pokemon-showdown/mods/gennext/moves.js
2013-01-27 20:50:34 -08:00

1364 lines
29 KiB
JavaScript

exports.BattleMovedex = {
/******************************************************************
Perfect accuracy moves:
- base power increased 60 to 90
Justification:
- perfect accuracy is too underpowered to have such low base power
- it's not even an adequate counter to accuracy boosting, which
is why the latter is banned
Precedent:
- Giga Drain and Drain Punch, similar 60 base power moves, have
been upgraded
******************************************************************/
aerialace: {
inherit: true,
basePower: 90
},
faintattack: {
inherit: true,
basePower: 90
},
shadowpunch: {
inherit: true,
basePower: 90
},
magnetbomb: {
inherit: true,
basePower: 90
},
magicalleaf: {
inherit: true,
basePower: 90
},
shockwave: {
inherit: true,
basePower: 90
},
swift: {
inherit: true,
basePower: 90
},
/******************************************************************
HMs:
- shouldn't suck (as much)
Justification:
- there are HMs that don't suck
Precedent:
- Dive! Technically, it was to be in-line with Dig, but still.
******************************************************************/
strength: {
inherit: true,
secondary: {
chance: 30,
self: {
boosts: {
atk: 1
}
}
}
},
cut: {
inherit: true,
secondary: {
chance: 100,
boosts: {
def: -1
}
}
},
rocksmash: {
inherit: true,
basePower: 50,
secondary: {
chance: 100,
boosts: {
def: -1
}
}
},
/******************************************************************
Weather moves:
- have increased priority
Justification:
- several Rain abusers get Prankster, which makes Rain otherwise
overpowered
******************************************************************/
raindance: {
inherit: true,
priority: 1
},
sunnyday: {
inherit: true,
priority: 1
},
sandstorm: {
inherit: true,
priority: 1
},
hail: {
inherit: true,
priority: 1
},
/******************************************************************
Substitute:
- has precedence over Protect
Justification:
- Sub/Protect stalling is annoying
******************************************************************/
substitute: {
inherit: true,
effect: {
onStart: function(target) {
this.add('-start', target, 'Substitute');
this.effectData.hp = Math.floor(target.maxhp/4);
delete target.volatiles['partiallytrapped'];
},
onTryHitPriority: 2,
onTryHit: function(target, source, move) {
if (target === source) {
this.debug('sub bypass: self hit');
return;
}
if (move.category === 'Status') {
var SubBlocked = {
block:1, embargo:1, entrainment:1, gastroacid:1, healblock:1, healpulse:1, leechseed:1, lockon:1, meanlook:1, mindreader:1, nightmare:1, painsplit:1, psychoshift:1, simplebeam:1, skydrop:1, soak: 1, spiderweb:1, switcheroo:1, trick:1, worryseed:1, yawn:1
};
if (move.status || move.boosts || move.volatileStatus === 'confusion' || SubBlocked[move.id]) {
return false;
}
return;
}
var damage = this.getDamage(source, target, move);
if (!damage) {
return null;
}
damage = this.runEvent('SubDamage', target, source, move, damage);
if (!damage) {
return damage;
}
if (damage > target.volatiles['substitute'].hp) {
damage = target.volatiles['substitute'].hp;
}
target.volatiles['substitute'].hp -= damage;
source.lastDamage = damage;
if (target.volatiles['substitute'].hp <= 0) {
target.removeVolatile('substitute');
this.runEvent('AfterSubDamage', target, source, move, damage);
return 0; // hit
} else {
this.add('-activate', target, 'Substitute', '[damage]');
this.runEvent('AfterSubDamage', target, source, move, damage);
return 0; // hit
}
},
onEnd: function(target) {
this.add('-end', target, 'Substitute');
}
}
},
/******************************************************************
Two-turn moves:
- now a bit better
Justification:
- Historically, these moves are useless.
