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660 lines
14 KiB
Plaintext
660 lines
14 KiB
Plaintext
A NORMAL-type attack. Slightly
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stronger than TACKLE.
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Many Pokémon know this move.
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A NORMAL-type attack.
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Often turns into a critical hit and
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inflicts double the damage.
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Although each slap is weak, this attack
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hits the target two to five times in
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succession.
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Although each slap is weak, this attack
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hits the target two to five times in
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succession.
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A NORMAL-type attack move.
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It is highly accurate and relatively
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powerful.
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A move that also nets money at the end
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of battle. How much depends on the
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attack frequency and level.
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A special FIRE-type attack.
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Has a one-in-ten chance of inflicting a
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burn on the target.
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A special ICE-type attack.
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Has a one-in-ten chance of freezing
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the target.
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A special ELECTRIC-type attack.
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Has a one-in-ten chance of paralyzing
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the target.
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A NORMAL-type attack.
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Sharp claws are used to inflict damage
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on the target.
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A NORMAL-type attack used only by
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Pokémon with pincers.
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The target is gripped and injured.
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A single-hit knockout attack.
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Learned only by Pokémon that have
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large pincers.
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A two-turn attack with the wind
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attack in the second turn.
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Learned by many FLYING-type Pokémon.
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A special move that greatly boosts the
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user's ATTACK power.
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Can normally be used up to three times.
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A NORMAL-type attack.
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Also used for cutting small bushes to
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open new paths.
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A NORMAL-type attack used by bird
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Pokémon. A powerful wind is generated
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by flapping wings.
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A FLYING-type attack.
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The attacking Pokémon spreads its
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wings and charges at the target.
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Generates a powerful wind that blows
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away wild Pokémon.
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Useful in the wild only.
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The Pokémon flies high, then strikes in
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the next turn. Used for flying to
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places already visited.
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Traps and squeezes the target over
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several turns. The target cannot move
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while under attack.
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A NORMAL-type attack move.
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The attacker uses an appendage
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(e.g. tail) to slam the target hard.
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A GRASS-type attack.
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The Pokémon uses its cruel whips to
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strike the opponent.
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A NORMAL-type attack. Has a
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one-in-three chance of making the
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target flinch if it connects.
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A FIGHTING-type attack.
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As the name implies, it is actually two
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quick kicks in succession.
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A NORMAL-type attack. Out of all the
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Pokémon kicking attacks, this is the
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strongest.
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A forceful FIGHTING-type attack.
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If it misses, however, the attacker
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gets hurt.
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A sharp FIGHTING-type attack.
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Has a one-in-three chance of making
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the target flinch if it connects.
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An attack in which sand is used to
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blind the target and reduce its attack
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accuracy.
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A NORMAL-type attack.
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Has a one-in-three chance of making
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the target flinch if it connects.
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A NORMAL-type attack. A sharp horn is
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driven hard into the target to inflict
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damage.
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A NORMAL-type attack.
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The Pokémon rapidly jabs at its
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opponent several times.
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A single-hit knockout attack.
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Learned only by Pokémon with a horn or
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horns.
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A NORMAL-type attack. Many Pokémon
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know this attack right from the
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start.
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A NORMAL-type attack.
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Has a one-in-three chance of
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paralyzing the target if it connects.
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Traps and squeezes the target over
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two to five turns. The target cannot
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move while under attack.
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A charging attack.
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One quarter of the damage it inflicts
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comes back to hurt the attacker.
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An attack that lasts two to three
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turns. Afterwards, the attacker
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becomes confused.
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A charging tackle attack.
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One quarter of the damage it inflicts
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comes back to hurt the attacker.
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A technique that lowers the target's
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DEFENSE. Useful against tough,
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armored Pokémon.
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A POISON-type attack. Has a one-in-
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five chance of leaving the target
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with the lingering effects of poison.
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An attack that strikes twice.
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The target may occasionally become
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poisoned.
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An attack that fires many needle-like
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projectiles from the body.
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Strikes several times.
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A technique that lowers the target's
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DEFENSE. Useful against tough,
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armored Pokémon.
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A bite made using sharp fangs.
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This may cause the opponent to flinch,
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and it might not attack.
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A technique that lowers the target's
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ATTACK power.
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Can normally be used up to six times.
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A terrifying roar that drives wild
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Pokémon away. It is useful only in the
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wild.
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A special NORMAL-type technique.
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A soothing melody lulls the target to
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sleep.
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A special NORMAL-type technique.
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Supersonic sound waves are used to
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confuse the target.
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A NORMAL-type attack.
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It inflicts a set amount of damage
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regardless of the target's type.
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A technique that disables one of the
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target's moves. The disabled move
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can't be used until it wears off.
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A POISON-type attack. Has a
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one-in-three chance of lowering the
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target's DEFENSE.
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A FIRE-type attack.
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Has a one-in-ten chance of leaving the
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target with a damaging burn.
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A powerful FIRE-type attack.
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Has a one-in-ten chance of leaving the
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target with a damaging burn.
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Provides full protection against any
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enemy status attack, such as those
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that lower DEFENSE.
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A WATER-type attack.
