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CONDITIONS

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Aug 21st, 2016
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  1. CONDITIONS: AKA Rip Splash
  2. Note: we've been keeping things that function on a sliding scale (i.e. Eruption, Rollout, Trump Card) as is.
  3. Items:
  4. Assault vest: 1.5x boost to Sp.def
  5. Choice Items: 1.5x boost to their appropriate stat
  6. Focus Sash: You live one hit, regardless of your HP percentage. 1 time use
  7. Eviolite: 1.5x boost too both defences [Banned]
  8. All signature items, Thick club, Light ball, boost all pokemon, but are [Banned]
  9. Air Balloon: Immune to all attacks [Banned]
  10. Rocky Helmet: Opponent loses 1/6 of their HP when they attack
  11. Various items that boost a typing, like the plates, boost all moves by 1.2x
  12. Weakness Policy: +2 +2 regardless of the attack being super effective or not. Single use
  13. Mega Stones: Any pokemon can mega evolve into any mega REMOVE THIS IMO
  14. Lum Berry / other status healing berries: Tries to cure status at the end of every turn and when statused (Is it consumed when attempt to cure is made?)
  15. Sitrus Berry:
  16. Type Resist Berries: Halve damage from one attack.
  17. Eject Button: Remains the same (if you don't survive attack you switch anyway)
  18. King's Rock: Now applies flinch chance to moves with a pre-existing flinch chance.
  19. Metronome: No change
  20. Iron Ball: Holder is grounded, Speed halved. Takes neutral Ground damage.
  21. Binding Band: ?
  22.  
  23.  
  24. Abilities
  25.  
  26. Harvest: Works on all items.
  27. Multiscale: Damage taken from moves is halved.
  28. Chlorophyll/Sand Rush/Swift Swim: 2x Speed.
  29. Poison Heal: Heal 12% health every turn, immunity to poison damage
  30. Regenerator: Heals 1/3 hp at the end of the turn.
  31. Thick Fat: Moves against this Pokemon deal damage with a halved attacking stat.
  32. Sheer Force: 1.3x boost to damage; secondary effects are negated.
  33. Mega Launcher: All moves get a 1.5x boost to their damage
  34. Strong Jaw: All moves get a 1.5x boost to their damage
  35. Solar Power: This Pokemon's Sp. Atk is 1.5x; loses 1/8 max HP per turn.
  36. Technician: All moves get a 1.5x boost to their damage
  37. Adaptability: All moves get a (4/3? 2x?) boost in damage.
  38. Natural Cure: This Pokemon has its major status condition cured at end of turn.
  39. Zen Mode: This pokemon is in Zen Mode.
  40. Flower Veil: This side can't have stats lowered or status inflicted by other Pokemon.
  41. Leaf Guard: This Pokemon cannot be statused and Rest will fail for it.
  42. Moxie: This Pokemon gains +1 Attack every turn.
  43. Torrent/Overgrow/Blaze/Swarm: This pokemon's Water/Grass/Fire/Bug type moves do 1.5x damage.
  44. Filter/Solid Rock: This pokemon receives 3/4 damage from attacks.
  45. Pixilate/Refrigerate/Aerilate: This pokemons moves are turned to Fairy/Ice/Flying type and do 1.3x damage.
  46. Justified: This Pokemon gains +1 Attack every turn.
  47. Guts: 1.5x boost to attack, ignores Burns attack drop.
  48. Poison Touch: This Pokemon's moves have a 30% chance of poisoning.
  49. Hydration: This Pokemon is cured of status at the end of the turn.
  50. Sand Veil: Evasion is 1.25x; immunity to sandstorm
  51. Flower Gift: Pokemon has 1.5x Spa and Spd.
  52. Anticipation: On switch-in, this Pokemon shudders
  53. Tough Claws: 1.3x boost to damage.
  54. Hustle: 1.5x boost to attack; Accuracy of all moves is 0.8x
  55. Parental Bond: This Pokemon's moves hit twice. The second hit has its damage halved.
  56. Intimidate: Lowers opponents attack on switch in and at end of turn. (max once per turn)
  57. Defiant / Competitive?
  58. Marvel Scale: This Pokemon's defense is 1.5x.
  59. Gooey: Opposing Pokemon have their speed lowered by one stage.
  60. Iron Fist: This Pokemon's moves have 1.2x power.
  61. Anger Point: This Pokemon's atk is boosted 12 stages. BAN THIS TO HELL
  62. Weak Armor: This Pokemon's def is lowered by one and its spe is raised by one.
  63. Download: Attack or Sp. Atk is raised 1 stage based on the foes' weaker Defense on switch in and at the end of every turn (max 1 per turn)
  64. Magnet Pull: Prevents the opponent from choosing to switch.
  65. Prankster: All moves have +1 priority.
  66. Gale Wings: All moves have +1 priority.
  67. Unnerve: While this Pokemon is active, it prevents opposing Pokemon from using their items.
  68. Wonder Skin: All moves are 50% accurate.
  69. Tinted Lens: All moves do 2x damage.
  70. Scrappy: Ignore immunities when attacking
  71. Aftermath: Damages the foe.
  72. Analytic: 1.3x boost to damage.
  73. Aroma Veil:?
  74. Aura Break: Reverses all abilities' effects. ("The effects of "Aura" Abilities are reversed." is official description, Smogon one is different.)