******************************************************************/
solarbeam: {
inherit: true,
basePower: 60,
willCrit: true,
accuracy: true,
onTryHitPriority: 10,
onTryHit: function(target) {
target.removeVolatile('substitute');
},
effect: {
duration: 2,
onLockMove: 'solarbeam',
onStart: function(pokemon) {
this.heal(pokemon.maxhp/2);
}
},
breaksProtect: true
},
razorwind: {
inherit: true,
basePower: 40,
willCrit: true,
accuracy: true,
onTryHitPriority: 10,
onTryHit: function(target) {
target.removeVolatile('substitute');
},
secondary: {
chance: 100,
volatileStatus: 'confusion'
},
breaksProtect: true
},
skullbash: {
inherit: true,
basePower: 50,
willCrit: true,
accuracy: true,
onTryHitPriority: 10,
onTryHit: function(target) {
target.removeVolatile('substitute');
},
effect: {
duration: 2,
onLockMove: 'skullbash',
onStart: function(pokemon) {
this.boost({def:1,spd:1,accuracy:1}, pokemon, pokemon, this.getMove('skullbash'));
}
},
breaksProtect: true
},
skyattack: {
inherit: true,
basePower: 70,
willCrit: true,
accuracy: true,
onTryHitPriority: 10,
onTryHit: function(target) {
target.removeVolatile('substitute');
},
secondary: {
chance: 100,
boosts: {
def: -1
}
},
breaksProtect: true
},
freezeshock: {
inherit: true,
basePower: 70,
willCrit: true,
accuracy: true,
onTryHitPriority: 10,
onTryHit: function(target) {
target.removeVolatile('substitute');
},
secondary: {
chance: 100,
status: 'par'
},
breaksProtect: true
},
iceburn: {
inherit: true,
basePower: 70,
willCrit: true,
accuracy: true,
onTryHitPriority: 10,
onTryHit: function(target) {
target.removeVolatile('substitute');
},
secondary: {
chance: 100,
status: 'brn'
},
breaksProtect: true
},
bounce: {
inherit: true,
basePower: 45,
willCrit: true,
accuracy: true,
onTryHitPriority: 10,
onTryHit: function(target) {
target.removeVolatile('substitute');
},
secondary: {
chance: 100,
status: 'par'
},
breaksProtect: true
},
fly: {
inherit: true,
basePower: 45,
willCrit: true,
accuracy: true,
onTryHitPriority: 10,
onTryHit: function(target) {
target.removeVolatile('substitute');
},
secondary: {
chance: 100,
boosts: {
def: -1
}
},
breaksProtect: true
},
dig: {
inherit: true,
basePower: 45,
willCrit: true,
accuracy: true,
onTryHitPriority: 10,
onTryHit: function(target) {
target.removeVolatile('substitute');
},
secondary: {
chance: 100,
boosts: {
def: -1
}
},
breaksProtect: true
},
dive: {
inherit: true,
basePower: 45,
willCrit: true,
accuracy: true,
onTryHitPriority: 10,
onTryHit: function(target) {
target.removeVolatile('substitute');
},
secondary: {
chance: 100,
boosts: {
def: -1
}
},
breaksProtect: true
},
shadowforce: {
inherit: true,
basePower: 30,
willCrit: true,
accuracy: true,
onTryHitPriority: 10,
onTryHit: function(target) {
target.removeVolatile('substitute');
},
secondary: {
chance: 100,
volatileStatus: 'curse'
},
breaksProtect: true
},
skydrop: {
inherit: true,
basePower: 40,
willCrit: true,
accuracy: true,
secondary: {
chance: 100,
boosts: {
def: -1
}
},
breaksProtect: true
},
hyperbeam: {
inherit: true,
accuracy: true,
basePower: 75,
willCrit: true,
self: null,
onHit: function(target, source) {
if (!target.hp) {
source.addVolatile('mustrecharge');
}
}
},
gigaimpact: {
inherit: true,
accuracy: true,
basePower: 75,
willCrit: true,
self: null,
onHit: function(target, source) {
if (!target.hp) {
source.addVolatile('mustrecharge');
}
}
},
blastburn: {
inherit: true,
accuracy: true,
basePower: 75,
willCrit: true,
self: null,
onHit: function(target, source) {
if (!target.hp) {
source.addVolatile('mustrecharge');
}
}
},
frenzyplant: {
inherit: true,
accuracy: true,
basePower: 75,
willCrit: true,
self: null,
onHit: function(target, source) {
if (!target.hp) {
source.addVolatile('mustrecharge');
}
}
},
hydrocannon: {
inherit: true,
accuracy: true,
basePower: 75,
willCrit: true,
self: null,
onHit: function(target, source) {
if (!target.hp) {
source.addVolatile('mustrecharge');
}
}
},
bide: {
inherit: true,
effect: {
