#1
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Hm...... How about new moves?
Post some moves you'd like to see in future games!
Original Post Quote:
Last edited by Alakazamaster; October 8, 2010 at 11:18:13 AM. Reason: Spelling & Basic Understanding Corrections |
#7
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Bomb: Fire-type/60-damage/Special
Egg Toss: Like Bullet Seed, but more powerful/Grass-type That and some moves that increase accuracy and another stat. (yeah, I know those were horrible ) Last edited by OMGITSJAD; May 27, 2010 at 05:27:12 PM. |
#8
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Mag, your a genius.
What is absolutely needed ASAP is some good grass moves. What I mean is this: Most grass moves are either below 55 Base (I am probably wrong) or over 100 base (again, probably wrong). We need a grass type move that is the grass form of flamethrower or thunderbolt. Last edited by Quadcentruo; May 27, 2010 at 05:29:29 PM. |
#9
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Jetboost: A priority move with 100 power but high recoil.
Dodge: If the opponent is preparing an attack, it always misses and you hit them back. If they are not, you do nothing. works like protect and endure where it works less as you use it. Metal Shot: A steel type move that works like Fury attack but with slightly higher power. Brash Beatdown: Like Close Combat, but Dark. Life Swap: The two pokemon on the field faint. Then, one other pokemon from each side is fully revived. Last edited by Sableyed; May 27, 2010 at 05:47:16 PM. |
#10
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Quote:
Hmm Dark storm 140 power, harshly lowers special attack. Dark version of draco meteor basically because dark type needs an attack stronger then just 80 base power. Frost bite - 45 accuracy move that will always freeze the opponent but do no damage. =w= |
#15
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Trap A ground move that prevents opponents from fleeing.
Night Shock - A special move with 120 power and but lowers spec att. Splash - The user throughs a small water wave. Pyscho Attack - The user throughs itself at the opponent has recoil damage and 90% accuracy pysical move and 140 power. |
#17
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Spook: Ghost-type, Kind of like Bullet Punch and Protect mixed, however does no damage to your opponent.(not like Protect, etc. where it loses accuracy) has low PP however.
Frayed Cord: Electric-type/80% Acc./20 PP/ALWAYS Paralyses the opponent on hit/50 Damage Sword Shine: Steel/Sharply raises Atk., normally raises Def. Last edited by OMGITSJAD; May 27, 2010 at 06:11:39 PM. |
#18
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Quote:
I hate having a HM slave on my team covering an epic member.D:< I think we should have better dark type moves, grass moves, and better normal type moves. Especially dark type. There's only two moves that are really good are: Dark Pulse. Night Slash. The rest are like below 70. Moves that are 70 in attack and above are the most effective due to the stab. Oh and I've got a psychic move. Mind Rape Power: 270 + STAB Type: Psychic Decreases the Special Defense. Last edited by LoPun; May 27, 2010 at 06:13:45 PM. |
#19
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Just a teensy bit over-powered, methinks.
Last edited by OMGITSJAD; May 27, 2010 at 07:08:06 PM. |
#20
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Ooh I got one.
Detonate:250 base damage, Fire type. After you use this move, you explode 3 turns later leaving yourself with 1hp. While your waiting through this 3 turns you may not use attacking moves, only support moves. Moves like protect, and detect don't work either. If you are already at 1hp you will be KO'd Last edited by Sunny; May 27, 2010 at 08:13:07 PM. |
#21
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Dark hole- the opponent falls into a hole forcing the user to switch out.
Magnetic Wave- Stealth rock but electric. Mega Spin - Has 85 damage and Acuracy but works like rapid spin even if it misses. Vines - like spikes but a grass type move then Swampert will be lowered to BL. Updraft - Causes all pokemon on the feild to become part flying if the pokemon has 2 types it will be random. Last edited by Magmaster12; May 28, 2010 at 02:12:55 AM. |
#22
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Iron Punch-Coming from the Physical Punches.
