Module:Skills/List

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Documentation for this module may be created at Module:Skills/List/doc

local skills = {
MIST = {
name = "Mist",
type = "Air",
category = "Status",
contact = false,
target = "Single",
sp = 7,
priority = "Normal",
desc = "The user surrounds itself with cleansing mist, preventing negative stat changes for 5 rounds.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isOoze"},
restrictedFamilies = {}
},
TEMPEST = {
name = "Tempest",
type = "Air",
category = "Status",
contact = false,
target = "Single",
sp = 5,
accuracy = 100,
priority = "Low",
desc = "A furious tempest sends the target flying, forcing it out of the battle.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasWings"},
restrictedFamilies = {}
},
WHOOSH = {
name = "Whoosh",
type = "Air",
category = "Special",
contact = false,
target = "Single",
sp = 6,
accuracy = 100,
power = 0,
priority = "Normal",
desc = "The user launches a speedy whoosh of wind. The power increases with the [stat.speed] of the user and decreases with the [stat.speed] of the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasWings"},
restrictedFamilies = {}
},
WIND_BLAST = {
name = "Wind Blast",
type = "Air",
category = "Special",
contact = false,
target = "Single",
sp = 5,
accuracy = 95,
power = 80,
priority = "Normal",
desc = "Using its wings the user sends a powerful blast of wind towards the target, dealing damage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BEWITCH = {
name = "Bewitch",
type = "Magic",
category = "Status",
contact = false,
target = "Single",
sp = 0,
priority = "Normal",
desc = "The Coromon uses dark magic to bewitch the opponent, making the target only able to use [[Skill]]s that deal damage for 4 rounds.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"HasClaws"},
restrictedFamilies = {}
},
CALTROPS = {
name = "Caltrops",
type = "Cut",
category = "Status",
contact = false,
sp = 7,
priority = "Normal",
desc = "Throw caltrops around the target, creating a [type.cut] type entry hazard that damages opposing grounded Coromon being sent into battle by 15% of their maximum [hp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CAT_SCRATCH= {
name = "Cat Scratch",
type = "Ghost",
category = "Physical",
contact = true,
target = "Single",
sp = 5,
accuracy = 70,
priority = "Normal",
desc = "Claw at the target, dealing damage equal to 50% of the target's current [hp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CHOP = {
name = "Chop",
type = "Foul",
category = "Physical",
contact = true,
target = "Single",
sp = 5,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "Surprises the opponent with a quick chop to the neck. The user also steals a [fruit.singular] if the target is holding any.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CLAW = {
name = "Claw",
type = "Cut",
category = "Physical",
contact = true,
target = "Single",
sp = 2,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Attack with sharp claws, with a 10% chance to lower the target's [stat.defense].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
DEEP_CUT = {
name = "Deep Cut",
type = "Cut",
category = "Physical",
contact = true,
target = "Single",
sp = 5,
accuracy = 90,
power = 60,
priority = "Normal",
desc = "Furiously scratch the target, making the target bleed. Has a 50% chance to increase the user's [stat.attack] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasClaws"},
restrictedFamilies = {}
},
DOUBLE_SLASH = {
name = "Double Slash",
type = "Cut",
category = "Physical",
contact = true,
target = "Single",
sp = 4,
power = 75,
priority = "Normal",
desc = "Slash at the target. In normal circumstances this attack will always hit.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FEATHER_FURY = {
name = "Feather Fury",
type = "Cut",
category = "Physical",
contact = false,
target = "Multiple",
sp = 5,
accuracy = 100,
power = 75,
priority = "Normal",
desc = "The user flaps a storm of razor sharp feathers, cutting the opposing team with a 25% chance to make them bleed.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
LACERATE = {
name = "Lacerate",
type = "Cut",
category = "Physical",
contact = true,
target = "Single",
sp = 7,
accuracy = 95,
power = 95,
priority = "Normal",
desc = "Lacerates the foe with a mighty claw swipe, dealing damage and making the target bleed.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SCRATCH = {
name = "Scratch",
type = "Cut",
category = "Physical",
contact = true,
target = "Single",
sp = 2,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Scratch the target with sharp claws. Has a 20% increased [stat.criticalHitChance].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CORRUPT = {
name = "Corrupt",
type = "Crimsonite",
category = "Status",
contact = false,
target = "Single",
sp = 12,
accuracy = 100,
priority = "Normal",
desc = "Corrupts the target, lowering its [stat.attack] and [stat.specialAttack] by 3 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CORRUPTED_STORM = {
name = "Corrupted Storm",
type = "Crimsonite",
category = "Status",
contact = false,
target = "Field",
sp = 12,
accuracy = 100,
priority = "Normal",
desc = "Catches all targets in a storm of corruption.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
DISRUPTION = {
name = "Disruption",
type = "Crimsonite",
category = "Special",
contact = false,
target = "Single",
sp = 12,
accuracy = 100,
power = 100,
priority = "Normal",
desc = "Creates a disruption, dealing huge damage to the target and lowering a random stat by 2 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
DISTORT = {
name = "Distort",
type = "Crimsonite",
category = "Status",
contact = false,
target = "Single",
sp = 12,
accuracy = 100,
priority = "Normal",
desc = "Creates a distortion, lowering the target's [stat.defense] and [stat.specialDefense] by 2 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BLESSED_GROUNDS = {
name = "Blessed Grounds",
type = "Normal",
category = "Status",
contact = false,
target = "Multiple",
sp = 8,
accuracy = 100,
priority = "Normal",
desc = "The user blesses the surrounding grounds, restoring 10% [hp] of Squad members being sent into battle.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasTail"},
restrictedFamilies = {}
},
EMPOWERING_GROUNDS = {
name = "Empowering Grounds",
type = "Normal",
category = "Status",
contact = false,
target = "Multiple",
sp = 8,
accuracy = 100,
priority = "Normal",
desc = "The user empowers the surrounding grounds, restoring 20% [sp] of Squad members being sent into battle.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isCute"},
restrictedFamilies = {}
},
ENVELOPING_DARKNESS = {
name = "Enveloping Darkness",
type = "Crimsonite",
category = "Status",
contact = false,
target = "Multiple",
sp = 12,
accuracy = 100,
priority = "Normal",
desc = "Envelop all targets in darkness, lowering their [stat.evasion] by 6 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MUTILATION_BEAM = {
name = "Mutilation Beam",
type = "Crimsonite",
category = "Special",
contact = false,
target = "Single",
sp = 12,
accuracy = 100,
power = 70,
priority = "Normal",
desc = "A deadly beam of darkness that excels at finding the target's weak spots. Lowers [stat.speed] by two stages, and has a 70% increased [stat.criticalHitChance].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PURIFYING_GROUNDS = {
name = "Purifying Grounds",
type = "Normal",
category = "Status",
contact = false,
target = "Multiple",
sp = 8,
accuracy = 100,
priority = "Normal",
desc = "The user purifies the surrounding grounds to remove any condition of Squad members being sent into battle.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasWings"},
restrictedFamilies = {}
},
SHADOW_FURY = {
name = "Shadow Fury",
type = "Crimsonite",
category = "Physical",
contact = true,
target = "Single",
sp = 12,
accuracy = 95,
power = 55,
priority = "Normal",
desc = "Attacks with 1 to 3 furious lunges of darkness for high damage. Each attack that lands also depletes the target's [sp] by 3.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SHADOW_REND = {
name = "Shadow Rend",
type = "Crimsonite",
category = "Physical",
contact = true,
target = "Single",
sp = 12,
accuracy = 95,
power = 130,
priority = "Normal",
desc = "Rend the target asunder, dealing damage and lowering a random stat by 2 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SHADOWRUNNER = {
name = "Shadowrunner",
type = "Ghost",
category = "Physical",
contact = true,
target = "Single",
sp = 5,
accuracy = 100,
power = 80,
priority = "Normal",
desc = "The Coromon shrouds itself in shadows and attacks the target from all sides.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BOLT_BOMB = {
name = "Bolt Bomb",
type = "Electric",
category = "Special",
contact = false,
target = "Single",
sp = 0,
accuracy = 100,
power = 0,
priority = "Normal",
desc = "A powerful attack which depletes up to 60 points of the user's remaining [sp]. The power is 3 times the [sp] depleted.",
strikes = {{1,100}},
typeRequirements = {"electric"},
propertyRequirements = {},
restrictedFamilies = {}
},
CRACKLE_HORN = {
name = "Crackle Horn",
type = "Electric",
category = "Special",
contact = false,
target = "Single",
sp = 9,
accuracy = 30,
priority = "Normal",
desc = "Attempts to gore the target with a highly electrified horn, instantly fainting the target if it hits.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ELECTRIC_POUND = {
name = "Electric Pound",
type = "Electric",
category = "Physical",
contact = true,
target = "Single",
sp = 3,
accuracy = 90,
power = 20,
priority = "Normal",
desc = "Smash the target on its head for 1 to 3 times. Every hit has a 6% chance to knock down the target.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ELECTRIFY = {
name = "Electrify",
type = "Electric",
category = "Status",
contact = false,
target = "Self",
sp = 0,
priority = "Normal",
desc = "The user charges itself, increasing damage of its next [type.electric] attack 1.5 times and doubling the [stat.criticalHitChance]. This can electrify a Coromon twice.",
strikes = {{1,100}},
typeRequirements = {"electric"},
propertyRequirements = {},
restrictedFamilies = {}
},
ELECTRO_MINES = {
name = "Electro Mines",
type = "Electric",
category = "Status",
contact = false,
sp = 8,
priority = "Normal",
desc = "The user scatters electromagnetic mines that deplete 20% SP of any opponent entering the battlefield.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
LIGHTNING_STRIKE = {
name = "Lightning Strike",
type = "Electric",
category = "Special",
contact = false,
