Post by ADMIN RINSE on Mar 14, 2020 18:21:06 GMT
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TWO-MOVE TURNS - These moves will take up your entire turn (both of your move slots). So you won't be able to use a Status Move or use an item if you use one of these moves.
MOD ASSISTANCE - With these moves, the mod who is doing your thread will roll to determine the outcome of the move. In the case that this is a member vs. member battle, just message a staff member so they can roll for you! Note that these will still count as Status moves, even if the move ends up being a damaging move!
FORCE-SWITCHING MOVES - When one of the following moves are used in a trainer battle, it forces a switch in the Pokemon being used. In a wild thread, the wild Pokemon just flees. When using this, just count how many other Pokemon in the enemy's team, then divide 100 by this number. Assign each Pokemon one of the resulting ranges. Then include a dice roll to decide which Pokemon gets switched in. For example, if one of these moves were used on a Pokemon party of six. You would divide 100 by 5. Then when you roll the dice, if it lands on 1-20, Pokemon 1 is switched in. If it lands on 21-40, Pokemon 2 is switched in, etc. etc. Force-switching will not take up the opponents next turn (unless they choose to switch again).
FANG MOVES - When using a fang move, it will always have the 10% chance to burn, paralyze, freeze, etc. However, it will only have the additional 10% chance to cause flinching if it used on the first-turn slot. So for example, you can USE FIRE FANG + USE LEER!, and that will have both the chance to cause burn and the chance to cause flinching. But if you USED LEER + USED FIRE FANG!, it would only have the chance to cause burning.
COPYING MOVES - When you use one of these moves, you copy the same move from your opponent's last turn. The order that you use this move matters, as the move it copies will depend on which slot you use the move in. For example, if the previous turn was USED LEER + USED TACKLE! and your turn is USED COPYCAT + USED VINE WHIP! then you would copy and use the move Leer. If your chosen turn is USED YAWN + USED MIMIC! then you would copy Tackle. As normal, when copying an attack move, you can only use a status move in your other slot. When copying a status move, you can only use an attacking move in your other slot. If you copy a two-turn move (like Solar Beam), it'll use both slots like normal.
HIGH-RISK/HIGH-DAMAGE MOVES - Because these moves are high-damaging/high-risk moves, and there's always the chance your opponent will "switch out" to avoid being hit by them... we've added the stipulation that if the opponent's Pokemon is switched out, your move will fail (and hence your Pokemon will not faint).
JUMP KICKS - Because these moves are also high-damaging and pose a great risk to the user if it misses, these two moves will include a dice-roll and can not be dodged if the dice roll is successful. User will need to include a roll, and if it lands 1-90, the hit is successful. (This is before any sort of accuracy/evasion stats are applied, if you're accuracy is lowered by 1, you would need to roll 1-80). As with the other high-risk moves, if your opponent switches out their Pokemon to avoid the attack, the move fails and you do not suffer the recoil.
LOCKING-MOVES - These attacks locks the move into your attacking slot. You can still use a status move while locked into this move.
OUTRAGE, PETAL DANCE, THRASH - Locked for 2-3 turns. When first used, the user roll a dice, and 1-50 means 2 turns, 51-100 means three turns. After the 2-3 turns, the user is confused and a roll must be included to determine for how many turns the Pokemon is confused (1-4 turns). If there is a disruption during Outrage/Petal Dance's 2-3 turns (like the attack misses or the Pokemon becomes paralyzed or whatever), then there will be no confusion.
UPROAR - Locked in for three turns. No Pokemon in the battle can be put to sleep and any sleeping Pokemon are woken up during Uproar's duration.[/ul]
DEFENSIVE MOVES - These moves will protect you from your opponent's next move, depending on what slot the move was used in. For example, if you USED TACKLE + KING'S SHEILD! and your opponent USED LEER + SCRATCH!, you would still be affected by Leer, but would be protected from Scratch.
