Módulo:Skills/List

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La documentación para este módulo puede ser creada en Módulo:Skills/List/doc

local skills = {
MIST = {
name = "Niebla",
type = "Aire",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 7,
priority = "Normal",
desc = "El usuario se rodea de niebla purificadora, impidiendo los cambios de estadísticas negativos durante 5 turnos.",
strikes = {{1,100}},
propertyRequirements = {"isOoze"},
restrictedFamilies = {}
},
TEMPEST = {
name = "Tempestad",
type = "Aire",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 100,
priority = "Baja",
desc = "Una tempestad furiosa hace volar al objetivo, obligándolo a salir de la batalla.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasWings"},
restrictedFamilies = {}
},
WHOOSH = {
name = "Temporal",
type = "Aire",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 100,
power = 0,
priority = "Normal",
desc = "El usuario lanza una veloz ráfaga de viento. La potencia aumenta con la [stat.speed] del usuario y disminuye con la [stat.speed] del objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasWings"},
restrictedFamilies = {}
},
WIND_BLAST = {
name = "Ráfaga de Viento",
type = "Aire",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 95,
power = 80,
priority = "Normal",
desc = "Usando sus alas, envía una poderosa ráfaga de viento hacia el objetivo, causando daño.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CAT_SCRATCH= {
name = "Arañazo Felino",
type = "Fantasma",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 5,
accuracy = 70,
priority = "Normal",
desc = "Clava las garras sobre el objetivo, causando un daño igual al 50% de los [hp] actuales del enemigo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CLAW = {
name = "Garra",
type = "Corte",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 2,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Ataca al objetivo con garras afiladas, con un 10% de probabilidad de bajar la [stat.defense].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
DEEP_CUT = {
name = "Corte profundo",
type = "Corte",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 5,
accuracy = 90,
power = 60,
priority = "Normal",
desc = "Araña furiosamente al objetivo, haciéndolo sangrar. Tiene un {sideEffectChance}% de probabilidad de aumentar el [stat.attack] del usuario en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasClaws"},
restrictedFamilies = {}
},
DOUBLE_SLASH = {
name = "Cuchillada Doble",
type = "Corte",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 4,
power = 75,
priority = "Normal",
desc = "Acuchilla al objetivo. En circunstancias normales, este ataque nunca falla.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FEATHER_FURY = {
name = "Furia de Plumas",
type = "Corte",
category = "Física",
contact = false,
target = "Multiple",
sp = 5,
accuracy = 100,
power = 75,
priority = "Normal",
desc = "El usuario lanza una tormenta de plumas afiladas, cortando al equipo contrario con una probabilidad del {sideEffectChance}% de hacerle sangrar.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
LACERATE = {
name = "Lacerar",
type = "Corte",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 7,
accuracy = 95,
power = 95,
priority = "Normal",
desc = "Lacera al enemigo con un poderoso golpe de garras, infligiendo daño y haciendo que el objetivo sangre.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SCRATCH = {
name = "Arañazo",
type = "Corte",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 2,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Araña al objetivo con garras afiladas. Tiene un 20 % más de [stat.criticalHitChance].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CORRUPT = {
name = "Corrupto",
type = "Crimsonita",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 12,
accuracy = 100,
priority = "Normal",
desc = "Corrompe al objetivo, reduciendo su [stat.attack] y [stat.specialAttack] en 3 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CORRUPTED_STORM = {
name = "Tormenta Corrupta",
type = "Crimsonita",
category = "Estado",
contact = false,
target = "Campo de batalla",
sp = 12,
accuracy = 100,
priority = "Normal",
desc = "Atrapa a todos los objetivos en una tormenta de corrupción.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
DISRUPTION = {
name = "Disrupción",
type = "Crimsonita",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 12,
accuracy = 100,
power = 100,
priority = "Normal",
desc = "Crea una disrupción, infligiendo un gran daño al objetivo y reduciendo una estadística aleatoria en 2 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
DISTORT = {
name = "Distorsión",
type = "Crimsonita",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 12,
accuracy = 100,
priority = "Normal",
desc = "Crea una distorsión, reduciendo las estadísticas de [stat.defense] y [stat.specialDefense] del objetivo en 2 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ENVELOPING_DARKNESS = {
name = "Oscuridad Envolvente",
type = "Crimsonita",
category = "Estado",
contact = false,
target = "Multiple",
sp = 12,
accuracy = 100,
priority = "Normal",
desc = "Envuelve a todos los objetivos en oscuridad, reduciendo su [stat.evasion] en 6 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MUTILATION_BEAM = {
name = "Rayo Mutilador",
type = "Crimsonita",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 12,
accuracy = 100,
power = 70,
priority = "Normal",
desc = "Un mortífero rayo de oscuridad, especializado en encontrar los puntos débiles del objetivo. Reduce la [stat.speed] en 2 fases, y el rayo tiene un aumento de 1 fase de la [stat.criticalHitChance].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SHADOW_FURY = {
name = "Furia Sombría",
type = "Crimsonita",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 12,
accuracy = 95,
power = 55,
priority = "Normal",
desc = "Realiza de 1 a 3 furiosas embestidas oscuras para causar gran daño. Cada ataque también reduce los [sp] del objetivo en 3.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SHADOW_REND = {
name = "Golpe Sombrío",
type = "Crimsonita",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 12,
accuracy = 95,
power = 130,
priority = "Normal",
desc = "Destroza al objetivo, infligiendo daño y reduciendo una estadística aleatoria en 2 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BOLT_BOMB = {
name = "Bomba de Rayo",
type = "Eléctrico",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 0,
accuracy = 100,
power = 0,
priority = "Normal",
desc = "Un poderoso ataque que puede consumir hasta 60 puntos de los [sp] restantes del usuario. El daño infligido es el triple de la cantidad de [sp] consumido.",
strikes = {{1,100}},
typeRequirements = {"Eléctrico"},
propertyRequirements = {},
restrictedFamilies = {}
},
CRACKLE_HORN = {
name = "Cuerno Crepitante",
type = "Eléctrico",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 9,
accuracy = 30,
priority = "Normal",
desc = "Intenta desgarrar al objetivo con un cuerno altamente electrificado, desmayándolo instantáneamente si acierta.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ELECTRIC_POUND = {
name = "Golpe Eléctrico",
type = "Eléctrico",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 3,
accuracy = 90,
power = 20,
priority = "Normal",
desc = "Golpea de 1 a 3 veces al enemigo en la cabeza. Cada golpe tiene un {sideEffectChance}% de probabilidad de noquear al enemigo.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ELECTRIFY = {
name = "Electrizar",
type = "Eléctrico",
category = "Estado",
contact = false,
target = "Usuario",
sp = 0,
priority = "Normal",
desc = "El usuario se carga a sí mismo, causando 1,5 veces más daño en su próximo ataque de tipo [type.electric] y duplicando su [stat.criticalHitChance]. Un Coromon podrá electrizarse dos veces.",
strikes = {{1,100}},
typeRequirements = {"Eléctrico"},
propertyRequirements = {},
restrictedFamilies = {}
},
LIGHTNING_STRIKE = {
name = "Golpe Relámpago",
type = "Eléctrico",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 95,
power = 65,
priority = "Normal",
desc = "Un rayo golpea al objetivo, causando daño y consumiendo 4 [sp].",
strikes = {{1,100}},
typeRequirements = {"Eléctrico"},
propertyRequirements = {},
restrictedFamilies = {}
},
MULTI_LIGHTNING_BOLT = {
name = "Rayo Múltiple",
type = "Eléctrico",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 100,
power = 30,
priority = "Alta",
desc = "Invoca una nube de truenos que golpea al objetivo de 1 a 3 veces con un rayo. Este ataque siempre va primero.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {"Eléctrico"},
propertyRequirements = {},
restrictedFamilies = {}
},
POWER_SLAP = {
name = "Bofetón",
type = "Eléctrico",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 3,
accuracy = 95,
power = 30,
priority = "Normal",
desc = "Abofetea al oponente con un fuerte palmazo, bajando su [stat.defense] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
POWER_TALONS = {
name = "Garras de Poder",
type = "Eléctrico",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 7,
accuracy = 95,
power = 90,
priority = "Normal",
desc = "Clava sus garras cargadas en el objetivo, agotándole 7 [sp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PRECISION_EYE = {
name = "Ojo Preciso",
type = "Eléctrico",
category = "Estado",
contact = false,
target = "usuario",
sp = 3,
priority = "Normal",
desc = "Usando sus ojos superiores, el usuario aumenta su [stat.accuracy] en 2 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isPhys","isMag"},
restrictedFamilies = {"SAND_SKELETON"}
},
QUAD_VOLT = {
name = "Tetra Voltio",
type = "Eléctrico",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 4,
accuracy = 100,
power = 55,
priority = "Alta",
desc = "Un ataque rápido con rayos con un {sideEffectChance} % de probabilidad de causar [condition.shock] al objetivo. Este ataque siempre va primero.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SPARK_DISC = {
name = "Disco Centelleante",