target = "Single",
sp = 5,
accuracy = 95,
power = 65,
priority = "Normal",
desc = "A jolt of lightning hits the target, dealing damage and depleting 4 [sp].",
strikes = {{1,100}},
typeRequirements = {"electric"},
propertyRequirements = {},
restrictedFamilies = {}
},
MULTI_LIGHTNING_BOLT = {
name = "Multi Bolt",
type = "Electric",
category = "Special",
contact = false,
target = "Single",
sp = 6,
accuracy = 100,
power = 30,
priority = "High",
desc = "Summon a thundercloud, which strikes the target 1 to 3 times with lightning. This attack always goes first.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {"electric"},
propertyRequirements = {},
restrictedFamilies = {}
},
POWER_SLAP = {
name = "Power Slap",
type = "Electric",
category = "Physical",
contact = true,
target = "Single",
sp = 3,
accuracy = 95,
power = 30,
priority = "Normal",
desc = "Slap the opponent with a charged palm, lowering its [stat.defense] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
POWER_TALONS = {
name = "Power Talons",
type = "Electric",
category = "Physical",
contact = true,
target = "Single",
sp = 7,
accuracy = 95,
power = 90,
priority = "Normal",
desc = "Stab the foe with charged talons, depleting the target's [sp] by 7.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PRECISION_EYE = {
name = "Precision Eye",
type = "Electric",
category = "Status",
contact = false,
target = "Self",
sp = 3,
priority = "Normal",
desc = "By using its superior eyes, the user increases its [stat.accuracy] by 2 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isPhys","isMag"},
restrictedFamilies = {"SAND_SKELETON"}
},
QUAD_VOLT = {
name = "Quad Volt",
type = "Electric",
category = "Special",
contact = false,
target = "Single",
sp = 4,
accuracy = 100,
power = 55,
priority = "High",
desc = "A lightning fast attack with a 10% chance to [condition.shock] the target. This attack always goes first.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SPARK_DISC = {
name = "Spark Disc",
type = "Electric",
category = "Special",
contact = false,
target = "Single",
sp = 9,
accuracy = 100,
power = 50,
priority = "Normal",
desc = "Launch sparkling discs of electricity at the target, dealing damage and draining 3 [sp] on each hit.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SPARK_WALL = {
name = "Spark Wall",
type = "Electric",
category = "Status",
contact = false,
target = "Field",
sp = 4,
priority = "High",
desc = "The user places a wall of sparks on the field for 3 rounds. Opponents passing through it lose 6 [sp]. This move always goes first.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SPARKLE_SLAM = {
name = "Sparkle Slam",
type = "Electric",
category = "Physical",
contact = true,
target = "Single",
sp = 6,
accuracy = 100,
power = 85,
priority = "Normal",
desc = "The user makes its body static and slams into the opponent. Has a 25% chance to Shock the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
STATIC_FUR = {
name = "Static Fur",
type = "Electric",
category = "Status",
contact = false,
target = "Self",
sp = 0,
priority = "Low",
desc = "The user makes its body static. For the next 5 rounds, attackers making contact will get [condition.shock]. This move always goes last.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
STING = {
name = "Sting",
type = "Electric",
category = "Physical",
contact = true,
target = "Single",
sp = 4,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "Tentacles electrocute the target, with a 25% chance to cause [condition.shock].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SUPERCHARGE = {
name = "Supercharge",
type = "Electric",
category = "Status",
contact = false,
sp = 3,
priority = "Normal",
desc = "The user becomes supercharged, increasing its [stat.specialAttack] by 2 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SUPER_PUNCH = {
name = "Super Punch",
type = "Electric",
category = "Physical",
contact = true,
target = "Single",
sp = 8,
accuracy = 100,
power = 160,
priority = "Normal",
desc = "Smash the target with a powerful punch. The user must recharge the next turn, and has its [stat.defense] lowered while recharging.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SURGE_PUNCH = {
name = "Surge Punch",
type = "Electric",
category = "Special",
contact = true,
target = "Single",
sp = 4,
power = 65,
priority = "Normal",
desc = "Punch the target with a shocking fist, dealing damage. In normal circumstances this attack will always hit.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SWARM_DIVERSION = {
name = "Swarm Diversion",
type = "Electric",
category = "Status",
contact = false,
target = "Single",
sp = 3,
priority = "Normal",
desc = "The user calls for its swarm to fly around the target, lowering the target's [stat.accuracy] by 2 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SWARM_SHOCKER = {
name = "Swarm Shocker",
type = "Electric",
category = "Special",
contact = false,
target = "Multiple",
sp = 7,
accuracy = 100,
power = 95,
priority = "Normal",
desc = "The user calls upon its swarm to attack the opposing team, dealing damage and draining 4 [sp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TASER = {
name = "Taser",
type = "Electric",
category = "Status",
contact = false,
target = "Single",
sp = 3,
accuracy = 100,
priority = "Normal",
desc = "Send a jolt of electricity through the target, which will cause [condition.shock].",
strikes = {{1,100}},
typeRequirements = {"electric","sand"},
propertyRequirements = {},
restrictedFamilies = {}
},
THUNDER_SALVO = {
name = "Thunder Salvo",
type = "Electric",
category = "Special",
contact = false,
target = "Single",
sp = 9,
accuracy = 90,
power = 95,
priority = "High",
desc = "The user launches a deadly salvo of electric bursts, which deal damage. When another [type.electric] Coromon is alive in the [squad], this attack will always go first.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
VOLT_LICK = {
name = "Volt Lick",
type = "Electric",
category = "Status",
contact = true,
target = "Single",
sp = 2,
accuracy = 100,
priority = "Normal",
desc = "A sparkling lick which lowers the target's [stat.speed]. It has a 20% chance to [condition.shock] the target.",
strikes = {{1,100}},
typeRequirements = {"electric","sand"},
propertyRequirements = {},
restrictedFamilies = {}
},
BLAZE_FEATHERS = {
name = "Blaze Feathers",
type = "Fire",
category = "Physical",
contact = true,
target = "Single",
sp = 7,
accuracy = 100,
power = 100,
priority = "Normal",
desc = "Creates a ring of flaming feathers to spiral into the target, dealing damage and draining its [hp] for 25% of the damage done.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BLAZING_COALS = {
name = "Blazing Coals",
type = "Fire",
category = "Status",
contact = false,
sp = 8,
priority = "Normal",
desc = "The user lays a field of burning hot coals, creating a [type.fire] entry hazard that inflicts [condition.burn] on opposing Coromon being sent into battle.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CINDER = {
name = "Cinder",
type = "Fire",
category = "Special",
contact = false,
target = "Single",
sp = 3,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Launch a small burning cinder at the target, with a 10% chance to [condition.burn] the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CONSTRICTING_FLAMES = {
name = "Constricting Flames",
type = "Fire",
category = "Status",
contact = false,
target = "Single",
sp = 3,
accuracy = 100,
priority = "Normal",
desc = "Liquid hot magma surrounds the target, inflicting [condition.burn] and preventing escape for 5 rounds.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
DETONATE = {
name = "Detonate",
type = "Fire",
category = "Special",
contact = false,
target = "Multiple",
sp = 10,
accuracy = 85,
power = 130,
priority = "Normal",
desc = "The user overheats and bursts into flames, inflicting massive damage to the opposing team. Lowers the user's [stat.specialAttack] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {"fire"},
propertyRequirements = {},
restrictedFamilies = {}
},
FEINT_BURSTS = {
name = "Feint Bursts",
type = "Fire",
category = "Special",
contact = false,
target = "Single",
sp = 5,
accuracy = 100,
power = 70,
priority = "Normal",
desc = "The user sends a burst of fire directly at the opponent, inflicting damage.",
strikes = {{1,100}},
typeRequirements = {"fire"},
propertyRequirements = {},
restrictedFamilies = {}
},
FIERY_BREATH = {
name = "Fiery Breath",
type = "Fire",
category = "Special",
contact = false,
target = "Single",
sp = 6,
accuracy = 100,
power = 90,
priority = "Normal",
desc = "Breathe fire upon your foes, with a 10% chance to [condition.burn] the target.",
strikes = {{1,100}},
typeRequirements = {"fire"},
propertyRequirements = {},
restrictedFamilies = {}
},
FIRESTORM = {
name = "Firestorm",
type = "Fire",
category = "Special",
contact = false,
target = "Single",
sp = 8,
accuracy = 100,
power = 100,
priority = "Normal",
desc = "Summon a deadly firestorm to greatly damage the target, with a 15% chance to [condition.burn] the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FIRE_UP = {
name = "Fire Up",
type = "Fire",
category = "Status",
contact = false,
target = "Self",
sp = 3,
priority = "Normal",
desc = "Fires up the user, doubling the power of the next [type.fire] type attack.",
strikes = {{1,100}},
typeRequirements = {"fire"},
propertyRequirements = {},
restrictedFamilies = {}
},
FLAMING_TACKLE = {
name = "Flaming Tackle",
type = "Fire",
category = "Physical",
contact = true,
target = "Single",
sp = 4,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "The user bursts into flames and tackles the target, with a 10% chance to [condition.burn] the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HEATED_HORNS = {
name = "Heated Horns",
type = "Fire",
category = "Physical",
contact = true,
target = "Single",
sp = 5,
accuracy = 90,
power = 55,
priority = "Normal",
desc = "Repeatedly headbutt the foe 2 to 3 times, with an 6% chance to cause [condition.burn] each hit.",
strikes = {{2,66.67},{3,33.33}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HEATWAVE = {
name = "Heatwave",
type = "Fire",
category = "Status",
contact = false,
target = "Field",
sp = 6,
accuracy = 100,
priority = "Normal",
desc = "Summons a burning heatwave, increasing the effectiveness of [type.fire] Coromon.",
strikes = {{1,100}},
typeRequirements = {"fire","ghost"},
propertyRequirements = {},
restrictedFamilies = {}
},
HEAT_BEAM = {
name = "Heat Beam",
type = "Fire",
category = "Special",
contact = false,
target = "Single",
sp = 8,
power = 70,
priority = "Normal",
