Miror

Legend/Ingame Sig Move Rewrites

Jul 25th, 2020 (edited)
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  1. Volt Tackle (Electric) - The user surrounds itself with a ball of volatile electrical energy, charging at the target with great speed and delivering a hard tackle, dealing major damage for major energy with a slight chance of paralysis.
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  3. Bone Club (Ground) - The user smashes the opponent with their earthen bone, dealing solid damage for solid energy. The hard rap from this attack has a good chance to cause a flinch.
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  5. Shadow Bone (Ghost) - The user surrounds its bone in shadowy energy and slams the target, dealing significant damage for significant energy. The shadowy energy may linger, with a good chance of lowering the target's defense slightly.
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  7. Psystrike (Psychic) - The user creates a large bubble of Psychic energy around itself, which it then rapidly expands into a massive dome that bombards the foe with a physical salvo of localized, concussive explosions upon contact with the target, dealing high damage for high energy as well as pushing the foe back significantly.
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  9. Toxic Thread (Poison) - The user sprays a fine, sticky string laced with poison that hinders the target's movement and slows it down. This technique allows for focused targeting to wrap or ensnare a particular body part, hindering its movement. While it can be used to ensnare the foe's entire body, the string is more powerful in large masses, and targeting a certain body part will produce a more resistant ensnarement. This string is fairly resistant but vulnerable to energy, and will break apart after taking significant damage or three rounds pass. Once it breaks, the adhesive will linger for a few rounds, dropping the target's speed slightly. The poison that the string is laced with will cause poison upon contact with skin. Due to the poison lacing the string, it lacks the tensile strength needed for traveling/swinging with. This technique uses moderate energy.
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  11. Aeroblast (Flying) - The user calls upon gale-force winds (or, if in water, a maelstrom) to power a violent, cyclonic beam of energy that buffets the target for high damage using high energy. Due to the extremely forceful nature of this move, the opponent will often be knocked back significantly, and has a high chance of leaving a weak spot.
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  13. Sacred Fire (Fire) - The user surrounds itself in intense golden flames, instantly dispelling the effects of being frozen or chilled and warming the surrounding area significantly for a round after. The user then either launches the firestorm at the foe in a wide stream, or charges the foe physically while still wreathed in fire, both dealing heavy damage for heavy energy. The move is likely to inflict a burn.
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  15. Mist Ball (Psychic) - The user fires a ball of fine, mist-like down laced with Psychic energy at the foe, dealing considerable damage for considerable energy. The down calms the target, resetting their mental state and likely lowers their Special Attack slightly.
  16.  
  17. Origin Pulse (Water) - The user draws from the primal power of the seas and creates an innumerable amount of orbs of pure Water energy, each of which send forth a torrential beam of Water energy that hits all foes, dealing high damage for high energy.
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  19. Precipice Blades (Ground) - The user draws from the primal power of the earth and summons a number of molten spikes which jut out from the ground beneath all foes, creating small explosions on contact and dealing high damage for high energy. As the ground used is literally molten, it can be used on virtually any surface, and will leave behind earthen formations. Even if it cannot be used on the surface, it will still use hardened ground energy for similar effects, but the formations will not linger.
  20.  
  21. Dragon Ascent (Flying) - The user begins to glow brightly with a green aura before ascending at high speeds until it is out of sight. After a few moments, it returns at speeds comparable to Extremespeed, diving at the foe and dealing major damage for major energy. This move is rather intensive, and will leave the user vulnerable for a short time afterward.
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  23. Doom Desire (Steel) - The user sends a bright light into the heavens using extreme energy, which disperses into the sky, making a wish that seals the target's fate, with the user able to either target a particular foe or just a general area. In the round after using the move, the sky will darken slightly and flakes resembling polished steel will fall from above. The following round, an enormous column of light will fall from the sky onto the target, enveloping them in lustrous Steel energy that deals extreme damage.
  24.  