duration: 2,
onLockMove: 'bide',
onStart: function(pokemon) {
if (pokemon.hp <= 1 || pokemon.lastMove === 'bide') return false;
this.effectData.totalDamage = 0;
this.add('-start', pokemon, 'Bide');
},
onDamagePriority: -11,
onDamage: function(damage, target, source, move) {
if (effect && effect.effectType === 'Move' && damage >= target.hp) {
damage = target.hp-1;
}
if (!move || move.effectType !== 'Move') return;
if (!source || source.side === target.side) return;
this.effectData.totalDamage += damage;
this.effectData.sourcePosition = source.position;
this.effectData.sourceSide = source.side;
return damage;
},
onAfterSetStatus: function(status, pokemon) {
if (status.id === 'slp') {
pokemon.removeVolatile('bide');
}
},
onBeforeMove: function(pokemon) {
if (this.effectData.duration === 1) {
if (!this.effectData.totalDamage) {
this.add('-end', pokemon, 'Bide');
this.add('-fail', pokemon);
return false;
}
this.add('-end', pokemon, 'Bide');
var target = this.effectData.sourceSide.active[this.effectData.sourcePosition];
this.moveHit(target, pokemon, 'bide', {damage: this.effectData.totalDamage*2});
return false;
}
this.add('-activate', pokemon, 'Bide');
return false;
}
}
},
/******************************************************************
Snore:
- base power increased to 100
- deals Special damage off physical Attack (reverse Psyshock)
Justification:
- Sleep Talk needs some competition
******************************************************************/
snore: {
inherit: true,
category: "Physical",
defensiveCategory: "Special",
basePower: 100,
affectedByImmunities: false
},
/******************************************************************
Sound-based Normal-type moves:
- not affected by immunities
Justification:
- they're already affected by Soundproof, also, ghosts can hear
sounds
******************************************************************/
hypervoice: {
inherit: true,
affectedByImmunities: false
},
round: {
inherit: true,
affectedByImmunities: false
},
uproar: {
inherit: true,
affectedByImmunities: false
},
/******************************************************************
Relic Song:
- now 60 bp priority move with no secondary
Justification:
- Meloetta-P needs viability
******************************************************************/
relicsong: {
inherit: true,
basePower: 60,
affectedByImmunities: false,
onHit: function(target, pokemon) {
if (pokemon.baseTemplate.species !== 'Meloetta' || pokemon.transformed) {
return;
}
var natureChange = {
'Modest': 'Adamant',
'Adamant': 'Modest',
'Timid': 'Jolly',
'Jolly': 'Timid'
};
if (pokemon.template.speciesid==='meloettapirouette' && pokemon.transformInto('Meloetta')) {
this.add('-formechange', pokemon, 'Meloetta');
var tmpAtkEVs = pokemon.set.evs.atk;
pokemon.set.evs.atk = pokemon.set.evs.spa;
pokemon.set.evs.spa = tmpAtkEVs;
if (natureChange[pokemon.set.nature]) pokemon.set.nature = natureChange[pokemon.set.nature];
var Atk2SpA = (pokemon.boosts.spa||0) - (pokemon.boosts.atk||0);
this.boost({
atk: Atk2SpA,
spa: -Atk2SpA
}, pokemon);
} else if (pokemon.transformInto('Meloetta-Pirouette')) {
this.add('-formechange', pokemon, 'Meloetta-Pirouette');
var tmpAtkEVs = pokemon.set.evs.atk;
pokemon.set.evs.atk = pokemon.set.evs.spa;
pokemon.set.evs.spa = tmpAtkEVs;
if (natureChange[pokemon.set.nature]) pokemon.set.nature = natureChange[pokemon.set.nature];
var Atk2SpA = (pokemon.boosts.spa||0) - (pokemon.boosts.atk||0);
this.boost({
atk: Atk2SpA,
spa: -Atk2SpA
}, pokemon);
}
// renderer takes care of this for us
pokemon.transformed = false;
},
priority: 1,
secondary: null
},
/******************************************************************
Stealth Rock:
- 1/4 damage to Flying-types, 1/8 damage to everything else
Justification:
- Never has one move affected the viability of types been affected
by one move to such an extent. Stealth Rock makes many
interesting pokemon NU, changing it gives them a fighting chance.
