Gust, you will be protected from Sand-Attack and not Gust. If you use just Mat Block, then it will count as the first slot of your move. This move only works on the first turn, meaning you can put it in either the first or the second slot, but it will only work on the first post of actual combat.

Me First - This attack steals the first slot of your opponent's turn and uses it against them. Their attack will still be capable of being used in their turn, however.

Metronome - Contact a Staff member and they will roll a move for you from here, then screenshot it. Metronome takes up the STATUS move slot.

Mimic - You copy the move of the previous post in the order used in. This means if your opponent uses Charge + Thunder Bolt and you use something like Mimic + Rolling Kick, then it would copy Charge. If you copy an attacking move, you can only use a status as your attacking move. If you copy a status, you can only use an attacking. If you copy a two-turn move, the attack will take up both of your turns.

Mirror Coat - Counters the foe's special attack from the previous post at double the exact damage.

Mirror Move - You copy the move of the previous post in the order used in. This means if your opponent uses Charge + Thunder Bolt and you use something like Mirror Move + Rolling Kick, then it would copy Charge. If you copy an attacking move, you can only use a status as your attacking move. If you copy a status, you can only use an attacking. If you copy a two-turn move, the attack will take up both of your turns.

Outrage - This attack locks your attacking slot into this move, you can still use a status move while locked into this move.

Payback - Is now a two-slot attack move, meaning it takes up the entire turn.

Pay Day - With every use in a moderated thread, this move will add on 50G to the rewards at the end of the encounter.

Petal Dance - This attack locks your attacking slot into this move, you can still use a status move while locked into this move.

Phantom Force - This attack takes up both your status and your attacking slot. Opponents can only hit you with one attack when you use this move.

Powder - This works similar to Destiny Bond in the sense that it will be in effect until a different status move is used. If the opponent uses a fire type move while Powder is in effect, they will explode and deal 25% damage to themselves rather than attacking you.

Protect - Protect defends you from the attack used in the same slot you used it. For example, if you use Protect and Scratch, then your opponent uses Sand-Attack and Gust, you will be protected from Sand-Attack and not Gust. If you use just protect, then it will count as the first slot of your move.

Psywave - Psywave is calculated based on the following formula: (X+.5)*Level of attacker
X is equal to 1 and 0 and the person being hit with it needs to solve for both. Once they have that, they need to randomize between the answers and that will be the EXACT damage done to the opposite Pokemon. This move cannot hit dark types without the help of Miracle Eye.

Q - U
Rage Powder - This makes it so the turns in the post after you have used it will focus completely on that Pokemon. It's really only useful in double and triple battles.

Rapid Spin - This move is now a status move with no damage. It still has the same effects of removing all hazards on your side of the field, but it can no longer be an attacking move. This change has been made in order to balance out entry hazards and give people more of a defense against them without having to put a large risk behind it.

Razor Wind - This attack takes up both your attacking and your status move.

Return - Since this is a move based on your happiness, every heart will translate to 4 base power. The remaining 2 base power will only be added if your hearts reach maximum. This means that when you have a full 25 hearts, the total base power will be 102. If you have only 7 hearts, it will only be 28 base power. Zero hearts will leave you at 1 base power.

Revenge - Is now a two-slot move meaning it takes up the entire turn.

Roar - This move must be used last out of your turn. Meaning you can use another move but it must be used before this one. When you use this move, ask the partner for the amount of Pokemon in their team. Divide 100 by the amount of Pokemon minus 1. For example, if the opponent has a full team of six, you would divide 100 by five. That would give you 20. State the Pokemon in the team's numbers with increments of the resulting number, meaning the opponents' first Pokemon would be 1-20, second would be 21-40, third 41-60, fourth 61-80, and fifth 81-100. Once you have done that, roll the dice to see what Pokemon was force switched. This will not take up the opponent's turn, it will only take up the turn if the opponent switches again after the use of the move.

Rollout - This attack locks your attacking slot into this move, you can still use a status move while locked into this move. Despite the high accuracy, due to the nature of the move, rolls to hit are still made. 1-90 to hit, 91-100 to miss. Like any move with rolled accuracy, a successful roll cannot be dodged.

Rock Wrecker - This attack takes up both your attacking and your status move.

Self-Destruct - If you use this attack and the opponent switches, the attack will fail. This means you can safely use this move without fear of the opponent simply switching out to avoid the attack.

Sheer Cold - This move is banned and cannot be used.

Sketch - Smeargle can ICly copy moves from an opponent in battle, another Pokemon you own, or someone else's that you ask to borrow. OOCly, Smeargle can learn moves from the Move Tutor in Ardale Town.