type = "Eléctrico",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 9,
accuracy = 100,
power = 50,
priority = "Normal",
desc = "Lanza un disco chispeante al objetivo, dañándolo y drenando 3 [sp] con cada golpe.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SPARK_WALL = {
name = "Barrera de Chispas",
type = "Eléctrico",
category = "Estado",
contact = false,
target = "Field",
sp = 4,
priority = "Alta",
desc = "El usuario coloca una barrera de chispas en el campo durante 3 turnos. Los oponentes que la atraviesan pierden 6 [sp]. Este ataque siempre va primero.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
STATIC_FUR = {
name = "Pelaje Estático",
type = "Eléctrico",
category = "Estado",
contact = false,
target = "usuario",
sp = 0,
priority = "Baja",
desc = "El usuario hace que su cuerpo se cargue de estática. Durante los siguientes 5 turnos, los atacantes que hagan contacto sufrirán [condition.shock]. Este movimiento siempre es el último.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
STING = {
name = "Aguijón",
type = "Eléctrico",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 4,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "Los tentáculos electrocutan al objetivo, con una probabilidad del {sideEffectChance}% de causar [condition.shock].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SUPERCHARGE = {
name = "Supercarga",
type = "Eléctrico",
category = "Estado",
contact = false,
sp = 3,
priority = "Normal",
desc = "El usuario se sobrecarga, aumentando su [stat.specialAttack] en 2 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SUPER_PUNCH = {
name = "Superpuño",
type = "Eléctrico",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 8,
accuracy = 100,
power = 160,
priority = "Normal",
desc = "Aplasta al objetivo con un poderoso puñetazo. El usuario debe recargar el siguiente turno, y su [stat.defense] se reduce mientras se recarga.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SURGE_PUNCH = {
name = "Puño Cargado",
type = "Eléctrico",
category = "Especial",
contact = true,
target = "Un objetivo",
sp = 4,
power = 65,
priority = "Normal",
desc = "Golpea al objetivo con un puño cargado eléctricamente, infligiendo daño. En circunstancias normales, este ataque siempre impacta.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SWARM_DIVERSION = {
name = "Enjambre Señuelo",
type = "Eléctrico",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 3,
priority = "Normal",
desc = "El atacante llama a su enjambre a volar alrededor del objetivo, reduciendo su [stat.accuracy] en 2 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SWARM_SHOCKER = {
name = "Golpe de Enjambre",
type = "Eléctrico",
category = "Especial",
contact = false,
target = "Multiple",
sp = 7,
accuracy = 100,
power = 95,
priority = "Normal",
desc = "El usuario invoca a su enjambre para que ataque al objetivo, infligiendo daño y drenando 4 [sp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TASER = {
name = "Táser",
type = "Eléctrico",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 3,
accuracy = 100,
priority = "Normal",
desc = "Envía una descarga eléctrica al objetivo que causa [condition.shock].",
strikes = {{1,100}},
typeRequirements = {"Eléctrico","Arena"},
propertyRequirements = {},
restrictedFamilies = {}
},
THUNDER_SALVO = {
name = "Salva de Truenos",
type = "Eléctrico",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 9,
accuracy = 90,
power = 95,
priority = "Alta",
desc = "El usuario lanza una salva mortal de ráfagas eléctricas, que infligen daño. Si hay otro Coromon [type.electric] vivo en el [squad], este ataque siempre será el primero.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
VOLT_LICK = {
name = "Lengüetazo Voltio",
type = "Eléctrico",
category = "Estado",
contact = true,
target = "Un objetivo",
sp = 2,
accuracy = 100,
priority = "Normal",
desc = "Un lengüetazo chispeante que baja la [stat.speed] del objetivo. Tiene un 20 % de probabilidad de causar [condition.shock] al objetivo.",
strikes = {{1,100}},
typeRequirements = {"Eléctrico","Arena"},
propertyRequirements = {},
restrictedFamilies = {}
},
BLAZE_FEATHERS = {
name = "Plumas Ardientes",
type = "Fuego",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 7,
accuracy = 100,
power = 100,
priority = "Normal",
desc = "Crea un anillo de plumas en llamas que se dirige en espiral hacia el objetivo, infligiendo daño al enemigo y drenándote un 25% del daño infligido como [hp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BLAZING_COALS = {
name = "Brasas Ardientes",
type = "Fuego",
category = "Estado",
contact = false,
sp = 8,
priority = "Normal",
desc = "Genera una pila de carbón ardiente que causa [condition.burn] a los nuevos enemigos. Si creas una segunda pila, infligirá un 10% de tus [hp] máx. como daño. [weather.heatwave] añade un 10% de tus [hp] máx. como daño.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CINDER = {
name = "Ceniza",
type = "Fuego",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 3,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Lanza una pequeña ceniza ardiente al objetivo, con un {sideEffectChance}% de probabilidad de causarle una [condition.burn].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CONSTRICTING_FLAMES = {
name = "Fuego Represivo",
type = "Fuego",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 3,
accuracy = 100,
priority = "Normal",
desc = "El magma caliente líquido rodea al objetivo, infligiendo [condition.burn] e impidiendo la huida durante 5 asaltos.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
DETONATE = {
name = "Detonar",
type = "Fuego",
category = "Especial",
contact = false,
target = "Multiple",
sp = 10,
accuracy = 95,
power = 130,
priority = "Normal",
desc = "El usuario se sobrecalienta y estalla en llamas, infligiendo un daño masivo al equipo contrario. Reduce el [stat.specialAttack] del usuario en 1 fase.",
strikes = {{1,100}},
typeRequirements = {"fire"},
propertyRequirements = {},
restrictedFamilies = {}
},
FEINT_BURSTS = {
name = "Ráfaga de Fuego",
type = "Fuego",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 100,
power = 70,
priority = "Normal",
desc = "El usuario envía una ráfaga de fuego directamente al oponente, infligiendo daño.",
strikes = {{1,100}},
typeRequirements = {"Fuego"},
propertyRequirements = {},
restrictedFamilies = {}
},
FIERY_BREATH = {
name = "Aliento Ardiente",
type = "Fuego",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 100,
power = 90,
priority = "Normal",
desc = "Echa fuego sobre tus enemigos, con una probabilidad del 10 % de infligir [condition.burn] en el objetivo.",
strikes = {{1,100}},
typeRequirements = {"fire"},
propertyRequirements = {},
restrictedFamilies = {}
},
FIRESTORM = {
name = "Tormenta de Fuego",
type = "Fuego",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 8,
accuracy = 100,
power = 100,
priority = "Normal",
desc = "Invoca una gran tormenta de fuego para dañar enormemente al objetivo, con una probabilidad del {sideEffectChance}% de infligir [condition.burn] al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FIRE_UP = {
name = "Incendio",
type = "Fuego",
category = "Estado",
contact = false,
target = "usuario",
sp = 3,
priority = "Normal",
desc = "Enciende al usuario, duplicando la potencia del siguiente ataque de tipo [type.fire].",
strikes = {{1,100}},
typeRequirements = {"fire"},
propertyRequirements = {},
restrictedFamilies = {}
},
FLAMING_TACKLE = {
name = "Carga Flamígera",
type = "Fuego",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 4,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "El usuario estalla en llamas y ataca al objetivo, con un {sideEffectChance}% de probabilidad de infligir [condition.burn] al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HEATED_HORNS = {
name = "Cuernos Ardientes",
type = "Fuego",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 5,
accuracy = 90,
power = 35,
priority = "Normal",
desc = "Golpea repetidamente al enemigo con sus cuernos de 2 a 3 veces, con una probabilidad del {sideEffectChance}% de infligir [condition.burn] en cada golpe.",
strikes = {{2,66.67},{3,33.33}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HEATWAVE = {
name = "Ola de Calor",
type = "Fuego",
category = "Estado",
contact = false,
target = "Field",
sp = 6,
accuracy = 100,
priority = "Normal",
desc = "Invoca una ola de calor abrasadora que aumenta la eficacia de los Coromon de [type.fire].",
strikes = {{1,100}},
typeRequirements = {"Fuego","Fantasma"},
propertyRequirements = {},
restrictedFamilies = {}
},
HEAT_BEAM = {
name = "Rayo de Calor",
type = "Fuego",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 8,
power = 70,
priority = "Normal",
desc = "Tras cargar durante un turno, el usuario ataca tres veces con un potente láser ardiente. En circunstancias normales, este ataque siempre impacta.",
strikes = {{3,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
IGNITE = {
name = "Ignición",
type = "Fuego",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 4,
priority = "Normal",
desc = "Prende fuego al objetivo, causando una [condition.burn].",
strikes = {{1,100}},
typeRequirements = {"fire","Fantasma"},
propertyRequirements = {},
restrictedFamilies = {}
},
LAVA_BOULDER = {
name = "Roca de Lava",
type = "Fuego",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 85,
power = 100,
priority = "Normal",
desc = "Lanza una roca de lava sobre el rival, con una probabilidad del {sideEffectChance}% de aumentar el [stat.specialAttack] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
LOOSE_CANNON = {
name = "Cañón Impreciso",
type = "Fuego",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 70,
power = 105,
priority = "Normal",
desc = "Envía una ráfaga de magma mortal al objetivo. Si impacta en el objetivo, inflige un daño masivo y aplica [condition.burn].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MAGMA_PUNCH = {
name = "Puñetazo de Magma",
type = "Fuego",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 5,
accuracy = 95,
power = 80,
priority = "Normal",
