This will be the thread one comes to when they've got a question that sounds like, "How does X work?"
The games and especially the anime can be extremely vague or inconsistent when it comes to how things like evolution, breeding, and other stuff like that would work in a semi-realistic setting.
Also, this will be the place where any trivial questions about Godai can be answered. How big is it and other world-building details that will help bring Godai to life.
Please use Ctrl+F if necessary to find your questionable move/ability/item.
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- Move DexDue to their random nature, the following moves are banned: Metronome, Assist, and Acupressure.
Absorb Grass 20 100% A nutrient draining red beam that steals the opponents energy and gives it to the user. Moves like Mega Drain and Giga Drain apply the same concept, with just a larger red beam.
Selfdestruct Normal 200 100% The user glows with a blinding white light before violently detonating, leaving them in a fainted state once the smoke clears. Very dangerous to anyone in the vicinity. Explosion provides the same effect, but on an even larger scale.
Substitute Normal N/A N/A The user creates an identical clone of itself to confuse the enemy. It be used in many deceptive strategies, but it is common to have the substitute block incoming attacks on the real one. The substitute fades away after a short time or after taking too much damage.
Foresight Normal N/A N/A The user's eyes glow red and grant them vision of invisible objects, such as Ghost Type Pokemon. This removes a Ghost type's resistance to Normal and Fighting type, being that they are forced to materialize. Odor Sleuth provides the same effect, but utilizes the sense of smell rather than sight.
Baton Pass Normal N/A N/A The user mentally synergizes with the Pokemon it is being switched out with, passing along all of its stat buff/debuffs. Negative effects such as Confusion or Infatuation will also be passed.
Trick Room Psychic N/A N/A The user creates a transparent blue barrier around the battlefield. Inside the Trick Room, the formerly slower combatant is now quicker and the faster combatant is slower. Fades after five turns.
Wonder Room Psychic N/A N/A The user creates a transparent red barrier around the battlefield. Inside the Wonder Room, Pokemon have the Defense and Special Defense stats swapped. Fades after five turns.
Magic Room Psychic N/A N/A The user creates a transparent yellow barrier around the battlefield. Inside the Magic Room, items will have no effect. Fades after five turns.
Last Resort Normal 140 100% The user unleashes a powerful desperate blast at their opponent. Only can be used after the attacker has executed all of their damaging moves at least once in a topic.
Teleport Psychic N/A N/A The user blinks to a nearby location using their psychic prowess to warp space so that their destination is right next to them, then unwarping. It's done as very high speeds so that it looks like the pokemon moved and then was a distance away in an instant. Distance traveled should be relative to Sp. Atk and Speed, maxing out at around 5 km. Can take passengers, but this requires more energy and cannot be used to travel from town to town or skip locations. Can be used to avoid attacks or for other mobility purposes. Teleport distances are not very far. Do not abuse this move just to doge attacks in a really boring manner.