DOUBLE BATTLES - Only useful in double battles. If you use one of these moves, all attacking and status moves in your opponent's next turn will be focused on this Pokemon instead of the other Pokemon.
USELESS MOVES - Due to our battle mechanics, some moves are completely useless. Because we don't utilize happiness or speed, any sort of speed moves or happiness moves aren't helpful.
COUNTER - When using counter, your Pokemon copies the other Pokemon's last damaging move and causes twice the exact damage. If you use this on a multi-hitting attack, it will only copy and double the last hit.
DESTINY BOND - If Destiny Bond is used and the Pokemon faints on the opponent's next turn, the opponent also faints. Destiny Bond only carries over to the next turn. If you use it, then survive the next turn, you must use it again if you want it to work on the next turn.
DETECT - This move will only protect you from whatever slot you choose to use the move on. For example, if your turn consisted of USED DETECT! USED TACKLE! and your opponent uses USED LEER! USED SCRATCH! then you would be protected from Leer, but not Scratch. If you only use Detect, it will only protect you from the opponent's first move.
DRAGON RAGE - This move has been weakened on Swallowing Embers. This will just be treated as a Dragon-type move with a BP of 40.
ENCORE - This will lock your opponent's last move into one of their move-slots for three turns. Which move is locked is dependent upon in which slot you used the move. If your opponent USED LEER! USED SCRATCH!, and you USED ENCORE! USED TACKLE! then you've locked Leer into their first-turn slot for three turns. If you had USED TACKLE! USED ENCORE! then you would have locked Scratch into their second-turn slot for three turns.
ENDURE - Endure will keep you from fainting on the next turn. It halves in accuracy each time it is used in succession. Endure will not save you from status effects/end of turn damage — you will still be hurt, and possibly killed, by being burned, poisoned, hail damage, etc. If any similar move, like Protect and King's Shield are used, the accuracy is still halved.
FAKE-OUT - Can only be used on your Pokemon's first turn. Will not work on any turn after that, unless the Pokemon is switched out and switched back in.
FOCUS ENERGY - Raises your crit chance by +1.
FOCUS PUNCH - This one is tricky, since it's very easy to disrupt your Pokemon and cause the move to fail. If you use Focus Punch, it won't go through until your next turn (as you spend your first turn "Tightening your Focus"). If you're hit in your opponent's next turn, you will lose your focus and the move won't go through. The only way this will work is if you choose to dodge your opponent's next attacking move, or if they don't use an attacking move.
HIDDEN POWER - Because we do not utilize IVs, we've decided to have Hidden Power to be a Normal-type move for everyone. It's simply a normal-type move.
MAGIC COAT - This will only reflect back status moves made in your opponent's previous post. Not the next post. So if your opponent used Toxic + Vine Whip, and you used Magic Coat on your next turn, your opponent would be poisoned by Toxic instead of you.
MAGNITUDE - A roll must be included if you use Magnitude, to determine which Magnitude level is used and its resulting damage. The roll will be as follows: 1-5 is Magnitude 4, 6-15 is Magnitude 5, 16-35 is Magnitude 6, 36-65 is Magnitude 7, 66-85 is Magnitude 8, 86-95 is Magnitude 9, 96-100 is Magnitude 10.
MAT BLOCK - Can only be used on your Pokemon's first turn. Will not work on any turn after that, unless the Pokemon is switched out and switched back in. This move will protect you from your opponent's next move, depending on what slot the move was used in. For example, if you USED TACKLE! USED MAT BLOCK! and your opponent USED LEER! USED SCRATCH!, you would still be affected by Leer, but would be protected from Scratch.
ME FIRST - If you use Me First, your opponent's next first-slot move will be used against them. If it's a damaging move, it hits with 1.5x the power. However, it does not steal the move. Your opponent can still use it successfully in their turn.
PAY DAY - With every use in a mod thread, this move will add on ¥50 to the rewards at the end of the encounter.