  75. Bad Dreams: Reduces a foe's HP.
  76. Cheek Pouch: Restores HP
  77. Cursed Body: Has a 30% chance of disabling any move used by the opponent.
  78. Cute Charm: Has a chance to infatuate opponent.
  79. Dark Aura: Moves have 1.33x power.
  80. Defeatist: 1/2 Atk and SpA
  81. Delta Stream: Removes weather effects; removes weaknesses.
  82. Early Bird: Statuses with timers end twice as quickly.
  83. Effect Spore: May paralyze, poison, or cause sleep.
  84. Fairy Aura: Moves have 1.33x power.
  85. Flame Body: May burn the opponent.
  86. Gluttony: Encourages early use of held item. (AKA useless since everything activates ASAP anyway.)
  87. Grassy Pelt: Boosts defense by 1.5x.
  88. Harvest: Restores a used item once per turn. BAN (with this definition)
  89. NOTE: at about this point in the abilities my brain stopped working very well. Moves were done by this point.
  90. Healer: ???
  91. Heatproof: Halves damage from attacks, halves burn damage.
  92. Ice Body: This Pokemon recovers 1/16 HP each turn, Immunity to Hail
  93. Imposter: Transforms upon entering battle, and at the end of every turn (NB loses ability upon transformation.)
  94. Iron Barbs/Rough Skin: Damages opponent for 1/8 HP
  95. Liquid Ooze: ???
  96.  
  97.  
  98. Moves
  99.  
  100. Hurricane: Can't miss
  101. Thunder: Can't miss
  102. Solarbeam: Always 1 turn
  103. Destiny Bond: Knocks out opponent at end of turn.
  104. Facade: Double power.
  105. Venoshock: Double power.
  106. Acrobatics: Double power.
  107. Fake Out: Can be used on any turn.
  108. Sleep Talk: Uses another known move. Can be used while awake.
  109. Snore: Can be used while awake.
  110. Sucker Punch: Works even if the opponent didn't attack
  111. Curse: Lose half hp and lay a curse on opponent
  112. Dream Eater: User gains 1/2 HP inflicted.
  113. Nightmare: A target is hurt by 1/4 max HP per turn.
  114. Fell Stinger: Raises users atk by 2.
  115. Knock Off: Removes opponents held items; does 1.5x damage.
  116. Focus Punch: Fails
  117. Growth: Boosts Atk/Spa by 2
  118. Grudge: Next attack used on user loses all its PP.
  119. Gust: Power doubles
  120. Surf: Power doubles
  121. Earthquake: Power doubles
  122. Imprison?
  123. Me First: Copies the foe at 1.5x power.
  124. Powder: Target loses 1/4 HP upon attacking and their attack is negated.
  125. Round: Power doubles.
  126. Echoed Voice/Ice Ball/Rollout: Stay the same
  127. Synthesis/Morning Sun/Moonlight: Heal 75% of maximum health.
  128. Avalanche/Revenge/Assurance: Double power
  129. Brine: Double power
  130. Weather Ball: Double Power, changes type in weather
  131. Wide Guard/Quick Guard: Protect from all moves
  132. Freeze Dry: Is Super Effective; 10% chance to freeze
  133. Venom Drench: Lowers Spa, Atk, and Spe of foe by 1
  134. Hyperspace Fury: Breaks Protection, can be used by any 'mon that learns (hey Smeargle)
  135. Pursuit: Power doubles; Hits mons before they switch
  136. Spikes: Hurts foes. Stacks to 3 layers OR Useless. Stacks to 3 layers.
  137. Sticky Web: Lowers speed by one OR Useless (grounded hazards probably hit everything rather than nothing)
  138. Toxic Spikes: Poisons foes. Max 2 layers. Everything absorbs.
  139. Stealth Rock: Hurts foe. Factors in rock weakness.
  140. Attract: A target gets infatuated.
  141. Beat Up: All allies aid in attacking the target.
  142. Belch: Always work
  143. Counter: Returns double damage
  144. Grass/Fire/Water Pledge: ???????????
  145. OHKO moves: Fail to work (unban lel)
  146. Metal Burst: Returns 1.5x damage
  147. Smelling Salts: Power doubles; Cures paralysis
  148. Snatch: Steals moves to use
  149. Wake-Up Slap: Power doubles; Cures sleep
  150.  
  151. Moves that fail under Gravity (I assume these always fail?):
  152. High Jump Kick
  153. Jump Kick Bounce
  154. Magnet Rise
  155. Bounce
  156. Telekenesis
  157. Fly
  158. Splash
  159. Sky Drop
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