Spikes Ground N/A N/A The user does an action in which it releases spikes that fall all over the entire battlefield. When the spikes land, they will sink into the ground and temporarily become inactive. When the opponent switches to another Pokemon, the spikes pop out of the ground. damaging them. The spikes respond to all unfamiliar aura, so teammates are exempt, but third party pokemon are not. Even if someone releases a pokemon right next to the trainer, the spikes can still affect the pokemon (and possibly the trainer so be careful). The same goes for releasing the pokemon far away. Flying Types are immune. The only way to remove them is to use Rapid Spin or Defog
Toxic Spikes Poison N/A N/A The user does an action in which it releases fatal purple spikes that fall all over the entire battlefield. When the spikes land, they will sink into the ground and temporarily become inactive. When the opponent switches to another Pokemon, the spikes pop out of the ground, only superficially damaging them, but infecting them with a degree of poison. The opponent will also be inflicted with the Poison, or Badly Poisoned status ailment. The spikes respond to all unfamiliar aura, so teammates are exempt, but third party pokemon are not. Even if someone releases a pokemon right next to the trainer, the spikes can still affect the pokemon (and possibly the trainer so be careful). The same goes for releasing the pokemon far away. Flying Types are immune. The only way to remove them is to use Rapid Spin or Defog
Stealth Rock Rock N/A N/A The user does an action in which it releases small, pointed rocks that falls into the battlefield. When the rocks land, they will sink into the ground and temporarily become inactive. When the opponent switches to another Pokemon, the rocks will suddenly rise out of the ground and barrage the opponent, damaging them depending on the user's type effectiveness. The rocks respond to all unfamiliar aura, so teammates are exempt, but third party pokemon are not. Even if someone releases a pokemon right next to the trainer, the rocks can still affect the pokemon (and possibly the trainer so be careful). The same goes for releasing the pokemon far away. The only way to remove them is to use Rapid Spin or Defog
Sticky Web Bug N/A N/A The user does an action in which it releases large amounts of silk or string that falls all over the entire battlefield. When the silk lands, it sinks into the ground and temporarily become inactive. When the opponent switches to another Pokemon, the silk pops out of the ground and tangles itself in the target, lowering their speed by one stage. The silk responds to all unfamiliar aura, so teammates are exempt, but third party pokemon are not. Even if someone releases a pokemon right next to the trainer, the silk can still affect the pokemon (and possibly the trainer so be careful). The same goes for releasing the pokemon far away. Flying Types are immune. The only way to remove it is to use Rapid Spin or Defog Leech Seed Grass N/A 90% The user lowers a part of their body and launch out a few seeds at the opponent. Once the seeds hit the opponent, irritating vines and leaves emerges and stick onto the opponent. While the opponent may try to get rid of the seeds, they will always regenerate. Fortunately for the opponent, they can still be active and attack. After the opponent uses a move, the vines and leaves will glow red and suck a small portion of health from the opponent. The same amount of energy sucked will then be restored into the user.
Trapping Moves N/A N/A N/A The following are trapping moves: Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool, and Wrap. The duration of these moves is largely left to the discretion of the players. All of these moves are able to be escaped if the victim puts up enough of a fight and is reasonably able to do it (use stats as a reference point).
Transform Normal N/A N/A User becomes everything the target is (physiology, Health, and MoveSets), while keeping their own stats.
Protect Normal N/A N/A The user protects themselves from attack with a barrier of energy. The integrity of the shield will diminish with each use. Once it shatters, it cannot be used again until you reach a Pokemon Center. The strength of the shield should be estimated according to the user's Special Defense Stat.
Hidden Power Normal 60 100% Types are rolled by a mod upon request.
Double Team Normal N/A N/A The user summons energy to move extremely fast, to the point of leaving behind after images in the opponent's sight. All the afterimages do whatever the user is doing, if maybe a fraction of a second afterward. Practice can lead this to becoming a very effective illusion. The shadow of the user will appear as a large blur, not individual forms. Anime doesn't like obeying the laws of physics sometimes. The move can only last for a short while though, as putting that much effort into moving fast can be draining. Depending on the strength of the user, the move will begin to slow down after a few seconds or over a minute.
Magnitude Ground 70 100% Magnitude has a flat damage value, rather than being determined at random.
OHKO Moves N/A OHKO N/A These moves contain Guillotine, Fissure, Horn Drill, and Sheer Cold. These moves require so much energy that the Pokemon will be exhausted and unusable, but not fainted, until they reach a Pokemon Center. It will only hit if the target is at a lower level than the user.
Disable Normal N/A 100% Makes the Last move used unusable for 4 turns.
Mimic Normal N/A N/A Copy's the target's last move and the user is able to use the copied move for 5 turns.
Spite Ghost N/A 100% Sends an evil energy that blocks the use of the target's previously used move for 4 turns. (essentially like Disable).