POWDER - Powder will only be effective for the next turn. For example, if you used it, but it didn't cause anything on your opponent's next turn, you would have to use it again on your turn for it to have effect on the opponent's following turn. If your opponent uses a fire-type move while Powder is in-effect, the move fails and explodes, causing 25% damage to themselves.
PSYWAVE - Can not be used on a Dark-type. Damage output will be in exact HP, which can be changed to percentage using the calculator. To calculate damage, take the attacking Pokemon's level and multiply that by .5 and 1.5. Enter the two numbers as a range in a random number generator and roll for the resulting damage. If you would rather a mod/staff member do this for "trust" reasons, just contact one of them and have them roll for it.
RAPID SPIN - On Swallowing Embers, this move is now considered a status move instead of an attacking move. It will now only remove hazards on your side of the field.
SKETCH - Smeargle can use this move to permanently "learn" their opponent's last move. This is only in-character, however. For the simplicity of the site, all Smeargle moves must be bought OCCly through the Move Tutor.
SNATCH - This will steal your opponent's next healing or status move and apply the buffs to themsleves instead.
TELEKINESIS - Raises the Pokemon and guarantees all of their moves will hit, regardless of accuracy/evasion, for 3 turns. Gains immunity to Ground-type moves during the duration. Can be countered/canceled by Gravity, Smack Down, etc.
TRANSFORM - This is a status move. Meaning you can take on your opponent's form and immediately use one of their attacking moves. Just not another status move.
TRIPLE KICK - Triple kick ignores all evasion adjustments and also ignores no guard/taking aim. When rolling the dice, there is a 73% chance it will hit three times, 8% for twice, 9% for once, and a 10% chance to miss entirely. This means if the dice lands between 1-73 it will hit three times, 74-81 will be twice, 82-90 for once, and 91-100 to miss. Each hit will have its own critical hit chance, if a critical stat is applicable.
ANALYTIC - This ability boosts your character's attacking moves, but these moves will ONLY be boosted if you use your attacking move in your second slot. If you were to use an attacking move, and then a status move, it will not be boosted. PLEASE NOTE: The damage calculator we use will not boost your attacks if your Pokemon is slower than your opponents. Since we don't use speed here, this will have to be adjusted on the calculator. If your calculating the damage for a boosted move, make sure to adjust your Pokemon's speed in the calculator if needed, so it registers the boost!
ANGER POINT - If you're struck by a critical hit, your Pokemon's attack is automatically raised +6.
ARENA TRAP - Only prevents switching and prevents wild Pokemon from fleeing.
COMPOUND EYES - In addition to the accuracy boost, when doing wild threads, there's a 20% chance your spawn will be holding an oran berry or a Pokeball that you are able to steal or take upon fainting. They can use the oran berries though, so be forewarned!
ILLUMINATE - In the wild-thread cycle, your second "Common Pokemon" spawn, will instead be a "Rare/Wishlist/Random" spawn.
ILLUSION - When using Zorua/Zoroark, you can choose to enter the battle without using the Illusion ability. If you do choose to enter the battle as a "disguised" Pokemon, you must post the stats as the Pokemon it's choosing to be disguised as. However, please note your moveset must be your Zorua/Zorark's actual moveset, and they still take damage as a Zorua/Zorark.
HONEY GATHER - After completing a full, five-encounter cycle in a Wild Thread, you will have a 10% chance to find Honey, which you can choose to use to incite a Horde Battle.
PICK-UP After completing a full, five-encounter cylce in a Wild thread, your mod will roll an item for you, using this spread. Some of these items aren't particularly useful on-site, so if you get one of them, it's automatically translated into a cash pick-up or something more useful. (Escape Rope = ¥100, Nugget = ¥500, Ether = ¥200, Iron Ball = Held Item Of Choice, Recovery = ¥300, Heart Scale = ¥100, PPUP = ¥200, Moon Stone/Sun Stone = Evolution Stone Of Choice)
PRANKSTER - Since speed isn't a factor on the site, this is a useless ability.