desc = "Golpea al objetivo con puños ardientes. Tiene un {sideEffectChance}% de probabilidad de infligir [condition.burn] al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PIERCING_HORNS = {
name = "Cuernos Perforantes",
type = "Fuego",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 4,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "Atraviesa el objetivo con cuernos ígneos. Tiene un 15 % de probabilidad de causar una [condition.burn] al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PYRE_PECK = {
name = "Picoteo Ardiente",
type = "Fuego",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 4,
accuracy = 90,
power = 65,
priority = "Normal",
desc = "Ataca al objetivo con un pico ardiente. Tiene una probabilidad del {sideEffectChance} % de bajar la [stat.defense] y de [condition.burn.verb] al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SMOKESCREEN = {
name = "Pantalla de Humo",
type = "Fuego",
category = "Estado",
contact = false,
target = "usuario",
sp = 0,
priority = "Normal",
desc = "Se envuelve en una nube de humo para aumentar la [stat.evasion] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasTail"},
restrictedFamilies = {}
},
STAMPEDE = {
name = "Estampida",
type = "Fuego",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 8,
accuracy = 90,
power = 70,
priority = "Normal",
desc = "Aplasta al objetivo con una estampida. Si hay otro Coromon de [type.fire] vivo en el [squad], golpeará dos veces.",
strikes = {{1,50},{2,50}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CHOMP = {
name = "Mordisco",
type = "Siniestro",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 2,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Muerde al objetivo con dientes afilados. Tiene un 10 % de probabilidad de hacer sangrar al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CRUNCH = {
name = "Triturado",
type = "Siniestro",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 6,
accuracy = 95,
power = 90,
priority = "Normal",
desc = "Aplasta al objetivo con unas poderosas mandíbulas. Tiene un 25 % de probabilidad de hacer sangrar al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasFangs"},
restrictedFamilies = {}
},
DEATH_GRIP = {
name = "Agarre Mortal",
type = "Siniestro",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 9,
accuracy = 30,
priority = "Normal",
desc = "Sujeta al objetivo con un agarre mortal, desmayándolo instantáneamente si acierta.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FADE_ATTACK = {
name = "Ataque Sorpresa",
type = "Siniestro",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 3,
accuracy = 90,
power = 50,
priority = "Alta",
desc = "Sorprende al objetivo, causando daños. Este ataque siempre va primero.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
REVENGE_JAWS = {
name = "Fauces Vengadoras",
type = "Siniestro",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 5,
accuracy = 90,
power = 60,
priority = "Baja",
desc = "Si el objetivo entra en contacto con el usuario en esta ronda, le inflige el doble del daño recibido.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SCARY_VISION = {
name = "Visión Aterradora",
type = "Siniestro",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 4,
accuracy = 100,
priority = "Normal",
desc = "Muestra al objetivo una visión aterradora, reduciendo su [stat.specialDefense] en 2 fases.",
strikes = {{1,100}},
typeRequirements = {"Eléctrico","Fantasma","Arena","normal"},
propertyRequirements = {"isMag"},
restrictedFamilies = {}
},
TRICKY_CLAWS = {
name = "Garras Engañosas",
type = "Siniestro",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 4,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Araña al objetivo por detrás con 1 o 2 ataques con garras. Cada ataque tiene una probabilidad del 20 % de hacer sangrar al objetivo.",
strikes = {{1,50},{2,50}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ARTIFICIAL_NIGHT = {
name = "Noche Artificial",
type = "Fantasma",
category = "Estado",
contact = false,
target = "Field",
sp = 6,
priority = "Normal",
desc = "Invoca la penumbra, aumentando la eficacia de Coromon Fantasma.",
strikes = {{1,100}},
typeRequirements = {"Fantasma"},
propertyRequirements = {},
restrictedFamilies = {}
},
BALL_OF_DARKNESS = {
name = "Bola de Oscuridad",
type = "Fantasma",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 100,
power = 85,
priority = "Normal",
desc = "Lanza una bola de oscuridad pura hacia el objetivo. Tiene un {sideEffectChance}% de probabilidad de aumentar el Ataque Especial del usuario en 1 fase.",
strikes = {{1,100}},
typeRequirements = {"Fantasma","Eléctrico"},
propertyRequirements = {"isMag","hasPincers"},
restrictedFamilies = {}
},
BALL_OF_LIGHT = {
name = "Bola de Luz",
type = "Fantasma",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 8,
accuracy = 100,
power = 90,
priority = "Normal",
desc = "Lanza una bola de luz pura al objetivo. Disminuye la Defensa Especial del objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FRANTIC_MASK = {
name = "Mueca Frenética",
type = "Fantasma",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 100,
priority = "Baja",
desc = "El usuario crea una ilusión aterradora, forzando al objetivo a usar el último movimiento utilizado durante 5 turnos más.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
GHASTLY_NAP = {
name = "Ghastly Nap",
type = "Fantasma",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 7,
accuracy = 100,
priority = "Normal",
desc = "The user takes a restless nap, recovering 15% [hp] and dropping [stat.accuracy] of the opposing team by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HORROR_MASK = {
name = "Horror Mask",
type = "Fantasma",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 0,
accuracy = 100,
priority = "Normal",
desc = "The user sacrifices 50% of its [hp] to lay a terrible curse upon the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HOWL = {
name = "Aullido",
type = "Fantasma",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 3,
priority = "Normal",
desc = "El usuario aúlla a la luna, despertando su verdadero poder. Aumenta su [stat.attack] en 2 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HYPNOTIZE = {
name = "Hipnotizar",
type = "Fantasma",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 90,
priority = "Normal",
desc = "Hipnotiza al objetivo y a un miembro al azar de tu [squad], convirtiéndolos en [condition.drowsy].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HYPNO_WAVE = {
name = "Hipno-onda",
type = "Fantasma",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 4,
accuracy = 70,
priority = "Normal",
desc = "Hipnotiza al objetivo con ondas de luz relajantes, poniéndolo a [condition.sleep].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
KITTY_CLAWS = {
name = "Garras de Gatito",
type = "Fantasma",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 4,
accuracy = 95,
priority = "Normal",
desc = "Golpea al objetivo de 1 a 3 veces, infligiendo un daño igual al 15% de la [hp] actual del objetivo con cada golpe.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MOONLIGHT = {
name = "Claro de Luna",
type = "Fantasma",
category = "Estado",
contact = false,
target = "Usuario",
sp = 7,
priority = "Normal",
desc = "El usuario se sumerge en la luz de la luna, restaurando un 20% de [hp] y aumentando la [stat.specialDefense] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MOON_DISC = {
name = "Disco Lunar",
type = "Fantasma",
category = "Especial",
contact = false,
target = "Multiple",
sp = 6,
accuracy = 100,
power = 26,
priority = "Normal",
desc = "El usuario invoca el poder de la luna. El poder aumenta con el nivel del usuario.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PHANTOM_SPIKE = {
name = "Púa Fantasmal",
type = "Fantasma",
category = "Física",
contact = false,
target = "Un objetivo",
sp = 4,
accuracy = 100,
power = 55,
priority = "Normal",
desc = "Lanza una púa fantasmal al objetivo que absorbe energía, aumentando el [stat.attack] en 2 fases al asestar el golpe final al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasClaws"},
restrictedFamilies = {}
},
POLTER_CRUSH = {
name = "Aplastamiento",
type = "Fantasma",
category = "Especial",
contact = true,
target = "Un objetivo",
sp = 6,
accuracy = 100,
power = 160,
priority = "Normal",
desc = "Tras cargar durante un turno, aplasta al objetivo con toda la fuerza del usuario.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PREMONITION = {
name = "Premonición",
type = "Fantasma",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 100,
power = 125,
priority = "Normal",
desc = "El usuario tiene la premonición de un poderoso ataque. Inflige un gran daño 2 turnos después de usar este movimiento.",
strikes = {{1,100}},
typeRequirements = {"Fantasma"},
propertyRequirements = {},
restrictedFamilies = {}
},
SACRIFICE = {
name = "Sacrificio",
type = "Fantasma",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 0,
accuracy = 100,
priority = "Normal",
desc = "Hace que el usuario se desmaye y, a cambio, reduce el [stat.attack] y el [stat.specialAttack] del objetivo en 2 fases cada uno.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SHADEWALKER = {
name = "Caminante Oscuro",
type = "Fantasma",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 3,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Ataca al objetivo desde las sombras. Tiene una probabilidad del 20 % de dejar al objetivo [condition.hazy].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SHARED_FATE = {
name = "Destino Compartido",
type = "Fantasma",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 9,
accuracy = 100,
priority = "Normal",
desc = "Cuando el usuario se desmaye, compartirá su destino con el objetivo, estableciendo la [hp] del objetivo en 1. El movimiento fallará si se usa consecutivamente.",
strikes = {{1,100}},
typeRequirements = {"Fantasma","Eléctrico"},
propertyRequirements = {"isMag"},
restrictedFamilies = {}
},
SOUL_CRUSH = {
name = "Aplastar Alma",
type = "Fantasma",