Detect Fighting N/A N/A The user reads the opponents movements to predict its attack and avoid this. As it dodges, it gets harder to stay focused and once hit, all focus is lost. It must wait until being rested at a Pokemon Center before being used.
Endure Normal N/A N/A The user braces and locks away a small amount of energy as it prepares to be attacked. If the attack is severe and would normally defeat the user, it will survive, but the next attack it sustains will be its last.
Normal Varies, Max 101 100% The power of these moves is based on how much happiness a pokemon has according to our system. If you have a pokemon who has either move, alert a mod, we'll track your happiness and provide you with check ups upon request. As Return gets more powerful, Frustration gets less powerful in direct ratio
Present Normal Varies 100% There are 3 types of presents. Small Present (Power: 50), Big Present (Power: 100), and Happy Present. They'll be treated as 3 separate moves in the dex. Small Present is just like every other move, Big Present is going to be treated specially, overuse will result in penalties, and Happy present is the regenerative move that follows the same once-per-topic rule and can be self-used.
Imprison Psychic N/A N/A If the opponent has the same moves as the user, those moves are disabled for 4 turns. This move can only be used once per topic.
Grudge Ghost N/A N/A If the user faints in a battle in which this move is used, the move that fainted the user becomes unusable until a Pokemon Center visit.
Trump Card Normal Varies N/A The more this move is used, the more power it has. The power of each time used is gauged by the following: 1st - 40, 2nd - 50, 3rd - 60, 4th - 80, 5th - 120. Only a max of 5 times can be used per battle. The move can only be used again until a Pokemon Center visit.
Punishment Dark N/A N/A The more stat additions the target has, the more damage is done.
Pledge Moves Water, Fire, or Grass 50 100% If two of the three moves are used at the same time by the user's Pokemon, they will combine and deal double the damage. Plus, a secondary effect will take place depending on:
Water Pledge + Fire Pledge: Secondary effects of moves (such as status ailments or critical hits) will be more likely to happen. A rainbow will also shine on your side.
Water Pledge + Grass Pledge: Makes your opponent's side incredibly swampy and will cut your opponent's speed by half for about four turns.
Fire Pledge + Grass Pledge: A sea of fire will envelop your opponent's side and will continuously inflict damage at the end of each turn.
Confusion Psychic 50 100% A weak telekinetic or telepathic force. The former means a Pokemon can move small objects or apply a small force on their opponent. The Latter means that a mental attack is sent into the opponent's mind, making it hard to think. Special Defense acts as a sort of mental wall in both cases, allowing them to force through the attack.
Psybeam Psychic 65 100% A telekinetic force that warps the air into a beam that is fired at the target. When meeting with an opponent, the mental assault is more severe. They can lift heavier objects with this.
Psychic Psychic 90 100% A much stronger telekinetic/pathic attack. The victim's mind is battered and there's a chance it will break down their mental walls. The kinetic force is also stronger, but like any force, an opposing force of similar power will lessen the affects. (As in, no using the pokemon's mind to bash their opponent all over the area without any resistance like a rag doll).
HM01 Cut Normal 50 95% Using some sharp part of their body, the user swipes at its opponent and cuts into them. Outside of battle, this can be used to chop down and remove obstacles in the Verdant Highlands, the Meadowplain Trail, Skytouch Forest, Rottshade Woods, and the Tempest Valley. Doing this gives the player access to rarer pokemon like using a Repel. The strength of the pokemon determines their ability to find more hidden pokemon. Levels 1-15 = Repel strength. 16-30 = Super Repel. 31+ = Max Repel. Note: This can only be done once per thread for one encounter and does not Stack with bought Repels.
HM02 Fly Flying 90 95% The user soars up high, out of reach, then dive-bombs the opponent.
