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Old 05-11-2012, 08:02 PM
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Default Re: Contest Moves List (B/W Mode)

Here is how Abilities work in BW style of Contesting.
If you spot please contact AmericanTreeFrog or another Moderator.

Adaptability – Moves that are of the same Attribute as the bearer cost half the PP.

Aftermath - If a direct attack by a non-bearer causes bearer to faint, that non-bearer loses 1/4 of total PP unless an active Pokémon that isn't rotated out has Damp.

Air Lock – +1 heart each turn the bearer performs in weather.

Analytic – +1 heart if the bearer moves after the opponent.

Anger Point – PP is fully restored when bearer is hit by a critical.

Anticipation – If Stats are in effect user Pokemon steals a quarter of those points and adds them to its own (random opposing Pokemon is chosen).

Bad Dreams – Sleeping opponents lose 20PP each turn they spend sleeping.

Battle Armor – Opposing Abilities cannot cause extra PP loss.

Big Pecks – All Cute-Attribute moves cost -10PP.

Blaze – If current HP is 1/3 or less, Beauty-attribute appeals cost half the PP.

Chlorophyll –+1 heart for each attacking move performed under sunlight.

Clear Body – Opposing Abilities cannot cause extra PP loss.

Cloud Nine – +1 heart each turn the bearer performs in weather

Color Change – The Pokemon’s Attribute becomes the Attribute of the last attack to hit it.

Compoundeyes – -20pp cost for each move that has 90% acc or less

Contrary – The PP cost of a move is the following: 60 minus the move’s normal cost

Cursed Body – 30% chance that the hitter loses 30PP (rolled separately to Disable chance)

Cute Charm – 30% chance that the hitter loses 30PP if they’re of the opposite gender (rolled separately to attraction chance)

Damp – -20pp cost for each Beauty-attribute move

Defeatist – PP cost of moves is doubled if bearer is below 50% HP

Defiant – Gain 50PP upon ability activation

Download – Your Pokemon’s Attribute becomes one that is neutral to the scanned Pokemon’s Attribute (Trainer’s choice)

Drizzle – -10pp for each Beauty-attribute move used while Rain is up

Drought – -10pp for each Beauty-attribute move used while Sun is up

Dry Skin – Recover 20PP each time you heal from Rain

Early Bird – +1 heart each turn that user is asleep

Effect Spore – +1 heart upon successful ability activation

Filter – +2 hearts upon being struck by a super-effective move

Flame Body – 30% chance that the hitter loses 30PP (rolled separately to Burn chance)

Flare Boost – recovers 30PP each turn user is inflicted by Burn

Flash Fire – recovers 50PP upon Ability activation

Flower Gift – +1 heart upon Ability activation

Forecast – +1 heart each time Castform transforms

Forewarn – Divide the selected move’s BP by 50 then round to the nearest whole number. The Pokemon gets that many hearts.

Friend Guard – Allies' move cost is reduced by 20PP

Frisk – +1 heart upon Frisk detecting an item

Gluttony – Recover 50PP upon Ability activation

Harvest – Recover 50PP upon Berry being restored

Healer – +1 heart upon successful Ability activation

Heatproof – Beauty-Attribute moves used by the opponent cost an extra 20pp

Heavy Metal – Earn one extra heart for using a weight-based move

Honey Gather – +1 heart for using Cool-Attribute moves

Huge Power – 10PP cost for using Physical moves

Hustle – -10pp cost for using Physical moves

Hydration – Recover 20PP upon ability activation

Hyper Cutter – Recover 50PP each time Ability negates an attack drop

Ice Body – Recover 20PP each time you heal from Hail

Illuminate – One extra heart upon completing a Combo

Illusion – Recover 50pp upon Illusion being broken

Immunity – Moves that can cause Poison/Toxic cost the opponent 20pp more to use

Imposter – +1 heart upon Ability activation

Infiltrator – Moves cost -10PP when Reflect, Light Screen or Safeguard is up

Inner Focus – Moves that can cause flinching cost the opponent 20pp more to use

Insomnia – Moves that can cause sleep cost the opponent 20pp more to use

Intimidate – Pokemon affected by Intimidate loses 30pp

Iron Barbs – +1 heart upon Ability activation

Iron Fist – Punching moves cost -10pp to perform

Justified – Recover 20pp when hit by a Dark move

Keen Eye – Moves that can cause accuracy loss cost the opponent 20pp more to use

Klutz – -10pp cost for all moves if the user is holding an item

Leaf Guard – Recover 20pp every turn in sunlight

Levitate – Tough-attribute moves cost the opponent 10pp more to use

Light Metal – Cost for using weight-based moves is halved

Lightningrod – recovers 50PP upon an electric attack being absorbed

Limber – Moves that can cause paralysis cost the opponent 20pp more to use

Liquid Ooze – HP-draining moves cost the opponent 20pp more to use

Magic Bounce – Recover 20pp upon ability activation

Magic Guard – Recover 10pp a turn

Magma Armour – Moves that can cause Freeze cost the opponent 20pp more to use

Magnet Pull – +1 heart each turn your opponent is Steel-typed

Marvel Scale – All moves cost 50% pp while this ability is active

Minus – Earn an extra heart for each move while a Plus-bearing mon is on the field

Mold Breaker – +1 heart each time this Ability activates

Moody – One of the following occurs randomly: Recover 30pp, Recover 20pp, Recover 10pp, Lose 40pp, Lose 30pp, Lose 20pp, Lose 10pp

Motor Drive – Restore 50pp on activation

Moxie – Restore 30pp

Mulitscale – Moves cost -10pp when this ability is active

Multitype – +1 heart every turn

Mummy – Pokemon who don’t have Mummy as a natural ability cost double PP to perform moves

Natural Cure – Recover 30pp upon healing using this ability

No Guard – +1 heart each time a move would have missed without No Guard

Normalize – All moves have the Cute Attribute.