RUNAWAY - You have the choice to skip one of the common or spawn encounters per wild thread. Just let your mod know which one you want to skip in the beginning of the thread.
STALL - A useless ability, sorry.
STANCE CHANGE - User changes into the Shield or Attack form depending on the move they made. If the Pokemon uses a non-damaging/status move as its last slot, it will receive any damage on its opponent's turn in it's Shield Form. If it uses a damaging/attack move on its last slot, it will receive damage as it's Attack form. (Tip: Use Taunt to lock the Pokemon into its attack form so you can cause better damage!)
STENCH - Gives a 10% chance to cause flinch when hit by a contact move. Allows you to skip a "common" encounter in your wild threads.
SUPER LUCK - Adds +1 to your critical hit stat/ratio!
TRUANT - You can only use one move per turn. It's up to you whether it's an attacking move or a status move.
CHOICE BAND / SPECS - Raises a move's power, but locks the move into your attacking slot. You can still use a status, but can only use that ONE move as your attacking move.
CHOICE SCARF - Useless. We don't deal with speed here.
ZOOM LENS - Critical-hit ratio will be increased for attacking moves, only if the attacking move is used as your second/last turn. If you use an attacking move first and then a status move, your attack is not buffed. Similar to Analytic.
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Some moves and abilities are very straight-forward. For some others, it may be a little more difficult to figure out they work with our site's battling mechanics. In this thread, I've compiled a list of some of the trickier moves, abilities, and even a few items, and how they work here on Swallowing Embers. If you still have a question about how a certain move works, you can feel free to send staff a message or post on our Help Board. We'll figure it out and probably add it to this list!
TIP: Looking for a certain move or ability? Ctrl+F and type in the move/ability name!
BANNED MOVES - These moves are banned and can not be used.
★ Moves Explained
Some moves and abilities are very straight-forward. For some others, it may be a little more difficult to figure out they work with our site's battling mechanics. In this thread, I've compiled a list of some of the trickier moves, abilities, and even a few items, and how they work here on Swallowing Embers. If you still have a question about how a certain move works, you can feel free to send staff a message or post on our Help Board. We'll figure it out and probably add it to this list!
TIP: Looking for a certain move or ability? Ctrl+F and type in the move/ability name!
BANNED MOVES - These moves are banned and can not be used.
TWO-MOVE TURNS - These moves will take up your entire turn (both of your move slots). So you won't be able to use a Status Move or use an item if you use one of these moves.
MOD ASSISTANCE - With these moves, the mod who is doing your thread will roll to determine the outcome of the move. In the case that this is a member vs. member battle, just message a staff member so they can roll for you! Note that these will still count as Status moves, even if the move ends up being a damaging move!
FORCE-SWITCHING MOVES - When one of the following moves are used in a trainer battle, it forces a switch in the Pokemon being used. In a wild thread, the wild Pokemon just flees. When using this, just count how many other Pokemon in the enemy's team, then divide 100 by this number. Assign each Pokemon one of the resulting ranges. Then include a dice roll to decide which Pokemon gets switched in. For example, if one of these moves were used on a Pokemon party of six. You would divide 100 by 5. Then when you roll the dice, if it lands on 1-20, Pokemon 1 is switched in. If it lands on 21-40, Pokemon 2 is switched in, etc. etc. Force-switching will not take up the opponents next turn (unless they choose to switch again).
FANG MOVES - When using a fang move, it will always have the 10% chance to burn, paralyze, freeze, etc. However, it will only have the additional 10% chance to cause flinching if it used on the first-turn slot. So for example, you can USE FIRE FANG + USE LEER!, and that will have both the chance to cause burn and the chance to cause flinching. But if you USED LEER + USED FIRE FANG!, it would only have the chance to cause burning.