desc = "After charging up for one turn, the user attacks three times with a powerful burning laser. In normal circumstances this attack will always hit.",
strikes = {{3,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
IGNITE = {
name = "Ignite",
type = "Fire",
category = "Status",
contact = false,
target = "Single",
sp = 4,
priority = "Normal",
desc = "Ignite the target, causing a [condition.burn].",
strikes = {{1,100}},
typeRequirements = {"fire","ghost"},
propertyRequirements = {},
restrictedFamilies = {}
},
LAVA_BOULDER = {
name = "Lava Boulder",
type = "Fire",
category = "Special",
contact = false,
target = "Single",
sp = 6,
accuracy = 85,
power = 100,
priority = "Normal",
desc = "Throw a lava boulder on the opponent, with a 25% chance to raise [stat.specialAttack] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
LOOSE_CANNON = {
name = "Loose Cannon",
type = "Fire",
category = "Special",
contact = false,
target = "Single",
sp = 5,
accuracy = 70,
power = 105,
priority = "Normal",
desc = "Sends a blast of deadly magma at the target. Deals massive damage and applies [condition.burn], if it hits.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MAGMA_PUNCH = {
name = "Magma Punch",
type = "Fire",
category = "Physical",
contact = true,
target = "Single",
sp = 5,
accuracy = 95,
power = 80,
priority = "Normal",
desc = "Swing at the target with burning fists. Has a 15% chance to [condition.burn] the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MYSTIC_MESH = {
name = "Mystic Mesh",
type = "Magic",
category = "Status",
contact = false,
target = "Multiple",
sp = 8,
accuracy = 100,
priority = "Normal",
desc = "The user conjures a mystical mesh on the field for 5 rounds, reflecting negative stat changes back to the attacker.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PIERCING_HORNS = {
name = "Piercing Horns",
type = "Fire",
category = "Physical",
contact = true,
target = "Single",
sp = 4,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "Pierce the target with flaming horns. Has a 15% chance to [condition.burn] the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PYRE_PECK = {
name = "Pyre Peck",
type = "Fire",
category = "Physical",
contact = true,
target = "Single",
sp = 4,
accuracy = 90,
power = 65,
priority = "Normal",
desc = "Attack the target with a burning hot beak. Has a 25% chance to lower [stat.defense] and 10% chance to [condition.burn] the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SMOKESCREEN = {
name = "Smokescreen",
type = "Fire",
category = "Status",
contact = false,
target = "Self",
sp = 0,
priority = "Normal",
desc = "The user surrounds itself in a cloud of smoke to raise its [stat.evasion] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasTail"},
restrictedFamilies = {}
},
STAMPEDE = {
name = "Stampede",
type = "Fire",
category = "Physical",
contact = true,
target = "Single",
sp = 8,
accuracy = 90,
power = 70,
priority = "Normal",
desc = "Trample the target with a stampede. When another [type.fire] Coromon is alive in the [squad], it will hit twice.",
strikes = {{1,50},{2,50}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CHOMP = {
name = "Chomp",
type = "Foul",
category = "Physical",
contact = true,
target = "Single",
sp = 2,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Chomp the target with razor-sharp teeth, with a 10% chance to make the target bleed.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CRUNCH = {
name = "Crunch",
type = "Foul",
category = "Physical",
contact = true,
target = "Single",
sp = 6,
accuracy = 95,
power = 90,
priority = "Normal",
desc = "Crush the target with powerful jaws. Has a 25% chance to make the target bleed.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasFangs"},
restrictedFamilies = {"SAND_CHIMAERA","SAND_BEAST"}
},
DEATH_GRIP = {
name = "Death Grip",
type = "Foul",
category = "Physical",
contact = true,
target = "Single",
sp = 9,
accuracy = 30,
priority = "Normal",
desc = "Holds the target in a death grip, instantly fainting the target if it hits.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FADE_ATTACK = {
name = "Fade Attack",
type = "Foul",
category = "Physical",
contact = true,
target = "Single",
sp = 3,
accuracy = 90,
power = 50,
priority = "High",
desc = "Sneak up on the target, dealing damage. This attack always goes first.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
REVENGE_JAWS = {
name = "Revenge Jaws",
type = "Foul",
category = "Physical",
contact = true,
target = "Single",
sp = 5,
accuracy = 90,
power = 60,
priority = "Low",
desc = "If target makes contact with the user this round, deal double the damage taken back at them.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
RETALIATION = {
name = "Retaliation",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 4,
accuracy = 100,
power = 20,
priority = "Normal",
desc = "The user gets revenge for its [squad], hitting once, plus one extra hit for each fainted [squad] member.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasFists"},
restrictedFamilies = {}
},
SCARY_VISION = {
name = "Scary Vision",
type = "Foul",
category = "Status",
contact = false,
target = "Single",
sp = 4,
accuracy = 100,
priority = "Normal",
desc = "Shows the target a scary vision, lowering the target's [stat.specialDefense] by 2 stages.",
strikes = {{1,100}},
typeRequirements = {"electric","ghost","sand","normal"},
propertyRequirements = {"isMag"},
restrictedFamilies = {}
},
TRICKY_CLAWS = {
name = "Tricky Claws",
type = "Foul",
category = "Physical",
contact = true,
target = "Single",
sp = 4,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Slashes the target from behind with 1 to 2 rapid claw swipes. Each slice has a 20% chance to make the target bleed.",
strikes = {{1,50},{2,50}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ARTIFICIAL_NIGHT = {
name = "Artificial Night",
type = "Ghost",
category = "Status",
contact = false,
target = "Field",
sp = 6,
priority = "Normal",
desc = "Summon the twilight, increasing the effectiveness of [type.ghost] Coromon.",
strikes = {{1,100}},
typeRequirements = {"ghost"},
propertyRequirements = {},
restrictedFamilies = {}
},
BACKSTAB = {
name = "Backstab",
type = "Foul",
category = "Special",
contact = false,
target = "Single",
sp = 7,
accuracy = 100,
power = 85,
priority = "Normal",
desc = "The Coromon moves super fast to hit the opponent with a vile backstab. When this attack goes last, it causes extreme bleeding.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BALL_OF_DARKNESS = {
name = "Ball of Darkness",
type = "Ghost",
category = "Special",
contact = false,
target = "Single",
sp = 6,
accuracy = 100,
power = 85,
priority = "Normal",
desc = "Launch a ball of pure shadow at the target. Has a 25% chance to increase the user's [stat.specialAttack] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {"ghost","electric"},
propertyRequirements = {"isMag","hasPincers"},
restrictedFamilies = {}
},
BALL_OF_LIGHT = {
name = "Ball of Light",
type = "Ghost",
category = "Special",
contact = false,
target = "Single",
sp = 8,
accuracy = 100,
power = 90,
priority = "Normal",
desc = "Launch a ball of pure light at the target. Lowers the target's [stat.specialDefense].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FRANTIC_MASK = {
name = "Frantic Mask",
type = "Ghost",
category = "Status",
contact = false,
target = "Single",
sp = 5,
accuracy = 100,
priority = "Low",
desc = "The user creates a frightening illusion, making the target only able to use the move it used last for 5 rounds.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SIDE_SWAP = {
name = "Side Swap",
type = "Magic",
category = "Status",
contact = false,
target = "Multiple",
sp = 7,
priority = "Normal",
desc = "Through mystifying magic, the user swaps all active effects on each side of the battlefield to the other side.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isCute"},
restrictedFamilies = {}
},
NINJA_STANCE = {
name = "Ninja Stance",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 6,
priority = "High",
desc = "The user takes on a ninja stance, enabling the user to evade anything. The move will fail if used consecutively.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isPhys"},
restrictedFamilies = {}
},
GHASTLY_NAP = {
name = "Ghastly Nap",
type = "Ghost",
category = "Status",
contact = false,
target = "Single",
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 = "Ghost",
category = "Status",
contact = false,
target = "Single",
sp = 0,
accuracy = 100,
priority = "Normal",
desc = "The user sacrifices 25% of its [hp] to lay a terrible curse upon the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HOWL = {
name = "Howl",
type = "Ghost",
category = "Status",
contact = false,
target = "Single",
sp = 3,
priority = "Normal",
desc = "The user howls at the moon, drawing upon its inner power. Increase [stat.attack] 2 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HYPNOTIZE = {
name = "Hypnotize",
type = "Ghost",
category = "Status",
contact = false,
target = "Single",
sp = 5,
accuracy = 90,
priority = "Normal",
desc = "Hypnotise the target, putting it to [condition.sleep].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HYPNO_WAVE = {
name = "Hypno Wave",
type = "Ghost",
category = "Status",
contact = false,
target = "Single",
sp = 4,
accuracy = 70,
priority = "Normal",
desc = "Hypnotise the target with soothing waves of light, putting the target to [condition.sleep].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
KITTY_CLAWS = {
name = "Kitty Claws",
type = "Ghost",
category = "Physical",
contact = true,
target = "Single",
sp = 4,
accuracy = 95,
priority = "Normal",
desc = "Claw at the target 1 to 3 times, dealing damage equal to 15% of the target's current [hp] with each strike.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MOONLIGHT = {
name = "Moonlight",
type = "Ghost",
category = "Status",
contact = false,
target = "Self",
sp = 7,
priority = "Normal",
desc = "The user basks in the moonlight, restoring 20% [hp] and increasing [stat.specialDefense] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MOON_DISC = {
name = "Moon Disc",
type = "Ghost",
category = "Special",
contact = false,
target = "Multiple",
sp = 6,
accuracy = 100,
power = 26,
priority = "Normal",
desc = "The user calls upon the power of the Moon. Power increases with the level of the user.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PHANTOM_SPIKE = {
name = "Phantom Spike",
type = "Ghost",
category = "Physical",
contact = false,
target = "Single",
sp = 4,
accuracy = 100,
power = 55,
priority = "Normal",