ULtra Drain-100 based power,sucks up enemys hp Solid Ice- Freezes Oponent Flare Headbutt- 95 base power- Physical and may flinch and burn Nuke bomb- 300 based power- Player Faints Dynamic Kick-30% Accurcy- 160 based power and always confuses Flammable Spikes- Burns Pokemon When it Switches In Rampage Punch-Accuracy 30- OHKOS the Oppoents Vine Slam- 75 Power. Physical Power-Basically Hidden power but phisacal |
#23
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Thought of one...
Oil Spill: Upon switching out, an opponent normally loses a point from every stat, however the effect only lasts one turn. And there'd be Pokémon with an ability to make this move Burn as well(the burn only lasts 3 turns though). That or the ability'd just make it like fire-type Stealth Rocks. Last edited by OMGITSJAD; May 28, 2010 at 11:02:20 AM. |
#24
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Ok, let's see.
Uh... Oh! I got (another) one! Psychic grab: You remember the first movie? When Mewtwo grabbed things with its psychic powers? Yea, that's what this is. Has 80 base power, accuracy is 100% - but is lowered each time it its. Also has only 10PP. Every time this move hits, the enemy Pokemon can't do anything. Almost like wrap in the original games! |
#26
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Just like items, I support moves that can add flexibility and balance to the game. Moves that can turn things around, like punishing an opponent for raising their stats were welcome from my side. More moves like Trick Room and anything that can turn things around is welcome here. I consider this the future of strategy expansion.
As far as brute force goes, we need more powerful Dark moves, I believe it is currently the most underpowered type. 80 power on Dark Pulse is as strong as it gets. Generation 3 did the best in solving bruteforce problems, adding lots of high-power moves. |
#27
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I new move I'd like to see, is one that can be taught to a Magikarp.
Like "water spit", or something that aloows Magikarp to battle and actually attack, while still keeping it's persona. (I like Magikarps, and they seem useless. Give 'em a Chance!) |
#29
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Okay... Here's one. It's called Last Resort. It's a OHKO move that takes away half your health. Ethers can't be used on it, PP UPs don't work, and it only has one PP. You can only get that back through a Pokemon Center. It never misses. It also always gets priority, even over Extremespeed.
Last edited by Ningamer; June 5, 2010 at 04:53:54 AM. |
#31
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Risk-Taker: Sharply increases Attack and Sp.Atk, but sharply lowers Defense and Sp.Defense.
Sticky Sludge: Forces the foe to move second for 5 turns. The effect is lost when the foe switch out. Cold Thoughts: 85 BP, 100% Accuracy. A special Ice type move that lowers either Sp.Atk or Sp.Def upon hitting. Mind-Number: A move that prevents the foe from picking their moves; they are selected randomly. This move always goes second. Hot Coals: A move like Wrap and Bind, this move is hurts the foe every turn. However, it is much like an entry hazard, as it removes 1/16 of the foe's damage every turn and is removed by Rapid Spin. Hmmm well those are what I have for now. |
#34
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Passionate Kiss: A move exclusive to Jynx that causes confusion and infatuation (if the foe is of the opposite gender.)
Tick Tock: The user installs a clock that removes half of the foe's HP when the timer is up. This effect will hit whichever opponent it out once the 5 turns are up. |
#37
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Deathwish: A dark-type double-edge.
- The user brutally attacks the foe with no regard for life or limb. Mental Rend: Special Psychic attack; Power 120; Accuracy 80. - The user invades the foe's psyche and wreaks havoc. Pyroclast: Physical Fire type attack; Power 120; Accuracy 70; 30% chance of burning. - The user launches a semi-molten rock at the foe. For Umbreon, Espeon, and Flareon respectively. Poor Flareon deserves a powerful, physical STAB attack. Espeon deserves to have a more devastating attack than Psychic, and Umbreon deserves a move with a cool name. Now for some general moves: Biohazard: Basically, a poison-type weather effect. Any non-poison types have a 10% chance of being poisoned every turn they are exposed to it, and Poison types recover 1/16 of their health every turn they are exposed to it. Lasts for five turns. Cyclone: Physical Flying-type move with power level based on weather. With sun, 50; with rain, 100; with sandstorm, 80; with hail, 120; with no weather, 70. |
#38
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Inversion: Any alterations to stats are reversed for five turns IE: attempting to raise Attack with Swords Dance will lower it instead.