COPYING MOVES - When you use one of these moves, you copy the same move from your opponent's last turn. The order that you use this move matters, as the move it copies will depend on which slot you use the move in. For example, if the previous turn was USED LEER + USED TACKLE! and your turn is USED COPYCAT + USED VINE WHIP! then you would copy and use the move Leer. If your chosen turn is USED YAWN + USED MIMIC! then you would copy Tackle. As normal, when copying an attack move, you can only use a status move in your other slot. When copying a status move, you can only use an attacking move in your other slot. If you copy a two-turn move (like Solar Beam), it'll use both slots like normal.
HIGH-RISK/HIGH-DAMAGE MOVES - Because these moves are high-damaging/high-risk moves, and there's always the chance your opponent will "switch out" to avoid being hit by them... we've added the stipulation that if the opponent's Pokemon is switched out, your move will fail (and hence your Pokemon will not faint).
JUMP KICKS - Because these moves are also high-damaging and pose a great risk to the user if it misses, these two moves will include a dice-roll and can not be dodged if the dice roll is successful. User will need to include a roll, and if it lands 1-90, the hit is successful. (This is before any sort of accuracy/evasion stats are applied, if you're accuracy is lowered by 1, you would need to roll 1-80). As with the other high-risk moves, if your opponent switches out their Pokemon to avoid the attack, the move fails and you do not suffer the recoil.
LOCKING-MOVES - These attacks locks the move into your attacking slot. You can still use a status move while locked into this move.
OUTRAGE, PETAL DANCE, THRASH - Locked for 2-3 turns. When first used, the user roll a dice, and 1-50 means 2 turns, 51-100 means three turns. After the 2-3 turns, the user is confused and a roll must be included to determine for how many turns the Pokemon is confused (1-4 turns). If there is a disruption during Outrage/Petal Dance's 2-3 turns (like the attack misses or the Pokemon becomes paralyzed or whatever), then there will be no confusion.
UPROAR - Locked in for three turns. No Pokemon in the battle can be put to sleep and any sleeping Pokemon are woken up during Uproar's duration.[/ul]
DEFENSIVE MOVES - These moves will protect you from your opponent's next move, depending on what slot the move was used in. For example, if you USED TACKLE + KING'S SHEILD! and your opponent USED LEER + SCRATCH!, you would still be affected by Leer, but would be protected from Scratch.
DOUBLE BATTLES - Only useful in double battles. If you use one of these moves, all attacking and status moves in your opponent's next turn will be focused on this Pokemon instead of the other Pokemon.
USELESS MOVES - Due to our battle mechanics, some moves are completely useless. Because we don't utilize happiness or speed, any sort of speed moves or happiness moves aren't helpful.
- - - - - - - - - - - - - - - - -
COUNTER - When using counter, your Pokemon copies the other Pokemon's last damaging move and causes twice the exact damage. If you use this on a multi-hitting attack, it will only copy and double the last hit.
DESTINY BOND - If Destiny Bond is used and the Pokemon faints on the opponent's next turn, the opponent also faints. Destiny Bond only carries over to the next turn. If you use it, then survive the next turn, you must use it again if you want it to work on the next turn.
DETECT - This move will only protect you from whatever slot you choose to use the move on. For example, if your turn consisted of USED DETECT! USED TACKLE! and your opponent uses USED LEER! USED SCRATCH! then you would be protected from Leer, but not Scratch. If you only use Detect, it will only protect you from the opponent's first move.
DRAGON RAGE - This move has been weakened on Swallowing Embers. This will just be treated as a Dragon-type move with a BP of 40.
ENCORE - This will lock your opponent's last move into one of their move-slots for three turns. Which move is locked is dependent upon in which slot you used the move. If your opponent USED LEER! USED SCRATCH!, and you USED ENCORE! USED TACKLE! then you've locked Leer into their first-turn slot for three turns. If you had USED TACKLE! USED ENCORE! then you would have locked Scratch into their second-turn slot for three turns.