category = "Física",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 95,
power = 80,
priority = "Normal",
desc = "Aplasta el alma del objetivo, agotando su voluntad de luchar. Inflige daño y reduce el [stat.specialAttack] del objetivo en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SOUL_SWAP = {
name = "Intercambio de Almas",
type = "Fantasma",
category = "Estado",
contact = false,
target = "Aliado",
sp = 7,
priority = "Baja",
desc = "El usuario intercambia su alma con un miembro desmayado del [squad], pasando el porcentaje restante de [hp] del usuario al objetivo. Este movimiento siempre es el último.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SPECTRAL_TIDE = {
name = "Spectral Tide",
type = "Fantasma",
category = "Estado",
contact = false,
sp = 7,
accuracy = 100,
priority = "Normal",
desc = "Summon a spectral tide which prevents the target from healing for 3 rounds, and makes them [condition.hazy].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TIME_WARP = {
name = "Salto Temporal",
type = "Fantasma",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 6,
priority = "Normal",
desc = "Elimina el último cambio de estadísticas negativo aplicado al usuario y elimina el último cambio de estadísticas positivo aplicado al objetivo.",
strikes = {{1,100}},
typeRequirements = {"Fantasma","Agua"},
propertyRequirements = {"isMag","iscute"},
restrictedFamilies = {}
},
BODY_BLAST = {
name = "Golpe Cuerpo",
type = "Pesado",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 8,
accuracy = 90,
power = 90,
priority = "Normal",
desc = "Se abalanza contra el oponente, con un {sideEffectChance}% de probabilidad de noquear al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HEADBASH = {
name = "Cabezazo",
type = "Pesado",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 8,
accuracy = 100,
power = 130,
priority = "Normal",
desc = "Carga contra el objetivo y le asesta un cabezazo mortal, infligiendo daño. El usuario sufre un 20% de daño de retroceso.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HEADCRASH = {
name = "Chocacabezas",
type = "Pesado",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 8,
accuracy = 90,
power = 145,
priority = "Normal",
desc = "El usuario choca temerariamente contra el objetivo con su cabeza, infligiendo mucho daño. El usuario sufre un 30% de daño de retroceso.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SMACKDOWN = {
name = "Atropello",
type = "Pesado",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 8,
accuracy = 100,
power = 0,
priority = "Normal",
desc = "Inflige dolor al objetivo. Cuanto más alto sea el [hp] del objetivo, más potente será el golpe.",
strikes = {{1,100}},
typeRequirements = {"Fuego","Normal","Hielo","Agua"},
propertyRequirements = {"hasFists"},
restrictedFamilies = {}
},
AVALANCHE = {
name = "Avalancha",
type = "Hielo",
category = "Física",
contact = false,
target = "Un objetivo",
sp = 8,
accuracy = 95,
power = 110,
priority = "Normal",
desc = "Deja caer una avalancha de bolas de nieve sobre el objetivo. Tiene un {sideEffectChance}% de probabilidad de contener hielo afilado que hace sangrar al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BLIZZARD = {
name = "Ventisca",
type = "Hielo",
category = "Especial",
contact = false,
target = "Multiple",
sp = 8,
accuracy = 90,
power = 95,
priority = "Normal",
desc = "Invoca una poderosa ventisca que daña al equipo contrario. Tiene un {sideEffectChance}% de probabilidad de causarles [condition.freeze].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CLEARING_WIND = {
name = "Viento Despejador",
type = "Hielo",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 4,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "Un viento despejador recorre el campo de batalla, dañando al objetivo y eliminando todos los [weather.plural] y peligros de entrada.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasWings"},
restrictedFamilies = {}
},
DIRTY_SNOW = {
name = "Nieve Sucia",
type = "Hielo",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 4,
accuracy = 100,
power = 30,
priority = "Normal",
desc = "Lanza nieve sucia al objetivo, infligiendo daño y provoca [condition.hazy] en el objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasFists"},
restrictedFamilies = {}
},
FRIGID_BARRIER = {
name = "Barrera Gélida",
type = "Hielo",
category = "Estado",
contact = false,
target = "Usuario",
sp = 6,
priority = "Normal",
desc = "El usuario construye un escudo de hielo que reduce a la mitad el daño recibido de los ataques especiales durante 4 asaltos.",
strikes = {{1,100}},
typeRequirements = {"Hielo"},
propertyRequirements = {},
restrictedFamilies = {}
},
FROST_CHOMP = {
name = "Mordisco Gélido",
type = "Hielo",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 4,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Muerde al objetivo con dientes helados. Tiene un 10% de probabilidad de infligir [condition.freeze] al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FROST_FEATHERS = {
name = "Plumas Glaciales",
type = "Hielo",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 100,
power = 70,
priority = "Normal",
desc = "Rodea al objetivo de afiladas plumas frías, infligiendo un gran daño y reduciendo el [stat.speed] en 1 fase. Tiene una probabilidad del 10% de hacer sangrar al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ICY_NAILS = {
name = "Púas de Escarcha",
type = "Hielo",
category = "Estado",
contact = false,
sp = 7,
priority = "Normal",
desc = "Coloca un campo de pinchos helados alrededor del objetivo, creando un peligro de entrada a la batalla de tipo [type.ice] que inflige al Coromon entrante un 10% de sus [hp] máximos como daño.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FROST_WEB = {
name = "Red Helada",
type = "Hielo",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 3,
accuracy = 100,
priority = "Normal",
desc = "Atrapa al objetivo en una red congelada, bajando su [stat.speed] en 2 fases. Tiene un {sideEffectChance}% de probabilidad de infligir [condition.freeze] al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FROZEN_SPIKES = {
name = "Púas Heladas",
type = "Hielo",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 100,
power = 70,
priority = "Normal",
desc = "Atraviesa al objetivo con afilados pinchos de hielo, infligiendo daño e impidiendo que escape.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
GLACIER = {
name = "Glaciar",
type = "Hielo",
category = "Especial",
contact = false,
target = "Multiple",
sp = 6,
accuracy = 100,
power = 75,
priority = "Normal",
desc = "Un colosal glaciar embiste al equipo enemigo y les inflige daño. Tiene un 15% de probabilidad de infligir [condition.freeze].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
GLACIER_DROP = {
name = "Golpe de Glaciar",
type = "Hielo",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 8,
accuracy = 90,
power = 100,
priority = "Normal",
desc = "Golpea al objetivo con un poderoso glaciar, infligiendo un daño masivo con una probabilidad del {sideEffectChance}% de derribar al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ICEBERG_SWEEP = {
name = "Barrido de Témpano",
type = "Hielo",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 7,
accuracy = 100,
power = 110,
priority = "Normal",
desc = "Golpea al objetivo con un enorme bloque de hielo, infligiendo daño y obligando al objetivo a abandonar la batalla.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ICE_GRENADE = {
name = "Rayo de Cristal",
type = "Hielo",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 7,
accuracy = 100,
power = 95,
priority = "Normal",
desc = "El usuario invoca un cristal de hielo que dispara un rayo congelante al objetivo. Tiene una probabilidad del {sideEffectChance}% de congelar al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ICE_WALL = {
name = "Muro de Hielo",
type = "Hielo",
category = "Estado",
contact = false,
target = "Usuario",
sp = 6,
priority = "Baja",
desc = "El usuario levanta un muro de hielo durante 3 turnos. Los atacantes que hagan contacto sufrirán [condition.freeze]. Este movimiento siempre es el último.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ICY_FLURRY = {
name = "Ráfaga Helada",
type = "Hielo",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 7,
accuracy = 90,
power = 50,
priority = "Normal",
desc = "Lanza una ráfaga de estallidos de hielo de 1 a 3 veces. Cada golpe tiene una probabilidad del {sideEffectChance}% de reducir la [stat.specialDefense] del objetivo en 1 fase.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {"Hielo"},
propertyRequirements = {},
restrictedFamilies = {}
},
INTENSIFICE = {
name = "Intensificar",
type = "Hielo",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 5,
priority = "Normal",
desc = "El usuario rodea su cuerpo de hielo, restaurando un 15% de [hp] y aumentando su [stat.specialDefense] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PERMAFROST = {
name = "Escarcha",
type = "Hielo",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 95,
power = 70,
priority = "Normal",
desc = "Un rayo helado daña al objetivo. Tiene un {sideEffectChance}% de posibilidades de infligir [condition.freeze] al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PINION_SLICE = {
name = "Rebanada de Pino",
type = "Hielo",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 7,
accuracy = 95,
power = 110,
priority = "Normal",
desc = "El usuario afila su ala con hielo antes de balancearse para causar un daño masivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SHARP_SNOWBALL= {
name = "Nieve Cortante",
type = "Hielo",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 90,
power = 80,
priority = "Normal",
desc = "Lanza una bola de nieve y hielo, infligiendo daño con un [stat.criticalHitChance] aumentado en una fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SHATTERING_CLAW = {
name = "Garra Demoledora",