Ignition: Ignites the user's body for five turns. All Fire-Type moves gain boosted strength and any physical moves have a chance at coming away with a burn, but the user takes damage while the effect is active (unless they use a move/have an ability that negates Fire damage. Shield Swap: All active Pokemon will have their Defense and Special Defense values reversed for five turns Ferment: Increases the power of the next Poison Type move used (similar to Charge) effect is stackable, but capped |
#41
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Stagnant air - A field effect move that last 5 turns after being used. When stagnant air is in effect status ailments like sleep, paralyze, burn, poison, and freeze can be stacked twice. However ailments cannot be stacked with the same type. (No double poison/poison status) Even after the stagnant air effect has cleared if a pokemon has already been double statuses the second status won't go away until cured. (Note, this field effect does not cancel out any other field effects like sandstorm or trick room)
Last edited by Sunny; June 12, 2010 at 11:53:21 AM. |
#42
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Quote:
I think the second status inflicted should leave 3 turns later, regardless of type. |
#43
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Quote by A'bom: Deathwish: A dark-type double-edge.
- The user brutally attacks the foe with no regard for life or limb. Mental Rend: Special Psychic attack; Power 120; Accuracy 80. - The user invades the foe's psyche and wreaks havoc. Pyroclast: Physical Fire type attack; Power 120; Accuracy 70; 30% chance of burning. - The user launches a semi-molten rock at the foe. For Umbreon, Espeon, and Flareon respectively. Poor Flareon deserves a powerful, physical STAB attack. Espeon deserves to have a more devastating attack than Psychic, and Umbreon deserves a move with a cool name. I completely agree XD A move unique to mew: Spiritual Dance Increases special attack and speed Posion Cloud: All non-poison or steels types have a 30% of being badly posioned every turn. All posion moves have their chance of poisoning raised to 30% (not including toxic) Poison types heal 1/8 of their life a turn. Gives a 1.5 boost to the power of poison moves. |
#48
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1) Sun Nova
- Fire-type - special attack - one hit KO-move, can knock more than one Pokémon out - only 1 Power Point - 50 % accuracy 2) Ice Age - Ice-type - power 150, accuracy 90 % - recharges for one turn afterwards - special attack - 5 Power Points 3) NightFall - Dark-type - power 140, 90 % accuracy - harshly lowers sp. Atk after use - special attack - 5 Power Points 4) Dino Rumble - Dragon-type - power 150, accuracy 90 % - recharges for one turn afterwards - physical attack - 5 Power Points 5) Oil Flood - Poison-type - power 90, accuracy 85 % - may lower Sp. Def - 10 Power Points - special attack 6) Liquid Fire - Fire-type - sustains a burn when foe sends out a Pokémon - wears off if foe sends out a Fire Pokémon - 15 Power Points 7) Firewall - Rock-type - greatly raises Fire resistance for five turns - 10 Power Points Last edited by Loechai; June 16, 2010 at 09:51:48 AM. |
#53
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We need more
Dark Blast 95 Power 90% accuracy Lowers foe's accuracy (because of darkness) It's practically the dark type of Thunderbolt, Flamethrower, Ice Beam, Surf, Fly, and umm... whatever else has 95 base power. |
#54
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Black magic: Hits the foe with evil magic.120 power ;DARK ;50% accuracy
Blue Inferno: 250 power ;FIRE ; 25% accuracy Juggle: Switches postions of pokemon on field. 100% accuracy Normal Arctic Blast: Tempatures of -100 attack the opponet. 100 power ;ICE;50% accuracy. Always freezes. I choose: User picks the move the foe uses. 10% accuracy. Normal That's all I got... FOR NOW! |
#55
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Neurotoxin: 100% Accuracy (Poison)
Either Poisons, Burns, or Paralyzes a foe, and randomly lowers one stat. Mutual Gift: 100% Accuracy (Normal) Restores both Pokemon on the field's HP to their max. Silence: 75% Accuracy (Dark) Prevents the foe from using Special Attacks. Fog: 100% Accuracy (Flying) The battlefield is infected with a deep fog that lasts 5 turns and lowers the accuracy of moves by one stage. Iron Chains 100% Accuracy (Steel) Prevents both foes from switching out. I looooove moves with special effects. XD |
#56
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I got great ones.