Flavor justification:
- Removes from it the status of only residual damage affected by
weaknesses/resistances, which is nice. The double damage to
Flying can be explained as counteracting Flying's immunity to
Spikes.
******************************************************************/
stealthrock: {
inherit: true,
effect: {
// this is a side condition
onStart: function(side) {
this.add('-sidestart',side,'move: Stealth Rock');
},
onSwitchIn: function(pokemon) {
var factor = 2;
if (pokemon.hasType('Flying')) factor = 4;
var damage = this.damage(pokemon.maxhp*factor/16);
}
}
},
quiverdance: {
// Quiver Dance is nerfed because Volc
inherit: true,
boosts: {
spd: 1,
spe: 1,
accuracy: 1
},
onModifyMove: function(move, user) {
var GossamerWingUsers = {"Butterfree":1, "Masquerain":1, "Beautifly":1, "Mothim":1};
if (user.item === 'stick' && GossamerWingUsers[user.template.species]) {
move.boosts = {
spa: 1,
spd: 1,
spe: 1,
accuracy: 1
};
}
}
},
/******************************************************************
Silver Wind, Ominous Wind, AncientPower:
- 100% chance of raising one stat, instead of 10% chance of raising
all stats
- Silver Wind, Ominous Wind: 90 base power in Hail
Justification:
- Hail sucks
Precedent:
- Many weathers strengthen moves. SolarBeam's base power is
modified by weather.
Flavor justification:
- Winds are more damaging when it's hailing.
******************************************************************/
silverwind: {
inherit: true,
basePowerCallback: function() {
if (this.isWeather('hail')) {
return 90;
}
return 60;
},
secondary: {
chance: 100,
self: {
onHit: function(target, source) {
var stats = [];
for (var i in target.boosts) {
if (i!=='accuracy' && i!=='evasion' && i!=='atk' && target.boosts[i] < 6) {
stats.push(i);
}
}
if (stats.length) {
var i = stats[this.random(stats.length)];
var boost = {};
boost[i] = 1;
this.boost(boost);
} else {
return false;
}
}
}
}
},
ominouswind: {
inherit: true,
basePowerCallback: function() {
if (this.isWeather('hail')) {
return 90;
}
return 60;
},
secondary: {
chance: 100,
self: {
onHit: function(target, source) {
var stats = [];
for (var i in target.boosts) {
if (i!=='accuracy' && i!=='evasion' && i!=='atk' && target.boosts[i] < 6) {
stats.push(i);
}
}
if (stats.length) {
var i = stats[this.random(stats.length)];
var boost = {};
boost[i] = 1;
this.boost(boost);
} else {
return false;
}
}
}
}
},
ancientpower: {
inherit: true,
secondary: {
chance: 100,
self: {
onHit: function(target, source) {
var stats = [];
for (var i in target.boosts) {
if (i!=='accuracy' && i!=='evasion' && i!=='atk' && target.boosts[i] < 6) {
stats.push(i);
}
}
if (stats.length) {
var i = stats[this.random(stats.length)];
var boost = {};
boost[i] = 1;
this.boost(boost);
} else {
return false;
}
}
}
}
},
/******************************************************************
Moves relating to Hail:
- boost in some way
Justification:
- Hail sucks
******************************************************************/
avalanche: {
inherit: true,
basePowerCallback: function(pokemon, source) {
if ((source.lastDamage > 0 && pokemon.lastAttackedBy && pokemon.lastAttackedBy.thisTurn)) {
this.debug('Boosted for getting hit by '+pokemon.lastAttackedBy.move);
return this.isWeather('hail')?180:120;
}
return this.isWeather('hail')?90:60;
}
},
/******************************************************************
Direct phazing moves:
- changed to perfect accuracy
Justification:
- NEXT has buffed perfect accuracy to the point where unbanning
+evasion could be viable.