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- 1. Charizard
HM03 Surf Water 95 or 70 100% Near water: The user takes control of the water around them and sends a massive wave of water to engulf the opponent. Away from Water: The user is forced to use their own internal water and propel it faster than a normal Water Gun using their water control. The move will work only at 75% efficiency. Outside of battle this can be used at the Sterling Seaside, Shoaltide Path, Serenity Lake, Reedriver Bridge, and Lumina Bridge to carry to thr trainer out where rarer pokemon might be. Works at the strength of a Repel. Note: This can only be done once per thread for one encounter and does not Stack with bought Repels.
HM04 Strength Normal 80 100% Using suddenly augmented strength, the user either hurls a heavy object at the opponent, or briefly attacks them. Outside of battle this works as a repel in all areas by removing heavy objects that might be in the way. Works at the strength of a Repel. Note: This can only be done once per thread for one encounter and does not Stack with bought Repels.
HM05 Flash Normal N/A 100% The user's body emits a bright light from some part or all of their body and it suddenly flares, temporarily blinding the opponent and lowering their accuracy. Outside of Battle the user simply glows, illuminating dark places like Goliath Cavern, Dynamag Cave, the Icicle Caverns, Dracofang Peak, and the Boilspout Powerplant. Works at the strength of a Repel. Note: This can only be done once per thread for one encounter and does not Stack with bought Repels.
HM06 Whirlpool Water 35 85% Again using their control of water, the pokemon whips up a whirlpool, trapping the opponent partially. In water the opponent is more trapped and will find it harder to move. On land the opponent is able to move freely with a small amount of water spinning around them. If there was water nearby to fuel it, it last longer, using the pokemon's natural water will not make it as sustainable. Out of battle, whipping up whirlpools in the Sterling Seaside, the Shoaltide Path, Serenity Lake, Reedriver Bridge and Lumina Bridge will make rarer pokemon appear. Works at the strength of a Super Repel. Note: This can only be done once per thread for one encounter and does not Stack with bought Repels.
HM07 Rocksmash Fighting 40 100% The User strikes at the opponent with enough strength to break stones, sometimes this lowers the opponent's ability to defend. Outside of battle, by breaking stones, the user can reveal rarer pokemon in Goliath Cavern, Dynamag Cave, the Icicle Caverns, Dracofang Peak, and the Brackbrine Flats. Works at the strength of a Max Repel if the user is above level 30, Super repel if below. Note: This can only be done once per thread for one encounter and does not Stack with bought Repels.
HM08 Dive Water 80 100% In Water the user hides under water and then the water around the opponent to create a pocket of air in which the opponent has trouble moving, giving them opportunity to attack. On Land the user does the reverse, taking water from nearby or using their own, and locks it around the opponent and itself, then moving it for an attack. Outside of battle the user can create an air bubble around the trainer and carry them down under water, revealing rare pokemon in the Sterling Seaside, the Shoaltide Path, Serenity Lake, Reedriver Bridge, and Lumina Bridge. Works at the strength of a Max Repel. Note: This can only be done once per thread for one encounter and does not Stack with bought Repels.
HM09 Rock Climb Normal 90 85% With a sudden burst of strength the user charges at its opponent and tackles them.
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Outside of battle, if the pokemon is one of those listed above, the user can carry its trainer up and down walls the trainer might not be able to climb on their own, usually where stronger pokemon lie in wait in Goliath Cavern, Dynamag Cave, the Icicle Caverns, Dracofang Peak, and Arideo Gorge. Works at the level of a Max Repel. Note: This can only be done once per thread for one encounter and does not Stack with bought Repels.
Beat Up Dark (Atk/10)+5 100% This has been changed to something like a Dark Type Fury Swipes. Instead of literally bringing out each member of the team just long enough to land a single hit, the user instead channels their strength. The first hit would be with their own strength, the next hits would use that team member's stats instead of the user's. Essentially it's the same thing as bringing them out, but without the ability to abuse it.
Payday Normal 40 100% The user produces a metallic byproduct through their skin and throws it at the enemy. Normally this substance decomposes within minutes of being excreted. When it makes contact with a pokemon's offensive energy, however, it stabilizes into a coin-like form that is slightly valuable. One usage of the attack produces about 40 worth of coin. Using this move on a teammate will not result in stabilization unless the two are legitimately fighting. One should note that it is a moderator's decision as to what constitutes abuse of this move.