Absolute-Zero: increases the power of Ice moves, like Ice-beam Inferno: increases Fire moves power. This move will make people go mad ------> Confuse-pulse: Confuses foe for 7 turns XD swift-run: increases speed Liquidize: increases evasiveness for water type Pokemon Fury: Increases move accuracy |
#60
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Necro Revive
Type: Ghost PP: 5 Accuracy: 50% Effect: User faints. A downed party member will be revived with as much health as the Pokemon using the move. After You Type: Normal PP: 10 Accuracy: - In double battles, lets your partner attack twice in one turn. In triple battles, you choose the ally that benefits. Cheap Shot Type: Dark Damage: 40 PP: 10 Accuracy: Always hits Can only be used the first turn the user is out. Always hits, always strikes first and either makes the foe flinch or gets a critical hit. Countdown Type: Normal Damage: OHKO PP: 5 Accuracy: 100% In three turns if the user hasn't been switched and is still alive, it detonates. The user faints and the enemy faints as well. A couple new unorthodox moves. Last edited by SergeiDragunov; July 24, 2010 at 10:03:24 PM. Reason: Changed the name of the last move from Time Bomb to Countdown |
#61
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Quote:
Spiky Growth (Poison) The user grows a spiky barb on its body that attaches to the foe when contact moves are dealt. Much like the Sticky Barb. Last edited by Alakazamaster; July 24, 2010 at 11:01:08 PM. |
#62
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Cheap Shot = Fake Out. We Don't need another Countdown = Perish Song, as Ala pointed out. After You = YES!!!! We need a move like this, I hope we get one. |
#64
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#65
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Cheap Shot: Overheat is makes sense to have different types for, since it is a powerful move that does more damage based on STAB, so it's good that more types have access to it. Of the 7 Hyper Beam variants, 2 are normal, 1 physical and 1 special, to be a powerful Normal type attack, which one you use depends on which attack is higher. The other 5 are all most exclusive moves that are limited to very specific pokemon, ie the Starters, Rhyperior and Dialga, as signature moves. Fake Out already works well as a normal type move, since it's point is not really to do a lot of damage but to cause the opponent to lose their first turn and to do a little damage. Giving it a Dark Type variant would not help it much, plus Sucker Punch already covers the cheap shot tactic in dirty fighting, and is a good move. Countdown: Okay, it is slightly different from Perish Song, but it still feels redundant and I don't think we need it. |
#66
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Mine Layer, Fire: Like Perish Song, doesn't kill if you are Flying, Digging, etc.
Engulf, Dark: Lowers accuracy, attack and speed but your dark type moves are greatly weakened. Cold Powder, Ice: Freezes opponent. Does nothing else. Heat up, Fire: Unfreezes all pokemon, and Ice types will take damage every turn unless they use Cold Powder on themselfs. (Note that ice types can't be frozen) Neon Blast, Psychic (Light type if they make it): Does huge damage and raises speed but all other stats are (very) shaprly reduced. I hope ya like them |
#67
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Psionic crush:
Type: Psychic. Damage: 120. PP: 5. Accuracy: 95%. Description: The user attacks with a strong psychic power. It may also make the foe flinch or sharply reduce its Sp. Def stat. Special move for: Psycho shield: Type: Psychic. Damage: -- PP: 5. Accuracy: -- Description: The user creates a barrier with a psychic force that removes entry hazards and prevents their set up for five turns. Special move for: Last edited by Alakazamaster; July 27, 2010 at 01:04:42 AM. Reason: Black test, please. |
#68
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#69
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#70
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#71
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I can see why the first one is broken, but entry hazards in general are broken. Stealth rock can strip shedinja, charizard, and moltres of 50% of there health just for switching. I'd looove to see a move that does stop entry hazards all together to shake up the metagame.