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Stronger than BUBBLE. Many
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WATER-type Pokémon learn this move.
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The strongest WATER-type attack.
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However, while it is powerful, it may
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miss the target.
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A WATER-type attack. The power of
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this technique is strong and highly
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accurate.
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An ICE-type attack.
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Has a one-in-ten chance of freezing
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the target solid.
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The strongest ICE-type attack.
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Has a one-in-ten chance of freezing
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the target solid.
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A PSYCHIC-type attack.
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Has a one-in-ten chance of making the
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target confused.
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A WATER-type attack.
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Has a one-in-three chance of reducing
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the target's SPEED.
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An ICE-type attack.
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Has a one-in-three chance of reducing
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the target's ATTACK power.
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An extremely powerful attack.
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The attacker becomes so tired, it has
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to rest the next turn.
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A standard FLYING-type attack.
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It is favored by Pokémon that have
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beaks and/or horns.
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A standard FLYING-type attack.
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It is strong and highly likely to hit the
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target.
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The strongest FIGHTING attack.
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One quarter of the damage it inflicts
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comes back to hurt the attacker.
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A FIGHTING-type attack.
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Has a one-in-three chance of making
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the target flinch if it connects.
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A retaliation move that pays back
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double the damage of a physical
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attack. Highly accurate.
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A FIGHTING-type attack.
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Throws the target with enough force
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to flip the world upside down.
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A very powerful NORMAL-type attack.
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Also used for moving obstacles like
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boulders.
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A GRASS-type attack.
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It adds half the HP it drained from the
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target to the attacker's HP.
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A GRASS-type attack.
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It adds half the HP it drained from the
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target to the attacker's HP.
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Plants a seed on the target Pokémon.
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The seed slowly drains the target's HP
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for the attacker.
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Raises SPECIAL to make special
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attacks stronger and enhance
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protection against special moves.
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A GRASS-type attack that sends
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sharp-edged leaves at the target.
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Likely to get a critical hit.
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The strongest GRASS-type attack.
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Energy is absorbed in the first turn,
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then fired the next turn.
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A technique that poisons the target.
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If poisoned, the victim loses HP
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steadily.
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A special move that causes paralysis.
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When paralyzed, the victim has a
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one-in-four chance of immobility.
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Induces sleep.
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A Pokémon will stay asleep for several
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turns if an item isn't used to wake it.
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A dance-like attack that lasts
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two to three turns. Afterwards, the
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attacker becomes confused.
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Strings are sprayed out and wrapped
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around the target to reduce its
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SPEED.
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A DRAGON-type attack.
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It inflicts a set amount of damage,
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regardless of the target's type.
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A FIRE-type attack that lasts two to
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five turns. The target cannot move
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while surrounded by flames.
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An ELECTRIC-type attack.
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Has a one-in-ten chance of paralyzing
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the target.
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An ELECTRIC-type attack.
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Has a one-in-ten chance of paralyzing
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the target.
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A special move that causes paralysis.
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When paralyzed, the victim has a
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one-in-four chance of immobility.
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The strongest of all ELECTRIC-type
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attacks. Has a one-in-ten chance of
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paralyzing the target.
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A ROCK-type attack.
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As the name implies, a huge boulder is
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dropped on the target.
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An attack that inflicts damage by
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shaking the ground. It is useless
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against FLYING-type Pokémon.
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Causes a single-hit knockout if it
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hits. Useless against FLYING-type
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Pokémon.
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The attacker digs underground in the
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first turn, then pops up in the next
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turn to attack.
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A technique that badly poisons the
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target. The amount of damage from the
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poison increases every turn.
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A PSYCHIC-type attack.
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Has a one-in-ten chance of leaving the
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target confused.
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A PSYCHIC-type attack.
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Has a one-in-three chance of lowering
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the target's SPECIAL rating.
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A special PSYCHIC-type move.
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The target is hypnotized into a deep
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sleep.
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A special technique that boosts the
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user's ATTACK power.
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Can normally be used up to six times.
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A special technique that greatly
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boosts the user's SPEED.
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Can normally be used up to three times.
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An attack that always strikes first.
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If both Pokémon use this, the one with
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higher SPEED attacks first.
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A non-stop attack move.
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The user's ATTACK power increases
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every time it sustains damage.
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A special technique for instantly
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escaping from wild Pokémon.
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Useful in the wild only.
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A GHOST-type attack.
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Highly accurate, it inflicts damage
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regardless of the target's type.
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A move for learning one of the
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opponent's moves, for use during that
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battle only.
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A move that makes a horrible noise.
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It sharply reduces the target's
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DEFENSE.
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Creates illusionary copies of the user.
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The copies disorient the enemy,
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reducing its accuracy.
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Restores HP by 1/2 of the user's
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maximum HP. Few Pokémon learn this
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technique on their own.
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Raises the user's DEFENSE.
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Useful when battling physically strong
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Pokémon.
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Reduces the user's size and makes it
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harder to hit.
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Can normally be used up to six times.
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Creates an obscuring cloud of
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smoke that reduces the enemy's
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accuracy.
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A sinister flash of light makes the
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target confused.