Skull Bash - This attack takes up both your attacking and your status move, and will raise your defense by one stage.

Sky Attack - This attack takes up both your attacking and your status move.

Sky Drop - This attack takes up both your attacking and your status move, this also makes your target capable of only using one move. Pokemon who's average weighs more than 440.9 lbs. (200 kg) cannot be affected by this move. A list of those species can be found here and arguing that your Pokemon is heavier than the average Pokemon is not going to work for making your Pokemon immune to Sky Drop.

Snatch - This will take the move of the next post that Snatch can effect and the opponent can no longer use it on that post.

Solar Beam - This attack takes up both your attacking and your status move.

Spiky Shield - This move defends you from the attack used in the same slot you used it. For example, if you use this attack and Scratch, then your opponent uses Tackle and Sand-Attack, you will be protected from Tackle and your opponent's health will drop. If you use only that move, then it will count as the first slot of your move.

Telekinesis - Guarantees a hit on the Pokemon used for three turns, however, makes them immune to ground type attacks. This can be canceled through the use of Gravity, Smack Down, Ingrain, or an Iron Ball. If Telekinesis is used when any of these effects are active on its target, it will fail. If Gravity's effect is active, Telekinesis will not work.

Thrash - This attack locks your attacking slot into this move, you can still use a status move while locked into this move.

Transform - This move takes up a STATUS move slot, meaning you can transform and immediately use one of the opponent's attacks against them, just not a status move.

Triple Kick - Triple kick ignores all evasion adjustments and also ignores no guard/taking aim. When rolling the dice, there is a 73% chance it will hit three times, 8% for twice, 9% for once, and a 10% chance to miss entirely. This means if the dice lands between 1-73 it will hit three times, 74-81 will be twice, 82-90 for once, and 91-100 to miss.

Uproar - This attack locks your attacking slot into this move, you can still use a status move while locked into this move.

V - Z
Whirlwind - This move must be used last out of your turn. Meaning you can use another move but it must be used before this one. When you use this move, ask the partner for the amount of Pokemon in their team. Divide 100 by the amount of Pokemon minus 1. For example, if the opponent has a full team of six, you would divide 100 by five. That would give you 20. State the Pokemon in the team's numbers with increments of the resulting number, meaning the opponents' first Pokemon would be 1-20, second would be 21-40, third 41-60, fourth 61-80, and fifth 81-100. Once you have done that, roll the dice to see what Pokemon was force switched. This will not take up the opponent's turn, it will only take up the turn if the opponent switches again after the use of the move.
THANKS

--------------------



PMEmail
^
 Posted on: Mar 6 2017, 09:06 PM
Quote
The Illusion Fox Pokémon
Admin
years
played by
Abilities Explained
TL;DR: Prankster and Gale Wings are useless
ABILITIES
A - E
Analytic - The attack needs to be in the last slot of the turn in order to be boosted. NOTE: Analytic is only factored in the Battle Calculator if the Pokemon with the ability is slower than the target. If required, adjust the base speed to 0 if you use the attacking move in the last slot, or 999 if you use the attacking move in the first slot.

Anger Point - Your attack is maximized when you're hit with a rolled critical hit, this means you cannot have the opponent automatically critically hit your Pokémon.

Arena Trap - We do not use Arena Trap's field effect here. This ability prevents switch out and wilds from escaping. Flying-type Pokémon, Pokémon with Levitate, Pokémon holding an Air Balloon, and Pokémon affected by Magnet Rise or Telekinesis are not affected by Arena Trap unless the Pokémon is under the effect of Gravity, Smack Down, a move that negates or replaces Levitate (such as Gastro Acid or Simple Beam), type change effects that remove Flying-type (such as Soak, Conversion, Camouflage, or Color Change), or a held Iron Ball, it will be unable to escape. Ghosts are immune to Arena Trap.

Compound Eyes - In wild threads, there is a 20% chance that the opposing wild is holding an extra Oran Berry or Pokéball for you to use in the thread. Oran Berries CAN be eaten by the opposing Pokémon, so be sure to either knock them out quick or steal it with a move like Trick before they use it up. You can pick the item off of their fainted bodies if the item is still there.

F - K
Honey Gather - Every moderated wild/battle thread will give you a 1/10 chance of getting the Honey item which can be used to initiate a Horde encounter. This only works after you've had five battles/encounters, and having multiple Pokemon on the team with Honey Gather will not give you multiple chances.