desc = "Launch a ghostly spike at the target which absorbs power, increasing [stat.attack] by 2 stages when landing the final blow on the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasClaws"},
restrictedFamilies = {}
},
POLTER_CRUSH = {
name = "Polter Crush",
type = "Ghost",
category = "Special",
contact = true,
target = "Single",
sp = 6,
accuracy = 100,
power = 160,
priority = "Normal",
desc = "After charging for one turn, crush the target with the full force of the user.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PREMONITION = {
name = "Premonition",
type = "Ghost",
category = "Special",
contact = false,
target = "Single",
sp = 5,
accuracy = 100,
power = 125,
priority = "Normal",
desc = "The user has a premonition of a powerful attack. Inflicts great damage two rounds after this move is used.",
strikes = {{1,100}},
typeRequirements = {"ghost"},
propertyRequirements = {},
restrictedFamilies = {}
},
SACRIFICE = {
name = "Sacrifice",
type = "Ghost",
category = "Status",
contact = false,
target = "Single",
sp = 0,
accuracy = 100,
priority = "Normal",
desc = "Causes the user to faint and in return lowers the [stat.attack] and [stat.specialAttack] of the target by 2 stages each.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SHADEWALKER = {
name = "Shadewalker",
type = "Ghost",
category = "Physical",
contact = true,
target = "Single",
sp = 3,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Attack the target from the shadows. Has a 20% chance to make the target [condition.hazy].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SHARED_FATE = {
name = "Shared Fate",
type = "Ghost",
category = "Status",
contact = false,
target = "Single",
sp = 9,
accuracy = 100,
priority = "Normal",
desc = "When the user will faint, it will share its fate with the target, setting the target's [hp] to 1, It will fail if used consecutively.",
strikes = {{1,100}},
typeRequirements = {"ghost","electric"},
propertyRequirements = {"isMag"},
restrictedFamilies = {}
},
SOUL_CRUSH = {
name = "Soul Crush",
type = "Magic",
category = "Physical",
contact = false,
target = "Single",
sp = 6,
accuracy = 100,
power = 80,
priority = "Normal",
desc = "Crush the target's soul, draining its will to fight. Deals damage and lowers the target's [stat.specialAttack] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SOUL_SWAP = {
name = "Soul Swap",
type = "Ghost",
category = "Status",
contact = false,
target = "Ally",
sp = 7,
priority = "Low",
desc = "The user swaps its soul with a fainted [squad] member, passing on the user's remaining [hp] percentage to the target. This move always goes last.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SPECTRAL_TIDE = {
name = "Spectral Tide",
type = "Ghost",
category = "Status",
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 = {}
},
SPIKE_TRAP = {
name = "Spike Trap",
type = "Normal",
category = "Status",
contact = false,
sp = 7,
accuracy = 100,
priority = "Normal",
desc = "Sharp spikes damage grounded opponents entering the battlefield for 12% of their max [hp]. Additional spikes stack to deal 18% and then 24% damage, three stacks also damage non-grounded Coromon.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TIME_WARP = {
name = "Time Warp",
type = "Ghost",
category = "Status",
contact = false,
target = "Single",
sp = 6,
priority = "Normal",
desc = "Removes the last applied negative stat change from the user and removes the last applied positive stat change from the target.",
strikes = {{1,100}},
typeRequirements = {"ghost","water"},
propertyRequirements = {"isMag","isCute"},
restrictedFamilies = {}
},
BODY_BLAST = {
name = "Body Blast",
type = "Heavy",
category = "Physical",
contact = true,
target = "Single",
sp = 8,
accuracy = 90,
power = 90,
priority = "Normal",
desc = "The user hurls its body at the opponent, with a 20% chance to knock down the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HEADBASH = {
name = "Headbash",
type = "Heavy",
category = "Physical",
contact = true,
target = "Single",
sp = 8,
accuracy = 100,
power = 110,
priority = "Normal",
desc = "Charge into the target with a deadly headbash, dealing damage. The user suffers 20% recoil damage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HEADCRASH = {
name = "Headcrash",
type = "Heavy",
category = "Physical",
contact = true,
target = "Single",
sp = 8,
accuracy = 90,
power = 145,
priority = "Normal",
desc = "The user crashes recklessly into the target with its head, dealing great damage. The user suffers 30% recoil damage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SMACKDOWN = {
name = "Smackdown",
type = "Heavy",
category = "Physical",
contact = true,
target = "Single",
sp = 8,
accuracy = 100,
power = 0,
priority = "Normal",
desc = "Deliver the pain to the target. The higher the target's [hp], the more powerful the smackdown will be.",
strikes = {{1,100}},
typeRequirements = {"fire","normal","ice","water"},
propertyRequirements = {"hasFists"},
restrictedFamilies = {}
},
AVALANCHE = {
name = "Avalanche",
type = "Ice",
category = "Physical",
contact = false,
target = "Single",
sp = 8,
accuracy = 95,
power = 110,
priority = "Normal",
desc = "Drop an avalanche of snowballs on the target. Has a 25% to contain frozen ice which makes the target bleed.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BLIZZARD = {
name = "Blizzard",
type = "Ice",
category = "Special",
contact = false,
target = "Multiple",
sp = 8,
accuracy = 90,
power = 95,
priority = "Normal",
desc = "Summon a powerful blizzard which damages the opposing team. Has a 10% chance to [condition.freeze] them.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CLEARING_WIND = {
name = "Clearing Wind",
type = "Ice",
category = "Special",
contact = false,
target = "Single",
sp = 4,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "A clearing wind sweeps across the battlefield, dealing damage to the target and removing all [weather.plural] and entry hazards.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasWings"},
restrictedFamilies = {}
},
DIRTY_SNOW = {
name = "Dirty Snow",
type = "Ice",
category = "Special",
contact = false,
target = "Single",
sp = 4,
accuracy = 100,
power = 30,
priority = "Normal",
desc = "Throws dirty snow at the target, dealing damage and making the target [condition.hazy].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasFists"},
restrictedFamilies = {}
},
FRIGID_BARRIER = {
name = "Frigid Barrier",
type = "Ice",
category = "Status",
contact = false,
target = "Self",
sp = 6,
priority = "Normal",
desc = "The user builds a shield of ice, halving the damage taken from special attacks for 4 rounds.",
strikes = {{1,100}},
typeRequirements = {"ice"},
propertyRequirements = {},
restrictedFamilies = {}
},
FROST_CHOMP = {
name = "Frost Chomp",
type = "Ice",
category = "Physical",
contact = true,
target = "Single",
sp = 4,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Chomp the target with icy teeth. Has a 10% chance to [condition.freeze] the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FROST_FEATHERS = {
name = "Frost Feathers",
type = "Ice",
category = "Special",
contact = false,
target = "Single",
sp = 5,
accuracy = 100,
power = 70,
priority = "Normal",
desc = "Surround the target in sharp cold feathers, dealing damage and lowering [stat.speed] by 1 stage. Has a 10% chance to make the target bleed.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FROST_SPIKES = {
name = "Frost Spikes",
type = "Ice",
category = "Status",
contact = false,
sp = 7,
priority = "Normal",
desc = "Lay a field of icy spikes around the target, creating an [type.ice] type entry hazard that damages opposing grounded Coromon being sent into battle by 15% of their maximum [hp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FROST_WEB = {
name = "Frost Web",
type = "Ice",
category = "Status",
contact = false,
target = "Single",
sp = 3,
accuracy = 100,
priority = "Normal",
desc = "Trap the target in an ice cold web, lowering its [stat.speed] by 2 stages. Has a 5% chance to [condition.freeze] the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FROZEN_SPIKES = {
name = "Frozen Spikes",
type = "Ice",
category = "Special",
contact = false,
target = "Single",
sp = 5,
accuracy = 100,
power = 70,
priority = "Normal",
desc = "Pierce the target with sharp frozen spikes, dealing damage and preventing them from escaping.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
GLACIER = {
name = "Glacier",
type = "Ice",
category = "Special",
contact = false,
target = "Multiple",
sp = 6,
accuracy = 100,
power = 75,
priority = "Normal",
desc = "A massive glacier crashes into the opposing team dealing damage. Has a 15% chance to [condition.freeze].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
GLACIER_DROP = {
name = "Glacier Drop",
type = "Ice",
category = "Special",
contact = false,
target = "Single",
sp = 8,
accuracy = 90,
power = 100,
priority = "Normal",
desc = "Slam the target with a mighty glacier, dealing massive damage with a 15% chance to knock down the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ICEBERG_SWEEP = {
name = "Iceberg Sweep",
type = "Ice",
category = "Special",
contact = false,
target = "Single",
sp = 7,
accuracy = 100,
power = 110,
priority = "Normal",
desc = "Punch a massive block of ice at the target, dealing damage and forcing the target out of battle.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ICE_GRENADE = {
name = "Crystal Beam",
type = "Ice",
category = "Special",
contact = false,
target = "Single",
sp = 7,
accuracy = 100,
power = 95,
priority = "Normal",
desc = "The user summons an ice crystal which fires a freezing beam at the target. Has a 10% chance to freeze the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ICE_WALL = {
name = "Ice Wall",
type = "Ice",
category = "Status",
contact = false,
target = "Self",
sp = 6,
priority = "Low",
desc = "The user raises an ice cold wall for 3 rounds. Attackers making contact with the wall will [condition.freeze]. This move always goes last.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ICY_FLURRY = {
name = "Icy Flurry",
type = "Ice",
category = "Special",
contact = false,
target = "Single",
sp = 7,
accuracy = 90,
power = 50,
priority = "Normal",
desc = "Launches a flurry of icy blasts 1 to 3 times. Each hit has a 15% chance to lower the target's [stat.specialDefense] by 1 stage.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {"ice"},
propertyRequirements = {},
restrictedFamilies = {}
},
ICY_NAILS = {
name = "Icy Nails",
type = "Ice",
category = "Status",
contact = false,
sp = 7,
accuracy = 100,