- as the primary counter to set-up, these should be able to counter
DT (and subDT) in case they are ever unbanned.
Precedent:
- Haze, a move with a similar role, has perfect accuracy
Flavor justification:
- Whirlwinds and roaring are wide-area enough that dodging them
isn't generally feasible.
******************************************************************/
roar: {
inherit: true,
accuracy: true
},
whirlwind: {
inherit: true,
accuracy: true
},
/******************************************************************
Multi-hit moves:
- changed to perfect accuracy
Justification:
- as an Interesting Mechanic in terms of being able to hit past
Substitute, it could use a buff
Flavor justification:
- You're going to attack that many times and they're all going to
miss?
******************************************************************/
armthrust: {
inherit: true,
accuracy: true
},
barrage: {
inherit: true,
accuracy: true
},
beatup: {
inherit: true,
accuracy: true
},
bonemerang: {
inherit: true,
accuracy: true
},
bonerush: {
inherit: true,
accuracy: true
},
bulletseed: {
inherit: true,
accuracy: true
},
cometpunch: {
inherit: true,
accuracy: true
},
doublekick: {
inherit: true,
accuracy: true
},
doubleslap: {
inherit: true,
accuracy: true
},
dualchop: {
inherit: true,
accuracy: true
},
furyattack: {
inherit: true,
accuracy: true
},
furyswipes: {
inherit: true,
accuracy: true
},
geargrind: {
inherit: true,
accuracy: true
},
iciclespear: {
inherit: true,
accuracy: true
},
pinmissile: {
inherit: true,
accuracy: true
},
rockblast: {
inherit: true,
accuracy: true
},
spikecannon: {
inherit: true,
accuracy: true
},
tailslap: {
inherit: true,
accuracy: true
},
/******************************************************************
Draining moves:
- move types around, buff Leech Life
Justification:
- Poison, Bug, and Grass make sense for draining moves. Fighting
really doesn't.
******************************************************************/
leechlife: {
inherit: true,
basePower: 75
},
drainpunch: {
inherit: true,
basePower: 80,
type: 'Poison'
},
/******************************************************************
Flying moves:
- now a bit better
Justification:
- Flying has always been the type that's suffered from limited
distribution. Let's see how it does without that disadvantage.
******************************************************************/
twister: {
inherit: true,
basePower: 80,
secondary: {
chance: 30,
volatileStatus: 'confusion'
},
pp: 15,
type: "Flying"
},
wingattack: {
inherit: true,
basePower: 40,
accuracy: true,
multihit: [2,2]
},
/******************************************************************
Moves with not enough drawbacks:
- intensify drawbacks
Justification:
- Close Combat is way too common.
******************************************************************/
closecombat: {
inherit: true,
self: {
boosts: {
def: -2,
spd: -2
}
}
},
/******************************************************************
Blizzard:
- 30% freeze chance
Justification:
- freeze was nerfed, Blizzard can now have Thunder/Hurricane-like
secondary chances.
******************************************************************/
blizzard: {
inherit: true,
secondary: {
chance: 30,
status: 'frz'
}
},
/******************************************************************
Selfdestruct and Explosion:
- 120 and 180 base power autocrit
Justification:
- these were nerfed unreasonably in gen 5, they're now somewhat
usable again.
******************************************************************/
selfdestruct: {
inherit: true,
basePower: 140,
accuracy: true,
willCrit: true
},
explosion: {
inherit: true,
basePower: 180,
accuracy: true,
willCrit: true
},
/******************************************************************
Echoed Voice:
- change
Justification:
- no one uses Echoed Voice.
******************************************************************/
echoedvoice: {
inherit: true,
accuracy: 100,
basePower: 80,
category: "Special",
isViable: true,
priority: 0,
isNotProtectable: true,
affectedByImmunities: false,
onHit: function(target, source) {
source.side.addSideCondition('futuremove');
if (source.side.sideConditions['futuremove'].positions[source.position]) {
return false;
}
source.side.sideConditions['futuremove'].positions[source.position] = {
duration: 3,
move: 'echoedvoice',
targetPosition: target.position,
source: source,
moveData: {
basePower: 80,
category: "Special",
type: 'Normal'
}
};
this.add('-start', source, 'Echoed Voice');
},
target: "normal",
type: "Normal"
},
/******************************************************************
New feature: Signature Pokemon
- Selected weak moves receive a 1.5x damage boost when used by a
compatible Pokemon.