type = "Hielo",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 5,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "Daña al objetivo con una probabilidad del {sideEffectChance}% de infligir [condition.freeze]. Si ya está congelado, tendrá un 100% de [stat.criticalHitChance].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SLUSH = {
name = "Aguanieve",
type = "Hielo",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 2,
accuracy = 100,
power = 30,
priority = "Normal",
desc = "Lanza una pequeña bola de nieve al objetivo, infligiendo daño y aumentando la [stat.accuracy] del usuario en 1 fase.",
strikes = {{1,100}},
typeRequirements = {"Hielo","Agua"},
propertyRequirements = {"hasFists","hasClaws"},
restrictedFamilies = {}
},
SNOWBALL = {
name = "Snowball",
type = "Hielo",
category = "Física",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 90,
power = 65,
priority = "Normal",
desc = "Send a huge snowball barreling towards the target. Has a 20% chance to knock down the target.",
strikes = {{1,100}},
typeRequirements = {"Hielo"},
propertyRequirements = {},
restrictedFamilies = {}
},
SNOWBURST = {
name = "Ráfaga de nieve",
type = "Hielo",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 2,
accuracy = 100,
priority = "Normal",
desc = "Lanza una ráfaga de nieveque reduce la [stat.accuracy] del objetivo en una etapa. Tiene un 10 % de probabilidad de infligir [condition.freeze] al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SNOWFALL = {
name = "Temporal de Nieve",
type = "Hielo",
category = "Estado",
contact = false,
target = "Field",
sp = 6,
priority = "Normal",
desc = "Invoca una ventisca que provoca nieve, aumentando la eficacia de los Coromon Hielo.",
strikes = {{1,100}},
typeRequirements = {"Hielo","Agua"},
propertyRequirements = {},
restrictedFamilies = {}
},
STAY_FROSTY = {
name = "Niebla Helada",
type = "Hielo",
category = "Estado",
contact = false,
sp = 3,
priority = "Normal",
desc = "El usuario se rodea de una niebla helada, haciendo que sus habilidades de tipo [type.ice] inflijan un 50% más de daño durante las siguientes 3 turnos.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
DISABLE_HEAL = {
name = "Deshabilitar Curación",
type = "Mágico",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 100,
priority = "Baja",
desc = "Impide que el objetivo recupere [hp] durante 5 turnos.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isMag"},
restrictedFamilies = {}
},
DISABLE_SKILL = {
name = "Anular",
type = "Mágico",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 4,
accuracy = 100,
priority = "Normal",
desc = "Inutiliza el último movimiento utilizado por el objetivo durante 5 turnos.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isPhys"},
restrictedFamilies = {}
},
DISABLE_TRAIT = {
name = "Disable Trait",
type = "Mágico",
category = "Estado",
contact = false,
sp = 4,
accuracy = 100,
priority = "Normal",
desc = "Disable the target's [trait.singular] for 5 rounds.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasTail"},
restrictedFamilies = {}
},
DRAIN = {
name = "Drenar",
type = "Mágico",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 3,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Causa daño y drena una cantidad de [hp] igual a la mitad del daño hecho.",
strikes = {{1,100}},
typeRequirements = {"Eléctrico","fire","Hielo","normal","Arena","Agua"},
propertyRequirements = {"isBug"},
restrictedFamilies = {}
},
ENERGY_DRAIN = {
name = "Drenaje Energético",
type = "Mágico",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 3,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Drena [hp] del objetivo y los convierte en [sp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HEALTH_LINK = {
name = "Enlace de Salud",
type = "Mágico",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 7,
priority = "Normal",
desc = "El usuario comparte su salud con el objetivo, redistribuyendo uniformemente su [hp] en un porcentaje de su [hp] máxima.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HOCUS_POCUS = {
name = "Abracadabra",
type = "Mágico",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 8,
accuracy = 100,
power = 130,
priority = "Normal",
desc = "El usuario se carga durante un turno e inflige un daño masivo a un objetivo aleatorio, incluidos los oponentes que no están en combate.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
INVERSAL = {
name = "Inversión",
type = "Mágico",
category = "Estado",
contact = false,
sp = 7,
priority = "Normal",
desc = "Invierte la energía del usuario, haciendo que todas las reducciones de estadísticas actuales se conviertan en aumentos de estadísticas y viceversa.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
STAT_COPYCAT = {
name = "Clonar Estadísticas",
type = "Mágico",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 4,
accuracy = 100,
priority = "Normal",
desc = "Copia todos los cambios de estado positivos del objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SUPER_DRAIN = {
name = "Superdrenaje",
type = "Mágico",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 100,
power = 80,
priority = "Normal",
desc = "Inflige daño y drena [hp] por la mitad del daño hecho.",
strikes = {{1,100}},
typeRequirements = {"Eléctrico","fire","Hielo","normal","Arena","Agua"},
propertyRequirements = {"isBug"},
restrictedFamilies = {}
},
SUPER_ENERGY_DRAIN = {
name = "Drenaje de Energía",
type = "Mágico",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 100,
power = 80,
priority = "Normal",
desc = "Drena mucho la [hp] del oponente y la convierte en [sp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
VOODOO = {
name = "Vudú",
type = "Mágico",
category = "Especial",
contact = false,
target = "Enemigo aleatorio",
sp = 5,
accuracy = 90,
power = 70,
priority = "Baja",
desc = "Inflige daño a un objetivo aleatorio, incluyendo los oponentes que no están en batalla. Este movimiento siempre es el último de la ronda.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
AGILITY_TRAINING = {
name = "Entrenamiento Ágil",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 0,
priority = "Normal",
desc = "Prepara el cuerpo para aumentar la [stat.speed] del usuario.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ALL_IN = {
name = "A por todas",
type = "Normal",
category = "Estado",
contact = false,
target = "Propio",
sp = 0,
priority = "Normal",
desc = "El usuario va a por todas, aumentando su [stat.attack] en 2 fases y bajando su [stat.defense] en 2 fases.",
strikes = {{1,100}},
typeRequirements = {"normal"},
propertyRequirements = {},
restrictedFamilies = {}
},
RETALIATION = {
name = "Represalia",
type = "Normal",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 4,
accuracy = 100,
power = 20,
priority = "Normal",
desc = "El usuario venga a su [squad], golpeando una vez, más una vez extra por cada miembro del [squad] derrotado.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasFists"},
restrictedFamilies = {}
},
BERSERK = {
name = "Berserk",
type = "Normal",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 6,
accuracy = 100,
power = 30,
priority = "Normal",
desc = "El usuario se vuelve loco durante 4 turnos, atacando con un daño mayor después de cada ataque exitoso. El daño vuelve a ser normal cuando el usuario se calma.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isPhys"},
restrictedFamilies = {}
},
BURROW = {
name = "Madriguera",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 0,
priority = "Normal",
desc = "Excava bajo tierra para aumentar la [stat.evasion] del usuario.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
COIN_SNATCH = {
name = "Hurto",
type = "Normal",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 0,
priority = "Normal",
desc = "Roba [currency.gold] al entrenador rival, hasta un máximo de 3 veces.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CONCENTRATE = {
name = "Concentración",
type = "Normal",
category = "Estado",
contact = false,
target = "Jugador",
sp = 0,
priority = "Normal",
desc = "El usuario aumenta su concentración e incrementa su [stat.criticalHitChance] en una etapa.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CONFUSION = {
name = "Confusión",
type = "Normal",
category = "Estado",
contact = false,
target = "Multiple",
sp = 4,
accuracy = 100,
priority = "Normal",
desc = "Confunde al equipo contrario, causándoles [condition.hazy].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CONSTRICT = {
name = "Constricción",
type = "Normal",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 0,
accuracy = 100,
priority = "Normal",
desc = "Se enrolla alrededor del objetivo, atrapándolo y bajando su [stat.speed] durante 5 turnos.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CUTE_POSE = {
name = "Pose Tierna",
type = "Normal",
category = "Estado",
contact = false,
target = "Multiple",
sp = 0,
accuracy = 100,
priority = "Normal",
desc = "El usuario hace una pose tierna y baja la [stat.defense] del equipo del oponente.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isCute"},
restrictedFamilies = {}
},
DISTRACT = {
name = "Distraer",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 0,
priority = "Normal",
desc = "The user moves so fast that it creates illusions of itself. Raises the user's [stat.evasion].",
strikes = {{1,100}},
typeRequirements = {"normal"},
propertyRequirements = {},
restrictedFamilies = {}
},
DOUBLE_STING = {
name = "Picadura Doble",
type = "Normal",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 4,
accuracy = 95,
power = 30,
priority = "Alta",
desc = "Dos picaduras sucesivas que causan daño al objetivo. Este ataque siempre va primero.",
strikes = {{2,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
EMP = {
name = "EMP",
type = "Normal",
category = "Estado",
contact = false,
target = "Multiple",
sp = 7,
accuracy = 100,
priority = "Normal",
desc = "Powerful electrical interference causes all opponents to revert their stat changes, and deplete their [sp] by 15%.",
strikes = {{1,100}},
typeRequirements = {"normal","Eléctrico","Fantasma"},
propertyRequirements = {"isRobot","isMag"},
restrictedFamilies = {"ELECTRIC_CERBERUS","ELECTRIC_TIGER","GHOST_CAT","GHOST_OCTO","GHOST_OROCHI","GHOST_WOLF"}