priority = "Normal",
desc = "Lay a field of icy spikes around the target, creating an Ice type entry hazard that damages opposing grounded Coromon being sent into battle by 10% of their maximum [hp], this does not stack.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
INTENSIFICE = {
name = "Intensifice",
type = "Ice",
category = "Status",
contact = false,
target = "Single",
sp = 5,
priority = "Normal",
desc = "The user surrounds its body in ice, restoring 15% [hp] and raising its [stat.specialDefense] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PERMAFROST = {
name = "Permafrost",
type = "Ice",
category = "Special",
contact = false,
target = "Single",
sp = 5,
accuracy = 95,
power = 70,
priority = "Normal",
desc = "An icy bolt damages the target. Has a 15% chance to [condition.freeze] the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PINION_SLICE = {
name = "Pinion Slice",
type = "Ice",
category = "Physical",
contact = true,
target = "Single",
sp = 7,
accuracy = 95,
power = 110,
priority = "Normal",
desc = "The user sharpens their wing with ice before swinging for massive damage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SHARP_SNOWBALL= {
name = "Sharp Snowball",
type = "Ice",
category = "Special",
contact = false,
target = "Single",
sp = 6,
accuracy = 90,
power = 80,
priority = "Normal",
desc = "Throw a ball of snow and ice, dealing damage and increasing the user's [stat.criticalHitChance] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SHATTERING_CLAW = {
name = "Shattering Claw",
type = "Ice",
category = "Physical",
contact = true,
target = "Single",
sp = 5,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "Damage the target with a 10% chance to [condition.freeze]. If the target is already frozen, this move will have 100% [stat.criticalHitChance].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SLUSH = {
name = "Slush",
type = "Ice",
category = "Special",
contact = false,
target = "Single",
sp = 2,
accuracy = 100,
power = 30,
priority = "Normal",
desc = "Throw a lil' snowball at the target, dealing damage and increasing the user's [stat.accuracy] by one stage.",
strikes = {{1,100}},
typeRequirements = {"ice","water"},
propertyRequirements = {"hasFists","hasClaws"},
restrictedFamilies = {}
},
SNOWBALL = {
name = "Snowball",
type = "Ice",
category = "Physical",
contact = false,
target = "Single",
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 = {"ice"},
propertyRequirements = {},
restrictedFamilies = {}
},
SNOWBURST = {
name = "Snowburst",
type = "Ice",
category = "Status",
contact = false,
target = "Single",
sp = 2,
accuracy = 100,
priority = "Normal",
desc = "Fling a burst of snow, lowering the target's [stat.accuracy] by 1 stage. Has a 10% chance to [condition.freeze] the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SNOWFALL = {
name = "Snowfall",
type = "Ice",
category = "Status",
contact = false,
target = "Field",
sp = 6,
priority = "Normal",
desc = "Summons a blizzard to make it [weather.snow], increasing the effectiveness of [type.ice] Coromon.",
strikes = {{1,100}},
typeRequirements = {"ice","water"},
propertyRequirements = {},
restrictedFamilies = {}
},
STAY_FROSTY = {
name = "Stay Frosty",
type = "Ice",
category = "Status",
contact = false,
sp = 3,
priority = "Normal",
desc = "The user surrounds themselves in an icy mist, making their [type.ice] skills deal 50% increased damage for the next 3 rounds.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
DISABLE_HEAL = {
name = "Disable Heal",
type = "Magic",
category = "Status",
contact = false,
target = "Single",
sp = 6,
accuracy = 100,
priority = "Low",
desc = "Prevents the target from recovering [hp] for 5 rounds.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isMag"},
restrictedFamilies = {}
},
DISABLE = {
name = "Disable",
type = "Magic",
category = "Status",
contact = false,
target = "Single",
sp = 4,
accuracy = 100,
priority = "Normal",
desc = "Disable the target's last used move for 5 rounds.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isPhys"},
restrictedFamilies = {}
},
DISABLE_TRAIT = {
name = "Disable Trait",
type = "Magic",
category = "Status",
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 = "Drain",
type = "Magic",
category = "Special",
contact = false,
target = "Single",
sp = 3,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Deal damage and drain [hp] for half of the damage done.",
strikes = {{1,100}},
typeRequirements = {"electric","fire","ice","normal","sand","water"},
propertyRequirements = {"isBug"},
restrictedFamilies = {}
},
ENERGY_DRAIN = {
name = "Energy Drain",
type = "Magic",
category = "Special",
contact = false,
target = "Single",
sp = 3,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Drain the opponent's [hp] and convert it to [sp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HEALTH_LINK = {
name = "Health Link",
type = "Magic",
category = "Status",
contact = false,
target = "Single",
sp = 7,
priority = "Normal",
desc = "The user shares its health with the target, evenly redistributing their [hp] by percentage of their max [hp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HOCUS_POCUS = {
name = "Hocus-Pocus",
type = "Magic",
category = "Special",
contact = false,
target = "Random",
sp = 8,
accuracy = 100,
power = 130,
priority = "Normal",
desc = "The user charges for a turn, then inflicts massive damage on a random target, including opponents not in battle.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
INVERSAL = {
name = "Inversal",
type = "Magic",
category = "Status",
contact = false,
sp = 7,
priority = "Normal",
desc = "Inverses the user's energy, causing all current stat reductions to become stat boosts and vice versa.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
STAT_COPYCAT = {
name = "Stat Copycat",
type = "Magic",
category = "Status",
contact = false,
target = "Single",
sp = 4,
accuracy = 100,
priority = "Normal",
desc = "Copy all positive stat changes from the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SUPER_DRAIN = {
name = "Super Drain",
type = "Magic",
category = "Special",
contact = false,
target = "Single",
sp = 6,
accuracy = 100,
power = 80,
priority = "Normal",
desc = "Deal damage and drain [hp] for half of the damage done.",
strikes = {{1,100}},
typeRequirements = {"electric","fire","ice","normal","sand","water"},
propertyRequirements = {"isBug"},
restrictedFamilies = {}
},
SUPER_ENERGY_DRAIN = {
name = "Super Energy Drain",
type = "Magic",
category = "Special",
contact = false,
target = "Single",
sp = 5,
accuracy = 100,
power = 80,
priority = "Normal",
desc = "Massively drain the opponent's [hp] and convert it to [sp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TRAIT_SWAP = {
name = "Trait Swap",
type = "Magic",
category = "Status",
contact = false,
sp = 5,
accuracy = 100,
priority = "Normal",
desc = "Swap traits with the target for the duration of the battle.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
VOODOO = {
name = "Voodoo",
type = "Magic",
category = "Special",
contact = false,
target = "Random Enemy",
sp = 5,
accuracy = 90,
power = 70,
priority = "Low",
desc = "Inflict damage on a random target, including opponents not in battle. This attack always goes last.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
AGILITY_TRAINING = {
name = "Agility Training",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 0,
priority = "Normal",
desc = "Focus the body to increase the user's [stat.speed].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ALL_IN = {
name = "All In",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 0,
priority = "Normal",
desc = "The user goes all in, raising its [stat.attack] by 2 stages, and lowering its [stat.defense] by 2 stages.",
strikes = {{1,100}},
typeRequirements = {"normal"},
propertyRequirements = {},
restrictedFamilies = {}
},
BEAT_UP = {
name = "Beat Up",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 4,
accuracy = 100,
power = 20,
priority = "Normal",
desc = "The user gets revenge for its [squad], hitting once, plus one extra hit for each fainted [squad] member.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasFists"},
restrictedFamilies = {}
},
BERSERK = {
name = "Berserk",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 6,
accuracy = 100,
power = 30,
priority = "Normal",
desc = "The user goes berserk for 4 rounds, increasing damage dealt after each successful attack. Damage returns to normal when the user calms down.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isPhys"},
restrictedFamilies = {}
},
BURROW = {
name = "Burrow",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 0,
priority = "Normal",
desc = "Burrow underground to raise the user's [stat.evasion].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
COIN_SNATCH = {
name = "Coin Snatch",
type = "Normal",
category = "Status",
contact = false,
target = "Single",
sp = 0,
priority = "Normal",
desc = "Steal [currency.gold] from the opposing trainer, up to 3 times.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CONCENTRATE = {
name = "Concentrate",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 0,
priority = "Normal",
desc = "The user increases its concentration, raising its [stat.criticalHitChance] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CONFUSION = {
name = "Confusion",
type = "Normal",
category = "Status",
contact = false,
target = "Multiple",
sp = 4,
accuracy = 100,
priority = "Normal",
desc = "Confuses the opposing team, making them [condition.hazy].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CONSTRICT = {
name = "Constrict",
type = "Normal",
category = "Status",
contact = false,
target = "Single",
sp = 0,
accuracy = 100,
priority = "Normal",
desc = "Wrap around the target, trapping the target and lowering its [stat.speed] for 5 rounds.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CURSED_GROUNDS = {
name = "Cursed Grounds",
type = "Ghost",
category = "Status",
contact = false,
sp = 8,
accuracy = 100,
priority = "Normal",
desc = "The caster curses the ground, lowering Attack of any opponent entering the battlefield by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CUTE_POSE = {
name = "Cute Pose",
type = "Normal",
category = "Status",
contact = false,
target = "Multiple",
sp = 0,
accuracy = 100,
priority = "Normal",
desc = "The user strikes a cute pose, lowering the [stat.defense] of the opposing team.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isCute"},
restrictedFamilies = {}
},
DISTRACT = {
name = "Distract",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