Force-Switch Moves N/A N/A N/A The moves Roar, Whirlwind, Dragon Tail, and Circle Throw all fit into this group. When the user activates this attack, they force their energy onto their opponent and that makes their form unstable. This activates a link between the pokemon and the pokeball resulting in a forced return to the pokemon's energetic state. They usually need a few minutes to reconfigure themselves. Skilled users of these moves can force their energy to another pokeball and do the reverse, thus bringing out another member of the opponent's team randomly.
Weather moves N/A N/A N/A Just a note: It would take a very, very powerful pokemon, on the scale of a legendary SpAtk stat in order to /actually change the weather over a large scale area like a city. These moves just send a concentrated ball of pokemon energy up above the battlefield. Depending on the type of the energy, the weather will change. Fire Energy makes a hot ball that acts like a second sun. Water energy lowers the air pressure and results in water in the air collecting and falling, as well as "creating" its own water. Ice energy does something similar to water, but colder and resulting in Hail. Rock Energy whips up a wind and breaks up the earth in the area to make a sandstorm, as well as "creating" extra sand. The result is like a weather "Bubble" that can be moved with the pokemon. These moves only become effective after level 30, and the pokemon can generate energy that can hold itself together. That area is around Six Meters (~20 feet) and can get up to about 100 Meters (~330 feet) at full strength.
Hypnosis Psychic N/A 60% User generates a light show, of sorts, usually rings or spirals that captivate the target, and force them into sleeping. In battle, the target is not susceptible to any form of suggestion. Outside of battle, it can be. The user needs to be at least level 71, and be at least 20 levels higher than the target. Furthermore, the user's Sp. Atk stat needs to be at least double the target's Sp. Def stat. It may rarely work on humans, but not very well and any strong willed human can overcome any pokemon using hypnosis.
Nightshade Ghost Damage Equal to Level 100% Following the games' example, nightshade is an illusionary move, not a beam to an energy blast. Skill with casting these illusions depends on the level of the user. At low levels it serves to make the user appear bigger and scarier than normal, at higher levels it could be used to make an entire nightmare come to life. Its power ties in with this. If you're having trouble trying to quantify this, think of it in the games. High Level v. Low Level means a lot of damage, Low Level v. High Level, a little damage, Near Equal Levels is medium damage. Treat the Levels as if their stats. Does not get STAB, Type Effectiveness, or Critical Hit bonuses.
Encore Normal N/A N/A At low levels, the effect is invisible, the user usually cheers or encourages the target in some way. From there their Aura envelopes the targets, keeping it in the form or status of the last move used. At higher levels this can sometimes look like a spotlight on the target, sometimes confetti too. This move works regardless of pokemon personality.
Secret Power Varies 70 100% In Battle: The user taps into the aura of the area around them and channels it into a variety of different attacks with differing effects. Use Generation VI's list for this.
Out of battle: The user taps into the aura of the area around them and restructures it in a variety of ways. Most commonly they use it to make it habitable and stable. A secret power user can warp tree limbs into a stable nest or canopy, make large bushes into a livable space with protection form the elements, even add ventilation into caves under water. This is usually accompanied by a glow.
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- Special AbilityDexAbilityDescription/RP Application
Arena Trap The user has the ability to trap their opponent, making them unable to flee. This can be done by digging a hole around their opponent, raising an area of ground around the battlefield to prevent escape, or creating a barrier that is inescapable until the user faints.
Dry Skin A Pokemon with this ability is affected by the climate. Hot, sunny days will slightly hurt the Pokemon if they are exposed to the sun. They also take more damage from fire attacks. Rain and water attacks will rejuvenate them, slightly restoring their health and energy.