  25. Psycho Boost (Psychic) - The user shoots out a very concentrated, sparking, rainbow orb of Psychic energy which does massive damage for massive energy, but leaves the user winded for a half a round afterwards. If the user is Deoxys, excess energy from the move has different effects based on what form it has assumed, with Normal and Speed Formes resetting their current mental state, Attack Forme having a high chance of receiving a slight boost to its defenses, and Defense Forme having a high chance of receiving a slight boost to its offenses.
  26. Attack Order (Bug) - The user unleashes a swarm of solid, buzzing projectiles of Bug energy to surround the target, which deals significant damage for significant energy. The move has a high chance of leaving a weak spot.
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  28. Heal Order (Bug) - Using major energy, the user creates a number of spheres of Bug energy and then consumes them to restore an extreme amount of health and cure any physical status conditions.
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  30. Chatter (Flying) - The user (always Chatot) begins yammering nonsensical statements in the opposing trainer's voice at high volume, producing sound waves laced with solid Flying energy, dealing solid damage and confusing the target.
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  32. Roar Of Time (Dragon) - The user lets out a time-rending bellow at what feels like incredible speed to the target, causing a distortion of time and space around the target and dealing extreme damage for extreme energy. However, modifying time results in the warping of time around the user as well, causing them to experience effects similar to being winded for half a round. If the user is Dialga, the residual breakage of time around the target will also drop their Speed drastically.
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  34. Spacial Rend (Dragon) - The user uses high energy to shred the fabric of space in the surrounding area, causing a shockwave of energy to race towards the target and deal high damage for high energy. This move literally bends space and will pull targets in towards it, making it more likely to hit. If the user is Palkia, the user can choose to teleport the target to a place it has recently seen or detected in the process, and the move has a high chance of leaving a weak spot.
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  36. Magma Storm (Fire) - The user spits a spiral of flames and magma, surrounding the target in a wall of fire and moat of magma for a round, hitting them for major damage using major energy. The flames will subside after half a round but magma surrounding the target will persist for three rounds before cooling. The energy from the lava radiates around the foe, making them somewhat uncomfortable if not used to heat and interfering with the buffering pattern in Poké Balls, preventing conventional switching as long as the lava is still hot. If they come in contact with the magma before it cools, it will cause light damage.
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  38. Crush Grip (Normal) - The user wraps its arms around the target and squeezes powerfully. Most of the damage done is due to the target attempting to struggle free, taking more and more damage as they continue to struggle. More tired or damaged targets will likely struggle less, taking good damage at the absolute minimum and causing the user to lose interest and free them, while fresher targets will struggle more, be restricted for longer and take up to major damage if fresh. Energy use is proportional to damage dealt.
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  40. Shadow Force (Ghost) - The user is surrounded in darkness before vanishing from existence in the physical world. The user then maneuvers to behind the target and reappears surrounded by a ghostly aura, before sending the aura into the target for major damage using major energy. Due to not being in the physical world and being able to read the spiritual sense of the opposing Pokémon, the user will always identify the target out of a Double Team or in any other conditions, and due to the speed of the sudden reincorporation, the aura is not dodgeable.
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  42. Dark Void (Dark) - The user opens a void to a dark world underneath the target's side of the field, briefly trapping it and any allies in a black space that lulls them to sleep, using considerable energy. All targeted Pokémon will be put to sleep instantly, and fall into a deeper sleep than otherwise, with the status being unaffected by sound moves and requiring at least major damage to awaken from. Due to the mysterious energy of this move, it will even force Pokémon who would otherwise be resistant to sleep to fall asleep.
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  44. Seed Flare (Grass) - The user draws in energy from the nature around it, sucking in any unnatural or polluting influences, before releasing them in a gigantic, explosive burst of grass energy, dealing severe damage for severe energy. This will cause any pollutants or otherwise harmful forces (e.g. fire, floods, etc.) to disappear, and has a high chance of lowering the target's Special Defense sharply.