},
EMPATHY = {
name = "Empatía",
type = "Normal",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 9,
accuracy = 100,
priority = "Baja",
desc = "Modifica los [hp] del rival para que sean los mismos que los de tu Coromon. Este movimiento siempre va en último lugar.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
EPIPHANY = {
name = "Epifanía",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 3,
priority = "Normal",
desc = "El usuario tiene una epifanía, aumentando su [stat.attack] y [stat.defense].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isPhys"},
restrictedFamilies = {}
},
FACE_SLAP = {
name = "Bofetada",
type = "Normal",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 6,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "Choca los cinco con el objetivo... pero en la cara. Tiene un {sideEffectChance}% de probabilidad de dejar al objetivo [condition.hazy].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FACTORY_RESET = {
name = "Formatear",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 5,
priority = "Normal",
desc = "Reinicia el sistema, revirtiendo todos los cambios de estadísticas.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FAST_STRIKE = {
name = "Golpe Rápido",
type = "Normal",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 3,
accuracy = 100,
power = 40,
priority = "Alta",
desc = "Se mueve muy rápido y golpea al objetivo. Este ataque siempre va primero.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FEELERS = {
name = "Sondeo",
type = "Normal",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 100,
priority = "Normal",
desc = "Encuentra el punto débil de tu oponente. El siguiente ataque inflige 2.5 veces más daño.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FINAL_GIFT = {
name = "Final Gift",
type = "Normal",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 100,
priority = "Normal",
desc = "Cuando el usuario es derrotado, el objetivo pierde todos sus [sp] como regalo final.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FLYING_KICK = {
name = "Patada Voladora",
type = "Normal",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 7,
accuracy = 95,
power = 95,
priority = "Normal",
desc = "Ataca al objetivo con una potente patada voladora, aumentando la [stat.criticalHitChance] del usuario en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasLegs"},
restrictedFamilies = {}
},
GLASS_CANNON = {
name = "Cañón de Vidrio",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 0,
priority = "Normal",
desc = "Conviértete en un cañón de vidrio, aumentando el [stat.specialAttack] 2 fases mientras disminuye la [stat.specialDefense] 2 fases.",
strikes = {{1,100}},
typeRequirements = {"normal"},
propertyRequirements = {},
restrictedFamilies = {}
},
IGNORE_PAIN = {
name = "Ignorar Dolor",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 0,
priority = "Normal",
desc = "El usuario concentra su cuerpo y mente, aumentando su [stat.specialDefense] en un nivel.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
INNER_PEACE = {
name = "Paz Interior",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 0,
priority = "Normal",
desc = "Busca la paz interior para subir su [stat.specialAttack] y [stat.specialDefense] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isMag"},
restrictedFamilies = {}
},
INSPECT_SCENT = {
name = "Inspeccionar rastro",
type = "Normal",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 0,
priority = "Normal",
desc = "Utilizando su agudo sentido del olfato, el usuario identifica las habilidades del objetivo.",
strikes = {{1,100}},
typeRequirements = {"normal"},
propertyRequirements = {},
restrictedFamilies = {"NORMAL_CYBORG"}
},
LAST_STAND = {
name = "Último Aliento",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 6,
priority = "Alta",
desc = "Durante el resto del asalto, el usuario aguanta cuando la vida caiga por debajo de 1. El movimiento fallará si se usa consecutivamente.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MIGHTY_ROAR = {
name = "Rugido Poderoso",
type = "Normal",
category = "Estado",
contact = false,
target = "Multiple",
sp = 0,
accuracy = 100,
priority = "Normal",
desc = "El usuario ruge con fuerza, reduciendo el [stat.attack] del equipo enemigo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
OOZE_ARMOR = {
name = "Armadura de Barro",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 4,
priority = "Normal",
desc = "El usuario se rodea de una coraza protectora de barro, lo que aumenta la [stat.defense] en 2 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
OVERDRIVE = {
name = "Sobrecarga",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 0,
priority = "Normal",
desc = "El usuario entra en sobrecarga, aumentando su [stat.attack] en 2 fases pero perdiendo un 10% de su [hp] actual.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PECK = {
name = "Picotazo",
type = "Normal",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 5,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "Ataca al objetivo con un pico afilado. El usuario también roba una [fruit.singular] si el objetivo lleva alguna.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
POWER_NAP = {
name = "Siesta Regeneradora",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 7,
priority = "Normal",
desc = "El usuario toma una siesta regeneradora, restaurando un 25 % de [hp] y eliminando todos los problemas de estado.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PRECISION_PUNCH = {
name = "Puño Preciso",
type = "Normal",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 5,
accuracy = 100,
power = 75,
priority = "Normal",
desc = "Golpea al objetivo en su punto débil, y tiene un {sideEffectChance} % de probabilidad de aumentar la [stat.criticalHitChance] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasFists"},
restrictedFamilies = {}
},
PROPELLOR_PUNCH = {
name = "Puño Hélice",
type = "Normal",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 4,
accuracy = 90,
power = 50,
priority = "Alta",
desc = "Un rápido puñetazo en la cara. Tiene un {sideEffectChance} % de probabilidad de noquear al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PUMMEL_OUT = {
name = "Bombardeo",
type = "Normal",
category = "Física",
contact = true,
sp = 4,
accuracy = 100,
power = 75,
priority = "Normal",
desc = "El usuario ataca con una ráfaga de golpes antes de escapar a su spinner, permitiendo que otro Coromon ocupe su lugar.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
QUICK_CHARGE = {
name = "Carga Rápida",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 2,
priority = "Baja",
desc = "El usuario recarga el 75 % de los [hp] que pierde este turno.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
RAGE = {
name = "Furia",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 0,
priority = "Normal",
desc = "El usuario deja salir su ira, aumentando su [stat.attack] en una etapa.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
REPLENISH = {
name = "Reponer",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 7,
priority = "Normal",
desc = "El usuario se repone a sí mismo, regenerando un 30 % de su [hp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
REVENGE = {
name = "Venganza",
type = "Normal",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 5,
accuracy = 100,
power = 0,
priority = "Normal",
desc = "Golpea al objetivo. Cuanto más bajos sean los [hp] del usuario, mayor será el daño infligido.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SANDMAN = {
name = "Hombre de Arena",
type = "Normal",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 75,
priority = "Normal",
desc = "Echa polvo somnífero sobre el objetivo, poniéndolo a dormir.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isBug"},
restrictedFamilies = {}
},
SCREAM = {
name = "Chillido",
type = "Normal",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 4,
accuracy = 85,
priority = "Normal",
desc = "Amenaza al objetivo con un chillido desgarrador, reduciendo su [stat.defense] en 2 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasClaws"},
restrictedFamilies = {}
},
SLAM = {
name = "Derribo",
type = "Normal",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 2,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "El atacante golpea su cuerpo contra el objetivo con toda su fuerza.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
STICKY_SALIVA = {
name = "Saliva Pegajosa",
type = "Normal",
category = "Estado",
contact = true,
target = "Un objetivo",
sp = 3,
accuracy = 100,
priority = "Normal",
desc = "Recubre al objetivo con saliva pegajosa, reduciendo su [stat.speed] en 2 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isOoze"},
restrictedFamilies = {}
},
STREAMLINE = {
name = "Aerodinamizar",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 3,
priority = "Normal",
desc = "El usuario aerodinamiza su cuerpo, aumentando su [stat.speed] en 2 etapas.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SUMO_STANCE = {
name = "Postura de Sumo",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 5,
priority = "Alta",
desc = "El usuario adopta una postura de sumo, lo que hace que reciba un 50% menos de daño de los ataques físicos durante las siguientes 4 turnos. Este ataque siempre va primero.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasLegs"},
restrictedFamilies = {}
},
TACTICAL_SLAM = {
name = "Golpe Táctico",
type = "Normal",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 2,
accuracy = 100,
power = 45,
priority = "Normal",
desc = "Golpea al objetivo con moderación, dejándolo con al menos 1 [hp] cuando el objetivo tiene más de 1 [hp].",
strikes = {{1,100}},
typeRequirements = {"normal"},
propertyRequirements = {},
restrictedFamilies = {}
},
TAIL_SPIN = {
name = "Coletazos",
type = "Normal",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 3,
accuracy = 90,
power = 25,
priority = "Normal",