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 = "Double Sting",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 4,
accuracy = 95,
power = 30,
priority = "High",
desc = "Two quick successive stings strike the target, each dealing damage. This attack always goes first.",
strikes = {{2,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
EMP = {
name = "EMP",
type = "Normal",
category = "Status",
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","electric","ghost"},
propertyRequirements = {"isRobot","isMag"},
restrictedFamilies = {"ELECTRIC_CERBERUS","ELECTRIC_TIGER","GHOST_CAT","GHOST_OCTO","GHOST_OROCHI","GHOST_WOLF"}
},
EMPATHY = {
name = "Empathy",
type = "Normal",
category = "Status",
contact = false,
target = "Single",
sp = 9,
accuracy = 100,
priority = "Low",
desc = "Set the target's [hp] to your current [hp]. This move always goes last.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
EPIPHANY = {
name = "Epiphany",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 3,
priority = "Normal",
desc = "The user has an epiphany, raising its [stat.attack] and [stat.defense].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isPhys"},
restrictedFamilies = {}
},
FACE_SLAP = {
name = "Face Slap",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 6,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "Give the target a high-five, in the face. Has a 50% chance to make the target [condition.hazy].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FACTORY_RESET = {
name = "Factory Reset",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 5,
priority = "Normal",
desc = "Reset to default, reverting all of the user's stat changes.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FAST_STRIKE = {
name = "Fast Strike",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 3,
accuracy = 100,
power = 40,
priority = "High",
desc = "Attack the target while moving super fast. This attack always goes first.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FEELERS = {
name = "Feelers",
type = "Normal",
category = "Status",
contact = false,
target = "Single",
sp = 5,
accuracy = 100,
priority = "Normal",
desc = "Find the weak spot of your opponent. The next attack on the target does 2.5 times damage, but cannot be a critical hit.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FINAL_GIFT = {
name = "Final Gift",
type = "Normal",
category = "Status",
contact = false,
target = "Single",
sp = 6,
accuracy = 100,
priority = "Normal",
desc = "When the user faints, it depletes the target's [sp] as a final gift.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FLYING_KICK = {
name = "Flying Kick",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 7,
accuracy = 95,
power = 95,
priority = "Normal",
desc = "Attack the target with a powerful flying kick, and increases the user's [stat.criticalHitChance] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasLegs"},
restrictedFamilies = {}
},
GLASS_CANNON = {
name = "Glass Cannon",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 0,
priority = "Normal",
desc = "Become a glass cannon, increasing [stat.specialAttack] 2 stages while decreasing [stat.specialDefense] 2 stages.",
strikes = {{1,100}},
typeRequirements = {"normal"},
propertyRequirements = {},
restrictedFamilies = {}
},
IGNORE_PAIN = {
name = "Ignore Pain",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 0,
priority = "Normal",
desc = "The user focuses its mind and body, raising its [stat.specialDefense] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ILLUSION_BURST = {
name = "Illusion Burst",
type = "Normal",
category = "Special",
contact = false,
target = "Single",
sp = 6,
accuracy = 100,
power = 75,
priority = "Normal",
desc = "The Coromon moves so fast that it seems as if illusions attack the opponent. Has a 50% chance to lower Defense by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ILLUSION_SLICE = {
name = "Illusion Slice",
type = "Cut",
category = "Special",
contact = false,
target = "Single",
sp = 7,
accuracy = 100,
power = 100,
priority = "Normal",
desc = "The Coromon moves so fast that it seems as if illusions slice the opponent. In normal circumstances this attack will always hit.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
IMMITATE = {
name = "Immitate",
type = "Normal",
category = "Status",
contact = false,
sp = 5,
priority = "Normal",
desc = "Copies the last move which was used on the user. TODO: should this be slow/fast? Probably disable for now because its a pretty complex Skill which requires restructuring our battle flow a bit. ",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
INNER_PEACE = {
name = "Inner Peace",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 0,
priority = "Normal",
desc = "Find inner peace to raise the user's [stat.specialAttack] and [stat.specialDefense] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isMag"},
restrictedFamilies = {}
},
INSPECT_SCENT = {
name = "Inspect Scent",
type = "Normal",
category = "Status",
contact = false,
target = "Single",
sp = 0,
priority = "Normal",
desc = "Using its keen sense of smell, the user identifies the Skills the target uses.",
strikes = {{1,100}},
typeRequirements = {"normal"},
propertyRequirements = {},
restrictedFamilies = {"NORMAL_CYBORG"}
},
LAST_STAND = {
name = "Last Stand",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 6,
priority = "High",
desc = "For the rest of the round, the user endures when [hp] would fall below 1.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MIGHTY_ROAR = {
name = "Mighty Roar",
type = "Normal",
category = "Status",
contact = false,
target = "Multiple",
sp = 0,
accuracy = 100,
priority = "Normal",
desc = "The user lets out a mighty roar, decreasing the [stat.attack] of the opposing team by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
OOZE_ARMOR = {
name = "Ooze Armor",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 4,
priority = "Normal",
desc = "The user surrounds itself with a shell of protective ooze, increasing [stat.defense] by 2 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
OVERDRIVE = {
name = "Overdrive",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 0,
priority = "Normal",
desc = "The user goes into overdrive, increasing its [stat.attack] by 2 stages but losing 10% of its current [hp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PECK = {
name = "Peck",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 5,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "Attack the target with a sharp beak. The user also steals a [fruit.singular] if the target is holding any.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
POWER_NAP = {
name = "Power Nap",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 7,
priority = "Normal",
desc = "The user takes a power nap, restoring 25% [hp] and clearing all status problems.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PRECISION_PUNCH = {
name = "Precision Punch",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 5,
accuracy = 100,
power = 75,
priority = "Normal",
desc = "Hit the target in their weak spot, with a 50% chance to increase [stat.criticalHitChance] by one stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasFists"},
restrictedFamilies = {}
},
PROPELLOR_PUNCH = {
name = "Propellor Punch",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 4,
accuracy = 90,
power = 50,
priority = "High",
desc = "A fast punch in the face. Has a 15% chance to knock down the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PUMMEL_OUT = {
name = "Pummel Out",
type = "Normal",
category = "Physical",
contact = true,
sp = 4,
accuracy = 100,
power = 75,
priority = "Normal",
desc = "The user attacks with a flurry of jabs before escaping to their spinner, allowing another Coromon to take their place.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
QUICK_CHARGE = {
name = "Quick Charge",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 2,
priority = "Low",
desc = "The user recharges 75% of the [hp] it loses this round.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
RAGE = {
name = "Rage",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 0,
priority = "Normal",
desc = "The user lets out its anger, increasing its [stat.attack] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
REPLENISH = {
name = "Replenish",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 7,
priority = "Normal",
desc = "The user replenishes itself, regenerating 30% of its [hp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
REVENGE = {
name = "Revenge",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 5,
accuracy = 100,
power = 0,
priority = "Normal",
desc = "Strike the target. The lower the user's [hp], the more damage is inflicted.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
RUBBER_WEB = {
name = "Rubber Web",
type = "Normal",
category = "Status",
contact = false,
target = "Multiple",
sp = 4,
priority = "Normal",
desc = "The user spins up a rubbery web on the field for 5 rounds, halving the damage of all physical moves.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isOoze"},
restrictedFamilies = {}
},
SANDMAN = {
name = "Sandman",
type = "Normal",
category = "Status",
contact = false,
target = "Single",
sp = 6,
accuracy = 75,
priority = "Normal",
desc = "Sprinkle sleeping powder over the target, putting it to [condition.sleep].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isBug"},
restrictedFamilies = {}
},
SCREAM = {
name = "Scream",
type = "Normal",
category = "Status",
contact = false,
target = "Single",
sp = 4,
accuracy = 85,
priority = "Normal",
desc = "Threaten the target with an ear-piercing screech, lowering their [stat.defense] by 2 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasClaws"},
restrictedFamilies = {}
},
SLAM = {
name = "Slam",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 2,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "The user slams its body against the target at full force.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SPECTRAL_LATTICE = {
name = "Spectral Lattice",
type = "Ghost",
category = "Status",
contact = false,
target = "Multiple",
sp = 4,
priority = "Normal",
desc = "The user summons a spectral lattice  on the field for 5 rounds, halving the damage of all special moves.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isMag"},
restrictedFamilies = {}
},
STICKY_SALIVA = {
name = "Sticky Saliva",
type = "Normal",
category = "Status",
contact = true,
target = "Single",
sp = 3,
accuracy = 100,
priority = "Normal",