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  46. Judgment (Various) - Using heavy energy, the user gathers the very essences of existence into an orb of radiantly glowing energy above its head, launching it skywards in a spiraling display of light. When the orb reaches its apex, it bursts in a flash of light, raining down extremely powerful shards of energy upon the ground below. The pure cataclysmic power of this move will likely result in significant destruction of the arena, as well as heavy damage to any Pokémon, friend or foe, who is not the user. Pokémon are likely to suffer some collateral damage from the destruction of the arena in addition to the direct damage from the attack itself, as well as being hurled a good distance from the user. The type of the attack is determined by the primary type of the user.
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  48. Searing Shot (Fire) - The user remotely heats the space around the foe, causing it to erupt spontaneously in an inferno of scarlet flame, dealing heavy damage for heavy energy. This move has a high chance of inflicting burns on the foe, and also has a high likelihood of igniting new fires with anything remotely flammable nearby.
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  50. Night Daze (Dark) - The user gathers dark energy into its hands or limbs, slamming them against the ground. A growing shockwave of dark, churning, red energy bursts forth, slamming into the foe for significant damage using significant energy. This move may cause the target to be somewhat disoriented, breaking their concentration and making it difficult to retaliate for a short time, and has a high chance of lowering their accuracy.
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  52. Gear Grind (Steel) - The user grinds the foe between its gears, dealing considerable damage using considerable energy, with a good chance of leaving a weak spot. It can also hurl a pair of physical gear constructs at the target to crush them from a distance, having the same damage and energy cost as normal but with no additional effect.
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  54. Shift Gear (Steel) - The user begins to rotate their gears rapidly or channels electrical power to send itself into an "overdrive" of sorts, using good energy, increasing its efficiency and allowing it to move faster and react to moves more quickly, raising its Speed sharply. Its Attack is also increased slightly as a result of the increased efficiency, allowing it to concentrate its energy on attacks. This "overdrive" state will last for the remainder of the battle.
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  56. Fiery Dance (Fire) - The user covers its wings in fire as it flits around gracefully, flapping them quickly at its opponent to send the flames at the target. This attack deals considerable damage using considerable energy and due to the buildup of energy, has a high chance of increasing the user's Special Attack.
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  58. Sacred Sword (Fighting) - Charging Fighting energy into its horn(s) or blade, the user slashes at the foe, dealing significant damage. Due to the great skill it takes to use this move and the almost magical nature of the attack, this attack will ignore the target's boosts in Defense and is particularly precise, having a higher likelihood of striking the target.
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  60. Fusion Flare (Fire) - The user generates a heavy amount of Fire energy, forming it into a huge orb of flames above their head. The user then slams the orb into the foe, causing it to explode with a shockwave of heat and fire, dealing heavy damage. This attack is highly influenced by electricity, dealing major damage if preceded by any damaging Electric move, and dealing extreme damage if used in the same round as Fusion Bolt.
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  62. Blue Flare (Fire) - The user releases an intense burst of beautiful blue flames which burst on contact, dealing severe damage for severe energy. This attack has a good chance of burning the target, and due to the intensity of the flame, it also slightly lowers the enthusiasm of the target.
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  64. Fusion Bolt (Electric) - The user generates a heavy amount of Electric energy, forming it into a sphere around its body. The user then throws the orb into the air, and it comes crashing down upon the foe, bursting with a shockwave of electricity, dealing heavy damage. This attack is highly influenced by heat, dealing major damage if preceded by any damaging Fire move, and dealing extreme damage if used in the same round as Fusion Flare.
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  66. Bolt Strike (Electric) - The user gathers great amounts of electricity in its body, charging the foe with a heavy and fast tackle. The contact discharges the electricity directly into the foe, giving them a devastating shock and dealing severe damage for severe energy. This technique deals severe damage and has a good chance of severe paralysis, and due to the intensity of the voltage, it also slightly lowers the enthusiasm of the target.