desc = "Cachetea al enemigo con su cola giratoria de 1 a 3 veces.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TAIL_SWEEP = {
name = "Coletazo",
type = "Normal",
category = "Física",
contact = true,
target = "Multiple",
sp = 8,
accuracy = 100,
power = 80,
priority = "Normal",
desc = "El usuario se carga durante un turno y luego hace un fuerte barrido del equipo contrario con su enorme cola, derribándolo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TOUGHEN_UP = {
name = "Endurecer",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 0,
priority = "Normal",
desc = "El usuario endurece su cuerpo para aumentar su [stat.defense] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TRAIT_SCENT = {
name = "Rastro Olfativo",
type = "Normal",
category = "Estado",
contact = false,
sp = 0,
priority = "Normal",
desc = "Utilizando su agudo sentido del olfato, el usuario identifica el [trait.singular] del objetivo.",
strikes = {{1,100}},
typeRequirements = {"normal"},
propertyRequirements = {},
restrictedFamilies = {}
},
TRANSCENDING = {
name = "Trascender",
type = "Normal",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 9,
accuracy = 100,
power = 90,
priority = "Alta",
desc = "El usuario trasciende sus límites naturales, infligiendo un gran daño y yendo siempre primero. El movimiento fallará si se utiliza de forma consecutiva.",
strikes = {{1,100}},
typeRequirements = {"normal"},
propertyRequirements = {},
restrictedFamilies = {}
},
TRICKY_BONE = {
name = "Hueso Furtivo",
type = "Normal",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 4,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "El usuario lanza un hueso furtivo por detrás, infligiendo daño. Tiene un 25 % de probabilidad de infligir [condition.hazy] en el objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TURN_TAIL = {
name = "Giro de Cola",
type = "Normal",
category = "Física",
contact = false,
sp = 4,
accuracy = 100,
power = 65,
priority = "Normal",
desc = "El usuario gira su cola y corre, volviendo a su spinner y dañando al objetivo en el proceso.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasTail"},
restrictedFamilies = {}
},
UPSHIFT = {
name = "Cambio de Marchas",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 3,
priority = "Normal",
desc = "Cambia a la siguiente marcha, aumentando el [stat.attack] y la [stat.speed] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
WITHDRAW = {
name = "Retirada",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 5,
priority = "Normal",
desc = "El usuario se retira dentro de su caparazón, aumentando la [stat.defense] y [stat.specialDefense] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ZEN_CURE = {
name = "Sanación Zen",
type = "Normal",
category = "Estado",
contact = false,
target = "Usuario",
sp = 5,
priority = "Normal",
desc = "Restaura un 15% de [hp] y elimina una condición de estado para restaurar otro 15% de [hp], si es posible.",
strikes = {{1,100}},
typeRequirements = {"normal","Eléctrico","Agua"},
propertyRequirements = {},
restrictedFamilies = {}
},
ACID_BITE = {
name = "Mordida Ácida",
type = "Veneno",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 5,
accuracy = 90,
power = 60,
priority = "Normal",
desc = "Muerde con colmillos ácidos, bajando la [stat.defense] del objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ACID_RAIN = {
name = "Lluvia Ácida",
type = "Veneno",
category = "Estado",
contact = false,
target = "Multiple",
sp = 6,
priority = "Normal",
desc = "Llueve ácido del cielo, bajando la [stat.defense] del equipo contrario en 2 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
POISON_CHOMP = {
name = "Mordisco Venenoso",
type = "Veneno",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 6,
accuracy = 95,
power = 85,
priority = "Normal",
desc = "Muerde al enemigo con sus colmillos venenosos, con un 50 % de probabilidad de infligir [condition.poison] al objetivo.",
strikes = {{1,100}},
typeRequirements = {"Eléctrico","Fantasma","Hielo","fire","Arena","Agua"},
propertyRequirements = {"hasFangs"},
restrictedFamilies = {}
},
POISON_STING = {
name = "Picadura Venenosa",
type = "Veneno",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 1,
accuracy = 100,
power = 20,
priority = "Normal",
desc = "Pica al objetivo con las partes venenosas de su cuerpo, con un 20 % de probabilidad de infligir [condition.poison] al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TOXIC_CLOUD = {
name = "Nube Tóxica",
type = "Veneno",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 4,
accuracy = 100,
priority = "Normal",
desc = "Crea una nube de gases tóxicos que inflige [condition.poison] al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isOoze"},
restrictedFamilies = {}
},
VENOMOUS_BEES = {
name = "Abejas Venenosas",
type = "Veneno",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 2,
accuracy = 100,
power = 30,
priority = "Normal",
desc = "Envía un ejército de abejas venenosas con toxinas de lenta reacción, infligiendo [condition.poison] al objetivo en el próximo turno.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BOULDER_BARRAGE = {
name = "Bombardeo de Rocas",
type = "Arena",
category = "Física",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 95,
power = 60,
priority = "Normal",
desc = "Hace caer una avalancha de rocas sobre el objetivo. Tiene un {sideEffectChance}% de probabilidad de noquearlo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CRUMBLE = {
name = "Petrificar",
type = "Arena",
category = "Física",
contact = false,
target = "Un objetivo",
sp = 8,
accuracy = 100,
power = 80,
priority = "Normal",
desc = "Petrifica al objetivo desde dentro hacia fuera, infligiendo daño y debilitando al objetivo, reduciendo su [stat.defense] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
DESERT_HURRICANE = {
name = "Huracán del Desierto",
type = "Arena",
category = "Especial",
contact = false,
target = "Multiple",
sp = 9,
accuracy = 95,
power = 120,
priority = "Normal",
desc = "Un campo de tornados de arena atraviesa a todos los enemigos, causando un gran daño.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
DESERT_WINDS = {
name = "Vientos del Desierto",
type = "Arena",
category = "Estado",
contact = false,
target = "Field",
sp = 5,
priority = "Normal",
desc = "Invoca una poderosa tormenta de arena, aumentando la eficacia de Coromon [type.sand].",
strikes = {{1,100}},
typeRequirements = {"Arena","Eléctrico"},
propertyRequirements = {},
restrictedFamilies = {}
},
DUST_STORM = {
name = "Tormenta de Polvo",
type = "Arena",
category = "Especial",
contact = false,
target = "Multiple",
sp = 5,
accuracy = 100,
power = 80,
priority = "Normal",
desc = "Daña a todos los enemigos con una frenética tormenta de polvo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FURY_FIST = {
name = "Puño Furia",
type = "Arena",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 3,
accuracy = 90,
power = 20,
priority = "Normal",
desc = "El usuario descarga su furia en el objetivo, golpeándolo de 1 a 3 veces.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HEADCRAB = {
name = "Cangrejo de Cabeza",
type = "Arena",
category = "Especial",
contact = true,
target = "Un objetivo",
sp = 6,
accuracy = 100,
power = 90,
priority = "Normal",
desc = "Se convierte en un cangrejo de cabeza, infligiendo daño y con un {sideEffectChance}% de probabilidad de infligir [condition.hazy] al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
METEOR_SHOWER = {
name = "Lluvia de Meteoros",
type = "Arena",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 7,
accuracy = 70,
power = 135,
priority = "Normal",
desc = "Suelta una lluvia de meteoritos sobre el objetivo, causando un daño masivo. El usuario recibe un 10% de daño de sus [hp] máximos.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MUD_BALL = {
name = "Bola de Barro",
type = "Arena",
category = "Física",
contact = false,
target = "Un objetivo",
sp = 4,
accuracy = 95,
power = 50,
priority = "Normal",
desc = "Hace rodar una bola de barro hacia el objetivo, infligiendo daño y reduciendo la [stat.speed] del objetivo en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PARCHED_JAWS = {
name = "Parched Jaws",
type = "Arena",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 8,
accuracy = 100,
power = 105,
priority = "Normal",
desc = "Un poderoso mordisco con la boca llena de arena que tiene un 25 % de probabilidad de hacer sangrar al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
POCKET_SAND = {
name = "Arena de Bolsillo",
type = "Arena",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 0,
accuracy = 100,
priority = "Normal",
desc = "Suelta algo de arena sobrante en la cara del oponente. Reduce la [stat.accuracy] una etapa.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
QUICKSAND = {
name = "Arenas Movedizas",
type = "Arena",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 7,
accuracy = 100,
power = 85,
priority = "Normal",
desc = "Hace que el objetivo pierda el equilibrio. Inflige daño y baja la [stat.speed] en 1 fase, con una probabilidad del {sideEffectChance} % de infligir [condition.hazy] en el objetivo.",
strikes = {{1,100}},
typeRequirements = {"Arena","Agua"},
propertyRequirements = {"isPhys","isMag"},
restrictedFamilies = {}
},
RECONSTRUCT = {
name = "Reconstrucción",
type = "Arena",
category = "Estado",
contact = false,
target = "Usuario",
sp = 4,
priority = "Normal",
desc = "El usuario se regenera con arena, recuperando un 15 % de [hp] y aumentando su [stat.defense] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {"Arena"},
propertyRequirements = {},
restrictedFamilies = {}
},
ROCK_WALL = {
name = "Pared de Roca",
type = "Arena",
category = "Estado",
contact = false,
target = "usuario",
sp = 6,
priority = "Baja",
desc = "Invoca una pared de roca que evita todo el daño físico recibido durante los siguientes 4 turnos. Este movimiento siempre va en último lugar.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SANDBALL = {
name = "Bola de Arena",