Justification:
- Gives a use for many otherwise competitively unviable moves
- This is the sort of change that Game Freak is likely to make
******************************************************************/
firefang: {
inherit: true,
onBasePower: function(power, user) {
if (user.template.id === 'flareon') return power * 1.5;
},
accuracy: 100,
secondaries: [
{chance:20, status:'brn'},
{chance:30, volatileStatus:'flinch'}
]
},
icefang: {
inherit: true,
onBasePower: function(power, user) {
if (user.template.id === 'walrein') return power * 1.5;
},
accuracy: 100,
secondaries: [
{chance:20, status:'frz'},
{chance:30, volatileStatus:'flinch'}
]
},
thunderfang: {
inherit: true,
onBasePower: function(power, user) {
if (user.template.id === 'luxray') return power * 1.5;
},
accuracy: 100,
secondaries: [
{chance:20, status:'par'},
{chance:30, volatileStatus:'flinch'}
]
},
poisonfang: {
inherit: true,
onBasePower: function(power, user) {
if (user.template.id === 'drapion') return power * 1.5;
},
accuracy: 100,
secondaries: [
{chance:100, status:'tox'},
{chance:30, volatileStatus:'flinch'}
]
},
poisontail: {
inherit: true,
basePower: 60,
onBasePower: function(power, user) {
if (user.template.id === 'seviper') return power * 1.5;
},
accuracy: 100,
secondary: {
chance: 60,
status: 'tox'
}
},
sludge: {
inherit: true,
basePower: 60,
onBasePower: function(power, user) {
if (user.template.id === 'muk') return power * 1.5;
},
secondary: {
chance: 100,
status: 'psn'
}
},
smog: {
inherit: true,
basePower: 75,
onBasePower: function(power, user) {
if (user.template.id === 'weezing') return power * 1.5;
},
secondary: {
chance: 100,
status: 'psn'
}
},
flamecharge: {
inherit: true,
onBasePower: function(power, user) {
if (user.template.id === 'rapidash') return power * 1.5;
}
},
flamewheel: {
inherit: true,
onBasePower: function(power, user) {
if (user.template.id === 'darmanitan') return power * 1.5;
}
},
electroweb: {
inherit: true,
basePower: 60,
onBasePower: function(power, user) {
if (user.template.id === 'galvantula') return power * 1.5;
},
accuracy: 100
},
icywind: {
inherit: true,
basePower: 60,
onBasePower: function(power, user) {
if (user.template.id === 'glaceon') return power * 1.5;
},
accuracy: 100
},
mudshot: {
inherit: true,
basePower: 60,
onBasePower: function(power, user) {
if (user.template.id === 'swampert') return power * 1.5;
},
accuracy: 100
},
glaciate: {
inherit: true,
basePower: 80,
onBasePower: function(power, user) {
if (user.template.id === 'kyurem') return power * 1.5;
},
accuracy: 100
},
octazooka: {
inherit: true,
basePower: 75,
onBasePower: function(power, user) {
if (user.template.id === 'octillery') return power * 1.5;
},
accuracy: 90,
secondary: {
chance: 100,
boosts: {
accuracy: -1
}
}
},
leaftornado: {
inherit: true,
basePower: 75,
onBasePower: function(power, user) {
if (user.template.id === 'serperior') return power * 1.5;
},
accuracy: 90,
secondary: {
chance: 100,
boosts: {
accuracy: -1
}
}
},
iceshard: {
inherit: true,
onBasePower: function(power, user) {
if (user.template.id === 'weavile') return power * 1.5;
}
},
aquajet: {
inherit: true,
onBasePower: function(power, user) {
if (user.template.id === 'sharpedo') return power * 1.5;
}
},
machpunch: {
inherit: true,
onBasePower: function(power, user) {
if (user.template.id === 'hitmonchan') return power * 1.5;
}
},
shadowsneak: {
inherit: true,
onBasePower: function(power, user) {
if (user.template.id === 'banette') return power * 1.5;
}
},
steelwing: {
inherit: true,
basePower: 60,