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  68. Glaciate (Ice) - The user sends a freezing gust of wind laced with some ice and snow at the opponent, dealing significant damage for significant energy. This wind is well below freezing and will cover most targets in a layer of frost, causing them to become extremely chilled as well as slightly lowering their Speed. Even naturally warm Pokémon will experience some degree of chill due to the intense cold generated from this attack.
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  70. Ice Burn (Ice/Fire) - The user charges a massive amount of Ice and Fire energy, concentrating it in its extremities. After about four seconds, it releases it in an extremely concentrated burst of incredibly cold wind and intensely hot flames, dealing massive damage. As it deals both Ice and Fire damage, it is super effective against Flying, Grass, Ground, and Bug types and resisted by Fire, Water, and Rock types. The damage from Ice Burn will never be doubly effective or doubly ineffective against a single-typed Pokémon. The inferno powering the move has a high chance of inflicting burns.
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  72. Freeze Shock (Ice/Electric) - The user surrounds itself with ice crystals charged with a significant amount of electricity, and then launches a flare of ice propelled by a huge burst of electricity, dealing massive damage for massive energy. As it deals both Ice and Electric damage, it is super effective against Flying types and resisted by Fire, Electric, Ground, Ice, and Steel types. The damage from Freeze Shock will never be doubly effective or doubly ineffective against a single-typed Pokémon. The electricity powering the move has a high chance of causing paralysis.
  73.  
  74. Techno Blast (Various) - The user charges a significant amount of energy into its cannon, firing a beam at the foe for significant damage. If the user is Genesect, the blast's typing depends on the Drive it is equipped with, while for all other users the move is Normal-typed. If this move has had its type changed through a Drive, it will not draw from type energy pools when used.
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  76. Powder (Bug) - Using solid energy, the user coats the foe in a fine, volatile powder. If the target uses a Fire-type move, the powder will explode violently, dealing significant damage to the target while also nullifying the Fire-type move used entirely. Targeting an open flame on a Pokémon will have a chance of dealing solid damage instead. This explosion is pure energy and ignores type compatibility.
  77.  
  78. Light of Ruin (Fairy) - The user gathers a massive amount of Fairy energy and fires a huge beam of energy at the foe for massive damage, mirroring the cataclysmic launch of the ultimate weapon a millenia ago. The catastrophic power that fuels this move causes hopelessness to fall over the target, dropping their enthusiasm sharply. As this attack draws straight from the life force of the user, they suffer moderate recoil.
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  80. King's Shield (Steel) - The user arms itself with its shield, expending a good amount of energy to protect against incoming attacks. This move will block the next attack that comes in contact with it, and any enemy that does so while King's Shield is active will have their attack lowered drastically from the jarring impact of crashing against the shield. King's Shield will not protect against non-damaging techniques, and each subsequent use will increase the energy by a minor amount. The increase in energy is shared with other protective moves.
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  82. Fairy Lock (Fairy) - The user casts a strange spell over the battlefield, interfering with the mechanisms in Poké Balls, preventing any switching during the next three rounds, both for the user and any other Pokémon on the field, including through switching moves. This move costs decent energy.
  83.  
  84. Geomancy (Fairy) - Using significant energy, the user taps into the essence of nature itself, pulling pure energy into its body in a ring of colorful lights from the earth. This sharply raises its Special Attack, Special Defense and Speed at the beginning of the next round.
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  86. Oblivion Wing (Dark/Flying) - The user coats their wings in a haunting energy before firing the aura and dealing considerable damage for considerable energy. The user feeds off the aura and regains an amount of health equal to three quarters of the damage dealt. Since this move is half Dark and half Flying, its type-effectiveness is slightly different, dealing super effective damage to Grass, Psychic, Bug, and Ghost Pokémon and resisted damage to Electric, Rock, Dark, Steel and Fairy Pokémon. The damage from Oblivion Wing will never be doubly effective or doubly ineffective against a single-typed Pokémon.
  87.  
  88. Land's Wrath (Ground) - The user pumps heavy Ground energy into the ground below the target, causing it to burst up with green spires of ground energy which fracture the ground beneath the foe and deal heavy damage. This has a high chance of raising the user's Attack slightly.