desc = "Coats the target in sticky saliva, lowering the target's [stat.speed] by 2 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isOoze"},
restrictedFamilies = {}
},
STREAMLINE = {
name = "Streamline",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 3,
priority = "Normal",
desc = "The user streamlines its body, increasing [stat.speed] by 2 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SUMO_STANCE = {
name = "Sumo Stance",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 5,
priority = "High",
desc = "The user takes on a sumo stance, causing the user to take 50% less damage from physical attacks for the next 4 rounds. This move always goes first.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasLegs"},
restrictedFamilies = {}
},
TACTICAL_SLAM = {
name = "Tactical Slam",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 2,
accuracy = 100,
power = 45,
priority = "Normal",
desc = "Slam the target with moderation, leaving it with at least 1 [hp] when the target has more than 1 [hp].",
strikes = {{1,100}},
typeRequirements = {"normal"},
propertyRequirements = {},
restrictedFamilies = {}
},
TAIL_SPIN = {
name = "Tail Spin",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 3,
accuracy = 90,
power = 25,
priority = "Normal",
desc = "Slap the target around with a swinging tail for 1 to 3 times.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TAIL_SWEEP = {
name = "Tail Sweep",
type = "Normal",
category = "Physical",
contact = true,
target = "Multiple",
sp = 8,
accuracy = 100,
power = 80,
priority = "Normal",
desc = "The user charges for a turn, then does a strong sweep of the opposing team with its massive tail, knocking them down.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TOUGHEN_UP = {
name = "Toughen Up",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 0,
priority = "Normal",
desc = "The user toughens up its body to raise its [stat.defense] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TRAIT_SCENT = {
name = "Trait Scent",
type = "Normal",
category = "Status",
contact = false,
sp = 0,
priority = "Normal",
desc = "Using its keen sense of smell, the user identifies the [trait.singular] of the target.",
strikes = {{1,100}},
typeRequirements = {"normal"},
propertyRequirements = {},
restrictedFamilies = {}
},
TRANSCENDING = {
name = "Transcending",
type = "Normal",
category = "Physical",
contact = true,
target = "Single",
sp = 9,
accuracy = 100,
power = 90,
priority = "High",
desc = "The user transcends its natural limits, dealing high damage and always going first. The move will fail if used consecutively.",
strikes = {{1,100}},
typeRequirements = {"normal"},
propertyRequirements = {},
restrictedFamilies = {}
},
TRICKY_BONE = {
name = "Tricky Bone",
type = "Normal",
category = "Special",
contact = false,
target = "Single",
sp = 4,
accuracy = 100,
power = 60,
priority = "Normal",
desc = "The user throws a sneaky bone from behind, dealing damage. 25% chance to make the target [condition.hazy].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TURN_TAIL = {
name = "Turn Tail",
type = "Normal",
category = "Physical",
contact = false,
sp = 4,
accuracy = 100,
power = 65,
priority = "Normal",
desc = "The user turns its tail and runs, returning to its spinner and damaging the target in the process.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"hasTail"},
restrictedFamilies = {}
},
UPSHIFT = {
name = "Upshift",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 3,
priority = "Normal",
desc = "Shift into the next gear, increasing [stat.attack] and [stat.speed] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
WITHDRAW = {
name = "Withdraw",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 5,
priority = "Normal",
desc = "The user withdraws into its shell, increasing [stat.defense] and [stat.specialDefense] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ZEN_CURE = {
name = "Zen Cure",
type = "Normal",
category = "Status",
contact = false,
target = "Self",
sp = 5,
priority = "Normal",
desc = "Restores 15% of [hp] and removes a status condition to restore another 15% of [hp], if present.",
strikes = {{1,100}},
typeRequirements = {"normal","electric","water"},
propertyRequirements = {},
restrictedFamilies = {}
},
ACID_BITE = {
name = "Acid Bite",
type = "Poison",
category = "Physical",
contact = true,
target = "Single",
sp = 5,
accuracy = 90,
power = 60,
priority = "Normal",
desc = "Bite with acid teeth, lowering the target's [stat.defense].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
ACID_RAIN = {
name = "Acid Rain",
type = "Poison",
category = "Status",
contact = false,
target = "Multiple",
sp = 6,
priority = "Normal",
desc = "Acid rains from the sky lowering the opposing team's [stat.defense] by 2 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
POISON_CHOMP = {
name = "Poison Chomp",
type = "Poison",
category = "Physical",
contact = true,
target = "Single",
sp = 6,
accuracy = 95,
power = 85,
priority = "Normal",
desc = "Chomp the target with venomous fangs, with a 50% chance to [condition.poison] the target.",
strikes = {{1,100}},
typeRequirements = {"electric","ghost","ice","fire","sand","water"},
propertyRequirements = {"hasFangs"},
restrictedFamilies = {}
},
POISON_STING = {
name = "Poison Sting",
type = "Poison",
category = "Physical",
contact = true,
target = "Single",
sp = 1,
accuracy = 100,
power = 20,
priority = "Normal",
desc = "Stab with a venomous body part, with a 20% chance to [condition.poison] the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TOXIC_CLOUD = {
name = "Toxic Cloud",
type = "Poison",
category = "Status",
contact = false,
target = "Single",
sp = 4,
accuracy = 100,
priority = "Normal",
desc = "Create a cloud of toxic gasses which will [condition.poison] the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {"isOoze"},
restrictedFamilies = {}
},
VENOMOUS_BEES = {
name = "Venomous Bees",
type = "Poison",
category = "Special",
contact = false,
target = "Single",
sp = 2,
accuracy = 100,
power = 30,
priority = "Normal",
desc = "Send an army of venomous bees with slow working poison, to [condition.poison] the target on the next turn.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BOULDER_BARRAGE = {
name = "Boulder Barrage",
type = "Sand",
category = "Physical",
contact = false,
target = "Single",
sp = 5,
accuracy = 95,
power = 60,
priority = "Normal",
desc = "Cause a barrage of boulders to fall down on the target. Has a 20% chance to knock down the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CRUMBLE = {
name = "Crumble",
type = "Sand",
category = "Physical",
contact = false,
target = "Single",
sp = 8,
accuracy = 100,
power = 80,
priority = "Normal",
desc = "Petrify the target from the inside-out. Deals damage and makes the target fragile, lowering their [stat.defense] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
DESERT_HURRICANE = {
name = "Desert Hurricane",
type = "Sand",
category = "Special",
contact = false,
target = "Multiple",
sp = 9,
accuracy = 95,
power = 120,
priority = "Normal",
desc = "A field of sand tornadoes rips through all foes, dealing big damage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
DESERT_WINDS = {
name = "Desert Winds",
type = "Sand",
category = "Status",
contact = false,
target = "Field",
sp = 5,
priority = "Normal",
desc = "Summon a powerful sandstorm, increasing the effectiveness of [type.sand] Coromon.",
strikes = {{1,100}},
typeRequirements = {"sand","electric"},
propertyRequirements = {},
restrictedFamilies = {}
},
DUST_STORM = {
name = "Dust Storm",
type = "Sand",
category = "Special",
contact = false,
target = "Multiple",
sp = 5,
accuracy = 100,
power = 80,
priority = "Normal",
desc = "Damages all foes with a frenzied dust storm.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FURY_FIST = {
name = "Fury Fist",
type = "Sand",
category = "Physical",
contact = true,
target = "Single",
sp = 3,
accuracy = 90,
power = 20,
priority = "Normal",
desc = "The user lets its fury out on the target, hitting 1 to 3 times.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HAUNTED_GROUNDS = {
name = "Haunted Grounds",
type = "Ghost",
category = "Status",
contact = false,
target = "Single",
sp = 8,
accuracy = 100,
priority = "Normal",
desc = "The caster makes the ground haunted, lowering Special Attack of any opponent entering the battlefield by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
HEADCRAB = {
name = "Head Crab",
type = "Sand",
category = "Special",
contact = true,
target = "Single",
sp = 6,
accuracy = 100,
power = 90,
priority = "Normal",
desc = "Become a headcrab, dealing damage with a 25% chance of making the target [condition.hazy].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
METEOR_SHOWER = {
name = "Meteor Shower",
type = "Sand",
category = "Special",
contact = false,
target = "Single",
sp = 7,
accuracy = 70,
power = 140,
priority = "Normal",
desc = "Let loose a rain of meteors upon the target, dealing massive damage. The user is damaged for 10% of its max [hp].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MUD_BALL = {
name = "Mud Ball",
type = "Sand",
category = "Physical",
contact = false,
target = "Single",
sp = 4,
accuracy = 95,
power = 50,
priority = "Normal",
desc = "Roll a muddy ball at the target, dealing damage and lowering the target's [stat.speed] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
PARCHED_JAWS = {
name = "Parched Jaws",
type = "Sand",
category = "Physical",
contact = true,
target = "Single",
sp = 8,
accuracy = 100,
power = 105,
priority = "Normal",
desc = "A powerful bite with a mouthful of sand which has a 25% chance to make the target bleed.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
POCKET_SAND = {
name = "Pocket Sand",
type = "Sand",
category = "Status",
contact = false,
target = "Single",
sp = 0,
accuracy = 100,
priority = "Normal",
desc = "Drops some leftover sand in the target's face. Decrease its [stat.accuracy] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
QUICKSAND = {
name = "Quicksand",
type = "Sand",
category = "Special",
contact = false,
target = "Single",
sp = 7,
accuracy = 100,
power = 85,
priority = "Normal",
desc = "Make the target lose its footing. Deals damage and lowers [stat.speed] by 1 stage, with a 10% chance to make the target [condition.hazy].",
strikes = {{1,100}},
typeRequirements = {"sand","water"},
propertyRequirements = {"isPhys","isMag"},
restrictedFamilies = {}
},
RECONSTRUCT = {
name = "Reconstruct",
type = "Sand",
category = "Status",
contact = false,
target = "Self",
sp = 4,
priority = "Normal",