Illuminate - The second common stage is converted into either a rare, wishlist, or swarm in a wild encounter thread.

Illusion - When sending out a Zorua/Zoroark, you can choose not to use this ability. If you do use it, then you must post the stats of the Pokémon it is making itself appear as. It moves still need to be listed as their true move sets, however, and you still need to take damage like a Zorua/Zoroark.

L - P
Pickup - At the end of each Moderated Thread, the moderator will roll for an item for you to receive. The Pickup chart we follow is the chart used for Omega Ruby and Alpha Sapphire. Picking up a Nugget will net you 500G, PP UP results in 490G, Elixirs result in 225G, and Escape Ropes will get you 100G. This will only activate once a thread after 5 encounters, and being in ownership of multiple Pokemon with Pick Up will not give you more rolls.

Prankster - Literally useless, I suggest you get a different ability.

Q - U
Run Away - Lets you skip one stage in the order of encounters in a wild thread once a thread.

Stall - Literally useless, I suggest you get a different ability.

Stance Change - The Pokémon will revert to Shield Form and remain in Shield Form whenever a Status or NonDamaging Move is used as their last slot. They will turn to Attack Form for their attacks, and if they use an Attacking move as their last slot then they will take damage as their Attack Form. Tip: To lock a Pokémon into Attack Form, use Taunt to prevent them from using any status moves for a few turns http://files.b1.jcink.com/html/emoticons/wink.gif

Stench - Every contact move gives the opponent a 10% chance of flinching. Allows you to skip the second common stage in a wild thread.

Super Luck - This enables your Pokémon to critically hit the other Pokémon. Use the Roll Mechanic. This raises your critical hit ratio by one stage.

Truant - You can only use one move per turn, though you can choose whether it's your status or your attacking.

V - Z
N/A
THANKS

--------------------
Zachary Rampaige
Zeriq Wolfman
Darren Faust

Kasper Foxwood
Shiloh Lockwood

If I do not post in seven days, please message me to remind me.
Tag me with @[NEFARIOUS] in each post else risk no response. Quoting a post does not work, it brings up a different code.
PM
^
 Posted on: Mar 6 2017, 09:09 PM
Quote
The Illusion Fox Pokémon
Admin
years
played by
Items Explained
TL;DR: Ho Dang These Items are useful
ITEMS
Choice Band - This item ONLY locks the attacking move slot.

Choice Scarf - This item ONLY locks the status move slot.

Choice Specs - This item ONLY locks the attacking move slot.

Exp. Share - This item only splits the levels when the pokemon holding it is not on the field

Zoom Lens - This increases the accuracy of the SECOND move slot, so it works like Analytic.
THANKS

--------------------
Zachary Rampaige
Zeriq Wolfman
Darren Faust

Kasper Foxwood
Shiloh Lockwood

If I do not post in seven days, please message me to remind me.
Tag me with @[NEFARIOUS] in each post else risk no response. Quoting a post does not work, it brings up a different code.
PM
^
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:

Topic Options
Add Reply
New Topic
New Poll


 


 

If you don't see the cbox, clear your cookies
No advertising of any kind
No Pity Partying
Stay away from sensitive topics, if someone asks for a topic change please oblige.
The discord is a better way of getting to know the site, but we still have a normal box if you do not wish to join Discord.
If the click to join button doesn't work, then please try this link!
Don't forget to post in the ACTIVITY CHECK!
The die code for rolling is [roll]1d100[/roll]!
TO BITTER ENDINGS
Pokemon: Terrene THE STELLARA REGION SSB:Li
OTOS kalopsia - a pmd rp The Duality of Man: an animanga fantasy role-play
RWBY-AU a post volume 3 Alternate Universe RWBY RP PLEDGE -- a pokémon roleplay Pokefalls
NUMORA WAS CREATED BY KAMUI. 2D SPRITES ARE PROPERTY OF THE SMOGON SPRITE PROJECT, WHILE ALL 3D SPRITES BELONG TO PKPARADISO. ALL OTHER INFORMATION WHICH INCLUDES BUT IS NOT LIMITED TO, CHARACTER PLOTS, CHARACTER APPLICATIONS AND MORE BELONG TO THEIR RIGHTFUL OWNERS. IMAGES BELONG TO THEIR RESPECTIVE ARTISTS. ALL CODES AND SCRIPTS BELONG TO THEIR RESPECTIVE CODERS. PLEASE DO NOT TAKE ANYTHING WITHOUT THE OWNERS' PERMISSION. POKEMON BELONGS TO SATOSHI TAJIRI, GAMEFREAK, AND NINTENDO!