onBasePower: function(power, user) {
if (user.template.id === 'skarmory') return power * 1.5;
},
accuracy: 100,
secondary: {
chance: 50,
self: {
boosts: {
def: 1
}
}
}
},
/******************************************************************
Moves with 95% accuracy, also Rock Slide and Charge Beam:
- buffed to 100% accuracy
Justification:
- missing Hydro Pump is losing a gamble, but missing V-create is
nothing but hax
- Rock Slide is included for being similar enough to Air Slash
- Charge Beam is included because its 30% chance of no boost is enough
******************************************************************/
razorshell: {
inherit: true,
accuracy: 100
},
drillrun: {
inherit: true,
accuracy: 100
},
vcreate: {
inherit: true,
accuracy: 100
},
aeroblast: {
inherit: true,
accuracy: 100
},
sacredfire: {
inherit: true,
accuracy: 100
},
spacialrend: {
inherit: true,
accuracy: 100
},
airslash: {
inherit: true,
accuracy: 100
},
rockslide: {
inherit: true,
accuracy: 100
},
chargebeam: {
inherit: true,
accuracy: 100
},
aircutter: {
inherit: true,
accuracy: 100
},
furycutter: {
inherit: true,
accuracy: 100
},
crushclaw: {
inherit: true,
accuracy: 100
},
razorleaf: {
inherit: true,
accuracy: 100
},
stringshot: {
inherit: true,
accuracy: 100
},
metalclaw: {
inherit: true,
accuracy: 100
},
snarl: {
inherit: true,
accuracy: 100
},
/******************************************************************
Signature moves and other moves with limited distribution:
- buffed in various ways
Justification:
- more metagame variety is always good
******************************************************************/
twineedle: {
inherit: true,
basePower: 50
},
drillpeck: {
inherit: true,
basePower: 100,
pp: 10
},
needlearm: {
inherit: true,
basePower: 100,
pp: 10
},
leafblade: {
inherit: true,
basePower: 100,
pp: 10
},
attackorder: {
inherit: true,
basePower: 100,
pp: 10
},
withdraw: {
inherit: true,
boosts: {
def: 1,
spd: 1
}
},
stomp: {
inherit: true,
basePower: 100,
accuracy: true,
pp: 10
},
steamroller: {
inherit: true,
basePower: 100,
accuracy: true,
pp: 10
},
crabhammer: {
inherit: true,
basePower: 100,
accuracy: 100
},
doublehit: {
inherit: true,
basePower: 40,
accuracy: true
},
autotomize: {
inherit: true,
boosts: {
spe: 3
}
},
nightdaze: {
inherit: true,
accuracy: 100,
onModifyMove: function(move, user) {
if (user.illusion) {
var illusionMoves = user.illusion.moves.filter(function(illusionMove) {
var illusionMove = this.getMove(illusionMove);
return illusionMove.category !== 'Status';
}, this);
if (illusionMoves.length) move.name = this.getMove(illusionMoves.sample()).name;
}
}
},
muddywater: {
inherit: true,
basePower: 85,
accuracy: 100,
secondary: {
chance: 30,
boosts: {
accuracy: -1
}
}
},
powergem: {
inherit: true,
basePower: 40,
accuracy: true,
multihit: [2,2]
},
acid: {
inherit: true,
affectedByImmunities: false
},
acidspray: {
inherit: true,
affectedByImmunities: false
},
triattack: {
num: 161,
accuracy: true,
basePower: 30,
category: "Special",
desc: "Hits 3 times. Has a 10% chance to burn, paralyze or freeze the target each time.",
shortDesc: "hits 3x; 10% chance to paralyze/burn/freeze.",
id: "triattack",
name: "Tri Attack",
pp: 10,
isViable: true,
priority: 0,
multihit: [3,3],
secondary: {
chance: 10,
onHit: function(target, source) {
var result = this.random(3);
if (result===0) {
target.trySetStatus('brn', source);
} else if (result===1) {
target.trySetStatus('par', source);
} else {
target.trySetStatus('frz', source);
}
}
},
target: "normal",
type: "Normal"
}
};