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#72
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Sleepy Foot Power -- Accuracy 95% Fighting-type Lower's the opponent's speed by 1 stage and causes paralysis. Ice Sculpture Power 80 Accuracy 100% Ice-type Can only be used when the opponent is frozen. The user taps a frozen foe with a sharp pick. 10% chance of accidentally thawing out the opponent. |
#74
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I have some more :3
Disaster Shooter: Disbables Miracle Shooter for 5 turns. Type: Dark. Accuuracy: 100% Oppisite Day: Every pokemon on the field gets thier type changed to the oppisite for 5 turns. Type: Normal Accuracy: 35% Iron Grip: Grabs the foe in a strong grip. Cannot do anything for 3 turns. Type: Steel Accuracy: 75% |
#75
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Taunt doesn't remove hazards, only works if you're quicker, and can be stopped by the opponent switching out which takes 1 turn. What we need is somewhat of a reflect/light screen way of keeping hazards out so they can't just be set up again. Maybe an item that makes the duration of it longer too. Also I meant ninjask not shedinja...but yea shedinja gets raeped by it too. :V Last edited by Sunny; August 12, 2010 at 05:40:17 PM. |
#77
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TNT Burst: A fire-type move that inflicts damage on the opponent. It has a high critical hit ratio.
Water Walk: A new HM that allows you to walk on water (The pokemon covers you with a magical water that allows you to walk.). Psyblast: A psychic-type move that confuses the Pokemon, while inflicting damage on it. |
#78
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blah
going to post a few i wrote for bulbagarden/pokebeach Quote:
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#81
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Some pokemon-only moves:
Espeon Night Light Psychic/Healing Depends on the time of day to how much it heals. Daytime it heals 1/4. Afternoon/Morning it heals 1/2. And at night it heals 3/4. Rampardos Hyper Headbutt Rock/Physical Power: 150 Accuracy: 50 The more it is used, the less powerful it is. |
#82
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Time Travel: Psychic, Physical
Strength: 80 Acc: 100 PP: 10 Target: one pokemon Effect: The user Disappears for one turn and attacks on the second Description: The user travels through time to the next turn and charges the foe head-on Space Warp: Psychic, Physical Strength: 50 Acc: N/A PP: 15 Target: One pokemon Hits without fail and hits flying/Diving/Bouncing/Digging/Gaurding Pokemon Description: The user warps through space and attacks the opponent from behind. Dimension Change: Psychic, Other Target: All pokemon in the Battle Effect:Attack is swapped with Defense, Sp. Attack is Swapped with Sp. Defense, Slower pokemon go first and pokemons' stat changes are flipped around Description: The user warps the entire battle to a reverse Dimension Crescent Slice: Psychic, Special Strength: 60 Acc: 80 Target: One pokemon Effect: Hits one pokemon Twice Description: The user attacks the foe with a crescent-shaped blast that hits the opponent twice New Moon: Dark, Special Strength: 120 Acc: 80 Target: One Pokemon Effect: Only hits sleeping pokemon, does massive damage, causes Nightmare and has a 40% chance of harshly Lowering Accuracy Description: The user Unleashes the full power of Darkness on a sleeping foe Titan Crush: Ground, Physical Strength: N/A Acc: 95 Target: One Pokemon Effect: The smaller the target pokemon is, the more damage this move does Description: The user crushes the foe under its massive feet. Leviathan Beam: Water, Special Strength: N/A Acc: 95 Target: One pokemon Effect: The Lighter the target pokemon, the more damage this move does. Description: The user fires a cannon of water that knocks the foe back extremely far. Strato Blast: Flying, Special Strength: 80 Acc: 100 Target: All pokemon in battle except user Effect: Hits all other pokemon on the field. Description: The user Sends out a shockwave that knocks back all pokemon on the field. Solar Collapse: Fire, Special Strength: N/A Acc: 30 Target: One pokemon Effect: Automatically makes the target pokemon Faint. Description: The user forms an orb around the foe with heat so intense it can melt steel. Water Trap: Water, Special Strength: N/A Acc: 30 Target: One pokemon Effect: Automatically makes one pokemon faint. Does not work on water types. Description: The user forms an orb of water around the opponent until they run out of air. And just for fun... Falcon Punch: Fire, Physical Strength: 120 Acc: 100 Target: One Pokemon Effect:Charges for one turn, then Does Major damage and Burns Description: The User Charges energy in its fist, then unleashes energy in a blazing, Falcon-shaped blast! Last edited by Idno58; August 28, 2010 at 07:52:20 AM. |