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A special GHOST-type technique.
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Used mainly by Pokémon with shells.
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By withdrawing into the shell, DEFENSE
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is increased.
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Raises the user's DEFENSE.
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Can normally be used up to six times in
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a row.
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Instantly forms a barrier between the
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user and the opponent.
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DEFENSE is sharply increased.
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Reduces damage from special attacks
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by about half.
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A special PSYCHIC-type technique.
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Eliminates all changes affecting
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status, such as SPEED and accuracy,
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of both Pokémon in battle.
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Reduces damage from physical attacks
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by about half.
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A special PSYCHIC-type technique.
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Raises the likelihood of nailing the
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opponent's weak spot for a critical
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hit.
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The user waits for several turns.
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At the end, it returns double the
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damage it received.
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The user waggles its finger, triggering
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a move.
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There is no telling what will happen.
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A move that strikes back with the
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opponent's last move. This move comes
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after the enemy's move.
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The user explodes, inflicting damage on
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the enemy, then faints.
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Useless against GHOST-type.
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A NORMAL-type attack.
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An egg is launched at the target.
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It may miss, however.
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A GHOST-type attack.
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Has a one-in-three chance of leaving
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the target with paralysis.
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Smog is spewed as a cloud.
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Has a fifty-fifty chance of poisoning
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the target.
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A POISON-type attack.
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Has a fifty-fifty chance of poisoning
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the target.
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A physical attack using a bone as a
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club. If it connects, it may cause the
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target to flinch.
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The strongest FIRE-type attack.
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Has a one-in-three chance of
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inflicting a burn on the target.
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A WATER-type attack. The target is hit
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with a blow packing the power of fish
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traveling up waterfalls.
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The target is gripped in the
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attacker's shell for two to five turns.
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It can't move while under attack.
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A NORMAL-type attack.
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It is highly accurate, so it can be
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counted on to inflict damage.
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In the first turn, the attacker tucks
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in its head. The next turn, it
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head-butts at full steam.
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A physical attack consisting of two to
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five consecutive hits.
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Highly accurate.
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A NORMAL-type attack.
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Has a one-in-three chance of reducing
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the target's SPEED.
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Sharply raises the user's SPECIAL
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stat. Also increases protection
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against special attacks.
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A special move of bending spoons to
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confound the enemy.
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Makes the user harder to hit.
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Restores HP by 1/2 of the user's
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maximum HP. May also be used in the
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field.
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Stronger than a JUMP KICK.
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If it misses, the attacker sustains
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1/8 the damage it should have caused.
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The target is transfixed with
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terrifying sharp eyes. The target is
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frightened into paralysis.
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Works only on sleeping Pokémon.
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This technique steals the target's HP
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and adds it to the user's HP.
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A poisonous cloud of gas is
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forcefully expelled to poison the
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target.
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Several spheres are thrown
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consecutively at the target to inflict
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damage.
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An HP-draining attack.
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It adds half the HP it drained from the
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target to the attacker's HP.
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A special move that puts the target to
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sleep with a big kiss.
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(Actually, the victim passes out.)
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The strongest FLYING-type attack.
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Energy is stored in the first turn,
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then fired the next turn.
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Transforms the user into a copy of
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the target, including the type.
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All moves have only five PP each.
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A WATER-type attack.
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Has a one-in-three chance of reducing
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the target's SPEED.
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A NORMAL-type attack.
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The punch is relatively strong and
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highly accurate.
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Special spores are scattered from
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mushrooms. If the opponent inhales
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the spores, it will fall asleep.
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Creates a brilliant flash of light that
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blinds the target. This technique
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reduces the opponent's accuracy.
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A PSYCHIC-type attack of varying
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intensity. It occasionally inflicts
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heavy damage.
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A move that involves only flopping and
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SPLASHing around in front of the
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opponent. It has no effect.
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Melts the user's body for
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protection.
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A move that sharply raises DEFENSE.
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A move that is used only by Pokémon
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with pincers. Likely to get a critical
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hit.
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The most powerful attack of all.
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However, the attacker faints after
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using this move.
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The target is scratched by sharp
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claws two to five times in quick
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succession.
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A boomerang made of bone is thrown to
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inflict damage twice -- on the way out
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and on its return.
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The user takes a nap to fully restore
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its HP and recover from any status
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abnormalities.
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A ROCK-type attack that hits the
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target with an avalanche of rocks and
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boulders.
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A NORMAL-type attack.
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Has a one-in-ten chance of making the
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target flinch.
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Raises the user's ATTACK power.
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The edges of the Pokémon are made
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harder for more impact.
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A special move that switches the
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user's elemental type to that of the
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target.
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A NORMAL-type attack.
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A triangular field of energy is created
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and launched at the target.
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If it hits, this attack cuts the
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target's HP in half. Learned by
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Pokémon with developed fangs.
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A NORMAL-type attack. It has a high
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probability of a critical hit for
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inflicting double the damage.
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Uses 1/4 of the user's maximum HP to
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create a substitute that takes the
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opponent's attacks.
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Used only if the user runs totally out
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of PP. The user is hit with 1/4 of the
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damage it inflicts.
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