Oblivious – Moves that can cause attraction cost the opponent 20pp more to use

Overcoat - +10pp per turn in hazardous weather

Overgrow – If current HP is 1/3 or less, Smart moves cost half PP

Own Tempo – Moves that can cause confusion cost the opponent 20pp more to use

Pickpocket – Restore 10pp on Activation

Pickup – 10% chance to pick up a berry of your choice after the battle. Trainers must post in the Berry Store to collect.

Plus - Earn an extra heart for each move while a Minus-bearing mon is on the field

Poison Heal - +10 PP per turn if you’re poisoned.

Poison Point – Earn an extra Heart if you induce poison on your opponent.

Poison Touch - Earn an extra Heart if you induce poison on your opponent.

Prankster - –10PP cost for using Status moves

Pressure - +10pp cost to all opponent moves, whilst ability is in effect.

Pure Power – –10PP cost for using Physical moves

Quick Feet - recovers 30PP each turn user is inflicted by Paralysis

Rain Dish - +1 Heart every round when the weather is Rain

Rattled - +1 Heart when hit by a Dark-, Bug-, or Ghost-type attack

Reckless – Costs 10pp extra to use recoil-inducing attacks

Regenerator – Regains a third of the maximum PP when switched back in.

Rivalry – When the opposite gender is on the field, physical attacks cost half the PP

Rock Head – Recoil attacks cost 10PP less.

Rough Skin - Non-bearer loses 20PP on contact with the bearer of this ability.

Run Away – +1 heart upon switching out

Sand Force - +1 Heart when they use a Tough-attribute Move.

Sand Rush - +1 heart for each attacking move performed under Sandy Weather.

Sand Stream - -10pp for each Tough-attribute move used while Rain is up

Sand Veil – +1 heart if this Ability causes a miss

Sap Sipper - +2 Hearts when hit by a Grass Move

Scrappy +1 heart for each Normal-type attack to hit a Ghost Pokemon

Serene Grace - +10 PP cost for every move that is affected by this ability.

Shadow Tag – The opponent loses 10PP per turn.

Shed Skin - +1 Heart if this ability works

Sheer Force - -10PP cost for every move effected by this ability

Shell Armor - +20pp cost for opponent to use moves with a crit chance

Shield Dust - +1 heart each time the opponent uses a move that can potentially cause an effect blocked by this ability

Simple – PP costs and heals are doubled

Skill Link - Regain 5PP for each multi-hit move hit on opponent?

Slow Start – All PP usage is doubled until 5 rounds, and then it returns to normal.

Sniper - +2 Hearts if this ability activates

Snow Cloak - +1 heart if this Ability causes a miss

Snow Warning –-10PP cost for using Beauty-Attribute moves while Hail is up

Solar Power – Earns an extra heart each turn if sun is play, however looses -10 PP at the end of the round.

Solid Rock - +1 heart upon being struck by a super-effective move

Soundproof +1 heart upon being struck by a Sound Move.

Speed Boost - +10pp move cost if opponent is faster than bearer

Stall - -10PP cost if the user moves after the opponent.

Static - Earn an extra Heart if you induce Paralysis on your opponent through this ability.

Steadfast - Earn an extra Heart if you are Flinched.****

Stench – Earn an extra Heart if you cause the opponent to flinch.

Sticky Hold - +1 Heart if someone tries to take your item away from you.

Storm Drain - +2 Hearts when hit by a Water Move

Sturdy - +2 Hearts if this ability is used

Suction Cups - +1 Heart if your opponent tries to end or switch out. Bonus does not work when you try and withdraw it out yourself.

Super Luck +1 heart for every Critical Hit.

Swarm - If current HP is 1/3 or less, Cool-attribute appeals cost half the PP.

Swift Swim - +1 heart for each attacking move performed under Rainy Weather.

Synchronize - +1 Heart if you’ve been inflicted with a status.

Tangled Feet - -10PP cost when you are confused.

Technician - -10PP cost for all moves effected by this ability.

Telepathy - +1 heart each time you avoid a move with this Ability

Teravolt – -20PP cost for all moves when the bearer of this Ability is versus a mon with Turboblaze

Thick Fat – Beauty-attribute moves used against the bearer of this ability, cost 10PP more.

Tinted Lens - -10pp cost for all ineffective moves

Torrent - If current HP is 1/3 or less, Beauty-attribute appeals cost half the PP.

Toxic Boost - -10pp cost when the user is under toxic status

Trace – Copies PP when switched in

Truant - +2 Hearts for every move used.

Turboblaze – -20PP cost for all moves when the bearer of this Ability is versus a mon with Turboblaze

Unaware – -10pp cost when positive changes are ignored, and +10pp cost when negative stat changes are ignored

Unburden – When an item is used up, -10PP cost for all moves.

Unnerve - -20PP cost for all bearer moves if opponent is holding a Berry

Victory Star - -10PP cost for the bearer and its allies.

Vital Spirit – If the user is tried to put to sleep, +1 Heart

Volt Absorb - recovers 50PP upon a Electric attack being absorbed

Water Absorb - recovers 50PP upon a water attack being absorbed

Water Veil - If the user is tried to be burned, +1 Heart

Weak Armor – User regains 10x number of physical hits in PP at the end of the turn.

White Smoke - Opposing Abilities cannot cause PP loss.

Wonder Guard - +1 heart for being struck by a move that doesn't deal damage

Wonder Skin - +1 heart upon ability activation

Zen Mode – When the ability has been activated, Darmantian will have 200PP. If the Darmantian had a PP lower than 200 before transformation, it will keep the same PP.
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