type = "Arena",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 3,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Lanza una bola de arena a la cara del objetivo, con un 10 % de probabilidad de disminuir su [stat.accuracy] en una etapa.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SANDSPOUT = {
name = "Golpe de Arena",
type = "Arena",
category = "Especial",
contact = false,
sp = 5,
accuracy = 90,
power = 65,
priority = "Normal",
desc = "Se entierra y golpea al enemigo desde abajo. Tiene una probabilidad del {sideEffectChance}% de infligir [condition.hazy] al objetivo.",
strikes = {{1,100}},
typeRequirements = {"Arena"},
propertyRequirements = {},
restrictedFamilies = {}
},
SANDSTORM_SMACK = {
name = "Bofetada de Arena",
type = "Arena",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 5,
accuracy = 90,
power = 100,
priority = "Normal",
desc = "Una poderosa bofetada de arena en la cara.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SAND_COLUMNS = {
name = "Columnas de Arena",
type = "Arena",
category = "Estado",
contact = false,
target = "usuario",
sp = 4,
priority = "Normal",
desc = "Levanta columnas de arena gruesa alrededor del usuario, aumentando su [stat.defense] en 2 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SAND_DEVILS = {
name = "Demonios de Arena",
type = "Arena",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 8,
accuracy = 95,
power = 100,
priority = "Normal",
desc = "El usuario invoca demonios de arena, dañando al objetivo. Tiene un {sideEffectChance}% de probabilidad de hacer sangrar al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SAND_PISTON = {
name = "Pistón de Arena",
type = "Arena",
category = "Física",
contact = false,
target = "Un objetivo",
sp = 8,
accuracy = 100,
power = 50,
priority = "Normal",
desc = "Lanza el objetivo al cielo. Tiene un {sideEffectChance}% de probabilidad de derribar al objetivo durante 1 o 2 turnos.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SEISMIC_WAVE = {
name = "Onda Sísmica",
type = "Arena",
category = "Física",
contact = false,
target = "Multiple",
sp = 6,
accuracy = 95,
power = 10,
priority = "Normal",
desc = "El usuario provoca ondas sísmicas, infligiendo daño al equipo contrario con una potencia que varía mucho en cada uso.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SHELL_DRILL = {
name = "Trepanacloscas",
type = "Arena",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 8,
accuracy = 100,
power = 115,
priority = "Normal",
desc = "El usuario perfora al rival con su concha, infligiéndole daño y reduciendo su [stat.specialDefense]. El usuario sufre un 20% de daño de retroceso.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
STALAGMITES = {
name = "Estalagmitas",
type = "Arena",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 100,
power = 90,
priority = "Normal",
desc = "Afiladas estalagmitas ensartan al objetivo desde abajo. Tiene un 50 % de probabilidad de hacer sangrar al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
STONE_FIST = {
name = "Puño de Piedra",
type = "Arena",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 7,
accuracy = 100,
power = 65,
priority = "Baja",
desc = "Ataca con un puño de piedra. Si has recibido daño en este turno, la potencia se duplica.",
strikes = {{1,100}},
typeRequirements = {"Arena","Agua","fire","normal"},
propertyRequirements = {"hasFists"},
restrictedFamilies = {}
},
SUFFOCATE = {
name = "Sofocar",
type = "Arena",
category = "Estado",
contact = false,
target = "Multiple",
sp = 6,
accuracy = 100,
priority = "Normal",
desc = "Las arenas asfixiantes infligen [condition.hazy] al equipo contrario, y disminuyen su [stat.speed] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TOXIC_SKULL = {
name = "Calavera Tóxica",
type = "Arena",
category = "Física",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 90,
power = 20,
priority = "Normal",
desc = "El usuario lanza una calavera cubierta de moho tóxico al objetivo, infligiendo algo de daño y causando [condition.poison].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BUBBLE_BLOWER = {
name = "Explosión de Burbujas",
type = "Agua",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 100,
power = 90,
priority = "Normal",
desc = "Daña al objetivo con un aluvión de burbujas. Tiene un 30 % de probabilidad de reducir la [stat.speed] del objetivo.",
strikes = {{1,100}},
typeRequirements = {"Agua"},
propertyRequirements = {},
restrictedFamilies = {}
},
BUBBLE_BURST = {
name = "Ráfaga Burbuja",
type = "Agua",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 3,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Daña al objetivo con burbujas. Tiene un 20 % de probabilidad de reducir la [stat.speed] del objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BUBBLE_WRAP = {
name = "Envoltorio de Burbujas",
type = "Agua",
category = "Estado",
contact = false,
target = "usuario",
sp = 3,
priority = "Normal",
desc = "El usuario se envuelve en un manto de burbujas, aumentando su [stat.defense] y [stat.speed] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CLOUDBURST = {
name = "Ráfaga de Nubes",
type = "Agua",
category = "Especial",
contact = false,
target = "Multiple",
sp = 5,
accuracy = 95,
power = 50,
priority = "Normal",
desc = "Inunda al objetivo con una lluvia torrencial, infligiendo daño y reduciendo su [stat.accuracy] en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CRUSHING_WATERFALL = {
name = "Cascada Aplastante",
type = "Agua",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 8,
accuracy = 100,
power = 200,
priority = "Normal",
desc = "El usuario se carga y desata un torrente de agua aplastante sobre el objetivo. Reduce la [stat.specialDefense] del objetivo en 1 fase.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CRYSTAL_BARRAGE = {
name = "Aluvión de Cristales",
type = "Agua",
category = "Física",
contact = false,
target = "Un objetivo",
sp = 7,
accuracy = 100,
power = 90,
priority = "Normal",
desc = "Ataca al objetivo con una furiosa descarga de cristales puntiagudos. Tiene un {sideEffectChance}% de probabilidad de hacer sangrar al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CRYSTAL_SHOT = {
name = "Brote de Cristal",
type = "agua",
category = "Física",
contact = false,
target = "Un objetivo",
sp = 4,
accuracy = 95,
power = 35,
priority = "Normal",
desc = "Dispara de 1 a 3 proyectiles de cristal al objetivo, con un aumento del 25% del [stat.criticalHitChance].",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CRYSTAL_SURPRISE = {
name = "Sorpresa Cristalina",
type = "agua",
category = "Estado",
contact = false,
target = "Un objetivo",
sp = 3,
accuracy = 100,
priority = "Normal",
desc = "Rodea al oponente con espinas afiladas, y evita que escape.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FEINT_SPURTS = {
name = "Acelerón",
type = "Agua",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 4,
accuracy = 100,
power = 65,
priority = "Normal",
desc = "El usuario se sumerge y va hacia el objetivo a alta velocidad, infligiendo daño.",
strikes = {{1,100}},
typeRequirements = {"Agua","Hielo"},
propertyRequirements = {"hasClaws","isMag"},
restrictedFamilies = {}
},
FURY_PINCER = {
name = "Pinza Furia",
type = "Agua",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 3,
accuracy = 100,
power = 25,
priority = "Normal",
desc = "Attack the target furiously with snapping pincers, hitting 1 to 3 times.",
strikes = {{1,33.33},{2,33.33},{3,33.33}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
GEYSER = {
name = "Géiser",
type = "agua",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 100,
power = 90,
priority = "Normal",
desc = "Crea un potente géiser bajo el enemigo, infligiendo daño y reduciendo la [stat.evasion] del objetivo en 1 fase.",
strikes = {{1,100}},
typeRequirements = {"Agua"},
propertyRequirements = {},
restrictedFamilies = {}
},
HYDRO_PUNCH = {
name = "Puñetazo Acuático",
type = "Agua",
category = "Física",
contact = true,
target = "Un objetivo",
sp = 8,
accuracy = 90,
power = 110,
priority = "Normal",
desc = "Golpea al objetivo con un gran golpe húmedo, con una probabilidad del {sideEffectChance} % de derribarlo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MONSOON = {
name = "Monzón",
type = "agua",
category = "Estado",
contact = false,
target = "Field",
sp = 6,
priority = "Normal",
desc = "Invoca una fuerte lluvia en el campo de batalla, aumentando la eficacia de los Coromon de tipo [type.water].",
strikes = {{1,100}},
typeRequirements = {"Agua","Hielo"},
propertyRequirements = {},
restrictedFamilies = {}
},
SPLASH = {
name = "Chapoteo",
type = "Agua",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 95,
priority = "Normal",
desc = "Salpica al oponente, causando daño igual al nivel del objetivo.",
strikes = {{1,100}},
typeRequirements = {"Agua"},
propertyRequirements = {},
restrictedFamilies = {}
},
SPLATTER = {
name = "Salpicadura",
type = "Agua",
category = "Física",
contact = false,
target = "Un objetivo",
sp = 5,
accuracy = 95,
power = 45,
priority = "Normal",
desc = "Salpica al oponente de 1 a 3 veces con gotas de agua a gran velocidad.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {"hasFists"},
restrictedFamilies = {}
},
TAIL_SPLASH = {
name = "Salpicadura de Cola",
type = "Agua",
category = "Física",
contact = true,
sp = 3,
accuracy = 100,
power = 55,
priority = "Normal",
desc = "Golpea al objetivo con un potente movimiento de cola que salpica.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
WATER_CLONE = {
name = "Clon de Agua",
type = "Agua",
category = "Estado",
contact = false,
target = "usuario",
sp = 5,
priority = "Normal",
desc = "Crea una imagen posterior clonada del usuario, aumentando la [stat.evasion] del usuario en 2 fases.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
WHIRLPOOL = {
name = "Remolino",
type = "Agua",
category = "Especial",
contact = false,
target = "Un objetivo",
sp = 6,
accuracy = 90,
power = 85,
priority = "Normal",
desc = "Invoca un remolino que inflige daño y tiene un 15 % de probabilidad de derribar al objetivo.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
}
return skills;