#84
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Aura Storm
Base Power: 50 Accuracy: 80% Type: Fighting Category: Special Spec. Effect: Gets stronger the less HP Lucario has. (Max power 150) Gunk Swirl Base Power: 10 Accuracy: 75% Type: Poision Category: Special Spec. Effect: The foe gets trapped in a whirlpool of gunk for 2-5 turns, much like Whirlpool but it's a tad bit weaker. It also has a 20% chance of poisioning the target or a 10% chance of badly poisioning the target after each turn. |
#85
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Alright, here it goes... just gonna throw this out there:
Extreme bomb 300 Power Normal Physical 50% accuracy I say 50% because the other 50% isn't a miss, it is a fail. (*insert Pokemon name here* used Extreme Bomb! But it failed!) It's basically the stronger version of Explosion. |
#86
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aura storm is in brawl so tthe chances of it being used is very unlikely i say (just to continue the tail moves like iron and poison and aqua) fire tail Eletric tail Dark shot Power 100 PP 10 accuarcy 70 special DESC The pokemon takes alot of aura and completly overwelmes it with darkness. this move has a 30% chance of a critical hit. WHen the pokemon is hit theres a 10% chance of falling asleep |
#87
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Also, please don't type in Yellow again! |
#88
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Futurepower: Steel, Special
Strength: 60 Acc: 100 Target: One pokemon Effect: Has a 20% chance of lowering all the target pokemon's stats. Description: The user builds up a mysterious Negative energy and unleashes it on the opponent Air Humidity: Water, Other Target: Weather/Field Gradually increases HP of Grass Types and Pokemon with Dry Skin. Decreases the power of Fire type and Ground type moves by 25%. Gives Bug types Levitation effect. Description: The user Makes the air very hot and Humid which Heals Grass type pokemon. Tense air: Fighting/Other Target: Weather/Field Effect: Increases the attack of Fighting type moves By 50%, Decreases the Attack of Psychic Type Moves by 50%. Promotes the Power-Upping effects of all fighting-type pokemon (Guts, Reckless, Iron fist, Technician, etc.) Description: The user makes the air so tense that in ups the spirit but makes some pokemon Nervous. Updraft: Flying, Other Target: Weather/Field Effect: Increases the speed and evasion of Flying types and pokemon with Levitate and decreases the accuracy of all Rock, Ground, and Non-wind based Special moves. Increases the power and Accuracy of Wind-Based moves (Gust, Twister, Icy wind, Heat wave, etc.) Description: The user creates a gust of wind that shoots pokemon in the air and promotes flight. Last edited by Idno58; August 28, 2010 at 08:10:20 AM. |
#90
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Mind Wipe: Psychic, Special
Strength: N/A Acc: 30 Target: One Pokemon Effect: One-hit KO Description: The User Knocks out the Target Pokemon by Erasing its mind! Puff Up: Normal, Special Strength: 150 Acc: 90 Target: All other Pokemon on the field. Effect: Massive Damage, but must Recharge Description: The user grows to enormous proportions and Screams! Must Recharge afterward. Rest Attack: Normal, Physical Strength: 150 Acc: N/A Target: Self Effect: User falls asleep and gives massive damage to whomever attacks it Phisically; wakes up if attacked. Description: The User falls asleep and Blows up on anyone who touches it! |
#91
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With the introduction of the triple battle, moves that damage all users on the field are gonna be a problem.
Black Hole Armor / Singularity Armor [Type - Psychic, PP - 3] - Maximizes defense, but directs all attacks, stat changes, damage and afflictions to the user for 2 ~ 5 turns. e.g - Moves like surf only affects user in battle, allied Pokemon remain unharmed. |
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