desc = "The user reconstructs themselves with sand, recovering 15% [hp] and increasing its [stat.defense] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {"sand"},
propertyRequirements = {},
restrictedFamilies = {}
},
ROCK_WALL = {
name = "Rock Wall",
type = "Sand",
category = "Status",
contact = false,
target = "Self",
sp = 6,
priority = "Low",
desc = "Summon a rock wall which prevents all physical damage taken for the next 4 rounds. This move always goes last.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SANDBALL = {
name = "Sandball",
type = "Sand",
category = "Special",
contact = false,
target = "Single",
sp = 3,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Throw a blob of sand in the target's face, with a 10% chance of lowering its [stat.accuracy] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SANDSPOUT = {
name = "Sandspout",
type = "Sand",
category = "Special",
contact = false,
sp = 5,
accuracy = 90,
power = 65,
priority = "Normal",
desc = "Stomps the ground, displacing the sand to hit the target. Has a 50% chance to make the target [condition.hazy].",
strikes = {{1,100}},
typeRequirements = {"sand"},
propertyRequirements = {},
restrictedFamilies = {}
},
SANDSTORM_SMACK = {
name = "Sandstorm Smack",
type = "Sand",
category = "Physical",
contact = true,
target = "Single",
sp = 5,
accuracy = 90,
power = 100,
priority = "Normal",
desc = "A powerful sandy slap right in the face.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SAND_COLUMNS = {
name = "Sand Columns",
type = "Sand",
category = "Status",
contact = false,
target = "Self",
sp = 4,
priority = "Normal",
desc = "Raise columns of sturdy sand around the user, increasing its [stat.defense] by 2 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SAND_DEVILS = {
name = "Sand Devils",
type = "Sand",
category = "Special",
contact = false,
target = "Single",
sp = 8,
accuracy = 95,
power = 100,
priority = "Normal",
desc = "The user summons sand devils, damaging the target and making the target bleed.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SAND_PISTON = {
name = "Sand Piston",
type = "Sand",
category = "Physical",
contact = false,
target = "Single",
sp = 8,
accuracy = 100,
power = 50,
priority = "Normal",
desc = "Launch the target sky high. Has a 10% chance to knock down the target for 1 or 2 rounds.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SAND_SKEWERS = {
name = "Sand Skewers",
type = "Sand",
category = "Status",
contact = false,
sp = 8,
accuracy = 100,
power = 0,
priority = "Normal",
desc = "Sharp skewers cause bleeding and damage any opponent entering the battlefield for 8% of their max HP. This effect can stack twice.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SEISMIC_WAVE = {
name = "Seismic Wave",
type = "Sand",
category = "Physical",
contact = false,
target = "Multiple",
sp = 6,
accuracy = 95,
power = 10,
priority = "Normal",
desc = "The user causes seismic waves, dealing damage to the opposing team with power that varies widely each use.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
SHELL_DRILL = {
name = "Shell Drill",
type = "Sand",
category = "Physical",
contact = true,
target = "Single",
sp = 8,
accuracy = 100,
power = 115,
priority = "Normal",
desc = "The user drills the opponent with its shell, dealing damage and lowering the target's [stat.specialDefense]. The user suffers 20% recoil damage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
STALAGMITES = {
name = "Stalagmites",
type = "Sand",
category = "Special",
contact = false,
target = "Single",
sp = 6,
accuracy = 100,
power = 90,
priority = "Normal",
desc = "Sharp stalagmites skewer the target from below. Has a 50% chance to make the target bleed.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
STONE_FIST = {
name = "Stone Fist",
type = "Sand",
category = "Physical",
contact = true,
target = "Single",
sp = 7,
accuracy = 100,
power = 65,
priority = "Low",
desc = "Attack with a rocky fist. If damage is taken this round, the power is doubled. This attack always goes last.",
strikes = {{1,100}},
typeRequirements = {"sand","water","fire","normal"},
propertyRequirements = {"hasFists"},
restrictedFamilies = {}
},
SUFFOCATE = {
name = "Suffocate",
type = "Sand",
category = "Status",
contact = false,
target = "Multiple",
sp = 6,
accuracy = 100,
priority = "Normal",
desc = "Suffocating sands cause the opposing team to become [condition.hazy], and decreases their [stat.speed] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
TOXIC_SKULL = {
name = "Toxic Skull",
type = "Sand",
category = "Physical",
contact = false,
target = "Single",
sp = 5,
accuracy = 90,
power = 20,
priority = "Normal",
desc = "The user throws a skull covered in toxic molds at the target, dealing some damage and causing [condition.poison].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BUBBLE_BLOWER = {
name = "Bubble Blower",
type = "Water",
category = "Special",
contact = false,
target = "Single",
sp = 6,
accuracy = 100,
power = 90,
priority = "Normal",
desc = "Damage the target with a barrage of bubbles. Has a 30% chance to lower target's [stat.speed].",
strikes = {{1,100}},
typeRequirements = {"water"},
propertyRequirements = {},
restrictedFamilies = {}
},
BUBBLE_BURST = {
name = "Bubble Burst",
type = "Water",
category = "Special",
contact = false,
target = "Single",
sp = 3,
accuracy = 100,
power = 40,
priority = "Normal",
desc = "Damage the target with bubbles. Has a 20% chance to lower target's [stat.speed].",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
BUBBLE_WRAP = {
name = "Bubble Wrap",
type = "Water",
category = "Status",
contact = false,
target = "Self",
sp = 3,
priority = "Normal",
desc = "The user wraps themselves in a bubble, increasing their [stat.defense] and [stat.speed] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CLOUDBURST = {
name = "Cloudburst",
type = "Water",
category = "Special",
contact = false,
target = "Multiple",
sp = 5,
accuracy = 95,
power = 50,
priority = "Normal",
desc = "Flood the opposing team with a torrential rain, dealing damage and lowering their [stat.accuracy] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CRUSHING_WATERFALL = {
name = "Crushing Waterfall",
type = "Water",
category = "Special",
contact = false,
target = "Single",
sp = 8,
accuracy = 100,
power = 200,
priority = "Normal",
desc = "The user charges up, and unleashes a crushing flood of water upon the target. Lowers the target's [stat.specialDefense] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CRYSTAL_BARRAGE = {
name = "Crystal Barrage",
type = "Water",
category = "Physical",
contact = false,
target = "Single",
sp = 7,
accuracy = 100,
power = 90,
priority = "Normal",
desc = "Attack the target with a furious barrage of pointy crystals. Has a 50% chance to make the target bleed.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CRYSTAL_SHOT = {
name = "Crystal Shot",
type = "Water",
category = "Physical",
contact = false,
target = "Single",
sp = 4,
accuracy = 95,
power = 35,
priority = "Normal",
desc = "Shoot 1 to 3 crystal projectiles at the target, with a 25% increased [stat.criticalHitChance].",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
CRYSTAL_SURPRISE = {
name = "Crystal Surprise",
type = "Water",
category = "Status",
contact = false,
target = "Single",
sp = 3,
accuracy = 100,
priority = "Normal",
desc = "Surround the opponent with sharp spikes to prevent them from escaping.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
FEINT_SPURTS = {
name = "Feint Spurts",
type = "Water",
category = "Special",
contact = false,
target = "Single",
sp = 4,
accuracy = 100,
power = 65,
priority = "Normal",
desc = "The user dives towards the target at high speed, inflicting damage.",
strikes = {{1,100}},
typeRequirements = {"water","ice"},
propertyRequirements = {"hasClaws","isMag"},
restrictedFamilies = {"ICE_TOUCAN"}
},
FURY_PINCER = {
name = "Fury Pincer",
type = "Water",
category = "Physical",
contact = true,
target = "Single",
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 = "Geyser",
type = "Water",
category = "Special",
contact = false,
target = "Single",
sp = 6,
accuracy = 100,
power = 90,
priority = "Normal",
desc = "Open a powerful geyser below the foe, dealing damage and lowering the target's [stat.evasion] by 1 stage.",
strikes = {{1,100}},
typeRequirements = {"water"},
propertyRequirements = {},
restrictedFamilies = {}
},
HYDRO_PUNCH = {
name = "Hydro Punch",
type = "Water",
category = "Physical",
contact = true,
target = "Single",
sp = 8,
accuracy = 90,
power = 110,
priority = "Normal",
desc = "Bash the target with a big wet wallop, with a 15% chance to knock down the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
MONSOON = {
name = "Monsoon",
type = "Water",
category = "Status",
contact = false,
target = "Field",
sp = 6,
priority = "Normal",
desc = "Summon a heavy rain into the battle, increasing the effectiveness of [type.water] Coromon.",
strikes = {{1,100}},
typeRequirements = {"water","ice"},
propertyRequirements = {},
restrictedFamilies = {}
},
SPLASH = {
name = "Splash",
type = "Water",
category = "Special",
contact = false,
target = "Single",
sp = 6,
accuracy = 95,
priority = "Normal",
desc = "Splash the target, dealing damage equal to the target's level.",
strikes = {{1,100}},
typeRequirements = {"water"},
propertyRequirements = {},
restrictedFamilies = {}
},
SPLATTER = {
name = "Splatter",
type = "Water",
category = "Physical",
contact = false,
target = "Single",
sp = 5,
accuracy = 95,
power = 45,
priority = "Normal",
desc = "Splatter the opponent 1 to 3 times with high-speed drops of water.",
strikes = {{1,40},{2,40},{3,20}},
typeRequirements = {},
propertyRequirements = {"hasFists"},
restrictedFamilies = {}
},
TAIL_SPLASH = {
name = "Tail Splash",
type = "Water",
category = "Physical",
contact = true,
sp = 3,
accuracy = 100,
power = 55,
priority = "Normal",
desc = "Smack the target with a powerful splashing tail swing.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
WATER_CLONE = {
name = "Water Clone",
type = "Water",
category = "Status",
contact = false,
target = "Self",
sp = 5,
priority = "Normal",
desc = "Creates a clone afterimage of the user, increasing the user's [stat.evasion] by 2 stages.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
WHIRLPOOL = {
name = "Whirlpool",
type = "Water",
category = "Special",
contact = false,
target = "Single",
sp = 6,
accuracy = 90,
power = 85,
priority = "Normal",
desc = "Summon a whirlpool which deals damage and has a 15% chance to knock down the target.",
strikes = {{1,100}},
typeRequirements = {},
propertyRequirements = {},
restrictedFamilies = {}
},
}
return skills;