ENDURE - Endure will keep you from fainting on the next turn. It halves in accuracy each time it is used in succession. Endure will not save you from status effects/end of turn damage — you will still be hurt, and possibly killed, by being burned, poisoned, hail damage, etc. If any similar move, like Protect and King's Shield are used, the accuracy is still halved.
FAKE-OUT - Can only be used on your Pokemon's first turn. Will not work on any turn after that, unless the Pokemon is switched out and switched back in.
FOCUS ENERGY - Raises your crit chance by +1.
FOCUS PUNCH - This one is tricky, since it's very easy to disrupt your Pokemon and cause the move to fail. If you use Focus Punch, it won't go through until your next turn (as you spend your first turn "Tightening your Focus"). If you're hit in your opponent's next turn, you will lose your focus and the move won't go through. The only way this will work is if you choose to dodge your opponent's next attacking move, or if they don't use an attacking move.
HIDDEN POWER - Because we do not utilize IVs, we've decided to have Hidden Power to be a Normal-type move for everyone. It's simply a normal-type move.
MAGIC COAT - This will only reflect back status moves made in your opponent's previous post. Not the next post. So if your opponent used Toxic + Vine Whip, and you used Magic Coat on your next turn, your opponent would be poisoned by Toxic instead of you.
MAGNITUDE - A roll must be included if you use Magnitude, to determine which Magnitude level is used and its resulting damage. The roll will be as follows: 1-5 is Magnitude 4, 6-15 is Magnitude 5, 16-35 is Magnitude 6, 36-65 is Magnitude 7, 66-85 is Magnitude 8, 86-95 is Magnitude 9, 96-100 is Magnitude 10.
MAT BLOCK - Can only be used on your Pokemon's first turn. Will not work on any turn after that, unless the Pokemon is switched out and switched back in. This move will protect you from your opponent's next move, depending on what slot the move was used in. For example, if you USED TACKLE! USED MAT BLOCK! and your opponent USED LEER! USED SCRATCH!, you would still be affected by Leer, but would be protected from Scratch.
ME FIRST - If you use Me First, your opponent's next first-slot move will be used against them. If it's a damaging move, it hits with 1.5x the power. However, it does not steal the move. Your opponent can still use it successfully in their turn.
PAY DAY - With every use in a mod thread, this move will add on ¥50 to the rewards at the end of the encounter.
POWDER - Powder will only be effective for the next turn. For example, if you used it, but it didn't cause anything on your opponent's next turn, you would have to use it again on your turn for it to have effect on the opponent's following turn. If your opponent uses a fire-type move while Powder is in-effect, the move fails and explodes, causing 25% damage to themselves.
PSYWAVE - Can not be used on a Dark-type. Damage output will be in exact HP, which can be changed to percentage using the calculator. To calculate damage, take the attacking Pokemon's level and multiply that by .5 and 1.5. Enter the two numbers as a range in a random number generator and roll for the resulting damage. If you would rather a mod/staff member do this for "trust" reasons, just contact one of them and have them roll for it.
RAPID SPIN - On Swallowing Embers, this move is now considered a status move instead of an attacking move. It will now only remove hazards on your side of the field.
SKETCH - Smeargle can use this move to permanently "learn" their opponent's last move. This is only in-character, however. For the simplicity of the site, all Smeargle moves must be bought OCCly through the Move Tutor.
SNATCH - This will steal your opponent's next healing or status move and apply the buffs to themsleves instead.
TELEKINESIS - Raises the Pokemon and guarantees all of their moves will hit, regardless of accuracy/evasion, for 3 turns. Gains immunity to Ground-type moves during the duration. Can be countered/canceled by Gravity, Smack Down, etc.
TRANSFORM - This is a status move. Meaning you can take on your opponent's form and immediately use one of their attacking moves. Just not another status move.