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  90. Thousand Arrows (Ground) - The user gathers a mysterious green light, releasing it in the form of arrows of energy that fly into the air and home in on the target, hitting for significant damage using significant energy. These arrows can travel great distances and will track down the foe, able to hit them even if they are at a great distance. These arrows will deal neutral damage to any Flying-type Pokémon (regardless of secondary typing), and will also bring Pokémon who levitate or fly to the ground and they will not be able to regain height for roughly a round, though their speed and agility with flight or levitation will not be affected. Repeated uses will knock the target down if airborne, but will not prevent them from regaining height.
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  92. Diamond Storm (Rock) - The user creates four crystalline Rock-energy formations shining with a radiant power and launches them at the foe dealing heavy damage for heavy energy. The formations are spaced in a way to enable them to hit multiple foes if they are in close proximity to one another. Some of the remaining energy lingers to boost the user's Defense one stage.
  93.  
  94. Hyperspace Hole (Psychic) - The user (always Hoopa) uses their rings to open a hyperspace portal next to the foe, allowing them to deal a quick strike with an energy blast for considerable damage and catch the foe off-guard. Since the user employs hyperspace portals to target the foe, the attack will always hit as long as the user has an idea of the target's position, and can circumvent any defensive techniques such as Protect or Reflect.
  95.  
  96. Hyperspace Fury (Dark) - The user (always Hoopa-Unbound) summons dimensional rings to open up a number of hyperspace portals surrounding the target, using them to launch a flurry of blows that deal heavy damage for heavy energy. Since the user employs hyperspace portals to target the foe, the attack will always hit as long as the user has an idea of the target's position, and can circumvent any defensive techniques such as Protect or Reflect. However, due to the rather intensive process of opening these portals, the user will be vulnerable for a short time after using it.
  97.  
  98. Steam Eruption (Water) - The user boils the water within its body, creating a vast amount of pressure before letting the water erupt forward in a blast of steam with incredible force, dealing high damage for high energy and pushing the foe back. This steam has a high chance of creating a painful burn.
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  100. Moongeist Beam (Ghost) - The user uses its wings to absorb the energy from the moon (though it does not need to be visible or present), transforming the energy into a large beam that it launches at the foe for high damage using high energy. The mysterious nature of this energy ignores any boosts to defense granted by Species Characteristics or any other Characteristics that may cause the move to fail or do less damage.
  101.  
  102. Prismatic Laser (Psychic) - The user gathers an extreme amount of Psychic energy within their body, transforming it into light that is focused into a rainbow colored laser using the prism-like structures in the user's body. This laser hits the foe, dealing extreme damage. The refracted light will reduce the target's accuracy slightly. This attack will cause the user to be winded after its use for approximately a round.
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  104. Spectral Thief (Ghost) - Upon use the user vanishes into the shadow of their opponent, hiding there as the user steals any stat or SC boosts the opponent has, keeping the stat boosts for as long as they would have lasted otherwise. Any SC boost stolen is retained for three rounds, and the opponent will see no benefits from it until it returns, and even if Spectral Thief is used again on the same target, the SC boosts can only be stolen once. Once the theft has occurred, the user rises up out of the shadows and delivers a painful blow to the foe, dealing significant damage for significant energy. This move will also bypass Double Team, Substitute, and similar techniques as the user will be able to locate the proper shadow.
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  106. Double Iron Bash (Steel) - The user swings its arms, throwing a stretchy punch with both arms, one after another. Each punch does good damage, for a total of major damage, using major energy, and has a high chance to flinch overall.
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  108. Eternabeam (Dragon) - The user (always Eternatus) gathers an extreme amount of energy as it appears to briefly go into its Eternamax form, and launches a ridiculously destructive beam that obliterates its target, dealing extreme damage and tearing up the arena. As the user channels a great deal of energy into the attack, it will wind them for half a round.
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