TRIPLE KICK - Triple kick ignores all evasion adjustments and also ignores no guard/taking aim. When rolling the dice, there is a 73% chance it will hit three times, 8% for twice, 9% for once, and a 10% chance to miss entirely. This means if the dice lands between 1-73 it will hit three times, 74-81 will be twice, 82-90 for once, and 91-100 to miss. Each hit will have its own critical hit chance, if a critical stat is applicable.
★ Abilities Explained
ANALYTIC - This ability boosts your character's attacking moves, but these moves will ONLY be boosted if you use your attacking move in your second slot. If you were to use an attacking move, and then a status move, it will not be boosted. PLEASE NOTE: The damage calculator we use will not boost your attacks if your Pokemon is slower than your opponents. Since we don't use speed here, this will have to be adjusted on the calculator. If your calculating the damage for a boosted move, make sure to adjust your Pokemon's speed in the calculator if needed, so it registers the boost!
ANGER POINT - If you're struck by a critical hit, your Pokemon's attack is automatically raised +6.
ARENA TRAP - Only prevents switching and prevents wild Pokemon from fleeing.
COMPOUND EYES - In addition to the accuracy boost, when doing wild threads, there's a 20% chance your spawn will be holding an oran berry or a Pokeball that you are able to steal or take upon fainting. They can use the oran berries though, so be forewarned!
ILLUMINATE - In the wild-thread cycle, your second "Common Pokemon" spawn, will instead be a "Rare/Wishlist/Random" spawn.
ILLUSION - When using Zorua/Zoroark, you can choose to enter the battle without using the Illusion ability. If you do choose to enter the battle as a "disguised" Pokemon, you must post the stats as the Pokemon it's choosing to be disguised as. However, please note your moveset must be your Zorua/Zorark's actual moveset, and they still take damage as a Zorua/Zorark.
HONEY GATHER - After completing a full, five-encounter cycle in a Wild Thread, you will have a 10% chance to find Honey, which you can choose to use to incite a Horde Battle.
PICK-UP After completing a full, five-encounter cylce in a Wild thread, your mod will roll an item for you, using this spread. Some of these items aren't particularly useful on-site, so if you get one of them, it's automatically translated into a cash pick-up or something more useful. (Escape Rope = ¥100, Nugget = ¥500, Ether = ¥200, Iron Ball = Held Item Of Choice, Recovery = ¥300, Heart Scale = ¥100, PPUP = ¥200, Moon Stone/Sun Stone = Evolution Stone Of Choice)
PRANKSTER - Since speed isn't a factor on the site, this is a useless ability.
RUNAWAY - You have the choice to skip one of the common or spawn encounters per wild thread. Just let your mod know which one you want to skip in the beginning of the thread.
STALL - A useless ability, sorry.
STANCE CHANGE - User changes into the Shield or Attack form depending on the move they made. If the Pokemon uses a non-damaging/status move as its last slot, it will receive any damage on its opponent's turn in it's Shield Form. If it uses a damaging/attack move on its last slot, it will receive damage as it's Attack form. (Tip: Use Taunt to lock the Pokemon into its attack form so you can cause better damage!)
STENCH - Gives a 10% chance to cause flinch when hit by a contact move. Allows you to skip a "common" encounter in your wild threads.
SUPER LUCK - Adds +1 to your critical hit stat/ratio!
TRUANT - You can only use one move per turn. It's up to you whether it's an attacking move or a status move.
★ Items Explained
CHOICE BAND / SPECS - Raises a move's power, but locks the move into your attacking slot. You can still use a status, but can only use that ONE move as your attacking move.
CHOICE SCARF - Useless. We don't deal with speed here.
ZOOM LENS - Critical-hit ratio will be increased for attacking moves, only if the attacking move is used as your second/last turn. If you use an attacking move first and then a status move, your attack is not buffed. Similar to Analytic.
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