Forewarn The user can determine the most powerful move an enemy knows without even seeing it. If the enemy has two moves with the highest power, then the user of Forewarn will become aware of both. Because of this ability the user is more likely to expect what's coming, making it easier to dodge the Forewarned move.
Healer The user is able to cure the status ailments of their allies. This ability can only be used in a Double Battle or outside of battle. It will not work on Pokemon that are Confused or Infatuated, and the user cannot heal themselves.
Illuminate Having a Pokemon with this ability in your party makes you more likely to run into wild Pokemon. Acts as a Repel, levels 1-20 Regular Repel. 21-50 Super Repel. 51-100 Max Repel.
Pickup A Pokemon with this ability might pick up items they find along your way. (Once per evaluation, remind the moderator in your request of how many of your pokemon have this ability, and the moderator will tell you if you received any extra item(s) rewards from this ability).
Illusion The User is able to cast two types of illusions, which are basically telepathic attacks that alter the senses. The first is the most common, and will be called the "Bubble" illusion. In a bubble that's equal to its level in its radius, the user can change its appearance to nearly anything, but will instinctively look and sound like the pokemon most recently caught. This affects multiple targets. The Second is called the "Beam"illusion, in that it can focus the strength of the entire bubble onto a singular target and create more complex illusions that affect more than two senses. They cannot happen at the same time.
Honey Gather The Pokemon slowly produces honey from a special gland and can be collected by a trainer in jars. (Once per Evaluation, remind the evaluator in your request how many pokemon have this ability and they will let you know if any item(s) are rewarded.
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- Special ItemDexItemTypeDescription/RP ApplicationIncenses
Useable/Equipable Incenses are carried by the Trainer. When lit, they emit a smoke that provides various effects for breeding. They can also be held in pouches for battle effects.Held Items Equipable Held Items are special accessories that a Pokemon can equip to give them unique enhancements. They usually come in the forms of necklaces, bands, belts, glasses, or bracelets. Examples of held items are Mystic Water, Shell Bell, Blackglasses, etc.Colored Scarves Equipable Colored scarves can be put on your Pokemon similarly to a Held item. These items have no effects and are purely cosmetic.[/center]Repels Usable Aerosol sprays to be applied to the character and their belongings. Contains a substance similar to Deet in our world that wards away common pokemon and insects, making it more likely that rarer and stronger pokemon will appear. Sold at all Pokemarts in three strengths of increasing price. Work for Two Pokemon per Thread[/center]Fishing Rods Usable Each progressive rod acts as a repel. A Regular, Super, and Max Repel in Water respectively with Old, Good, and Super Rods. They can be bought and used as much as one would like, but are limited to affecting the rarity of One Pokemon per thread.[/center]Stat Affecting Held Items Equipable Berserk Gene, Choice Band/Scarf/Specs DeepseaScale/Tooth, Eviolite, Light Ball, Quick Powder and Thick Club all basically work like vitamins, but don't take up a vitamin slot. They offer a 10% Boost and should be written as if they were a vitamin. You may still apply vitamins on top of these boosts as well. If the Held Item is Removed you must also remove the 10% bonus.[/center][/b]Everstone Equipable Acts as a medium during pokemon breeding so that the child is more likely to inherit a genetic predisposition from the Item Holder. This results in a 10% innate boost in One Stat upon birth. It acts like a Free Vitamin.[/center]Power Items Equipable Acts as medium during pokemon breeding so that the child is almost always going to inherit a genetic predisposition to the ability the item induces. This results in a boost in One Stat upon birth. It acts like a Free Vitamin
Weight: Hatches with the Next highest Health Class and applies to evolution
Bracer: Hatches with Boosted Attack
Belt: Hatches with Boosted Defense
Lens: Hatches with Boosted Special Attack
Band: Hatches with Boosted Special Defense
Anklet: Hatches with Boosted Speed[/center]Destiny Knot
Equipable Acts as a Medium during pokemon breeding so that the child has a chance to inherit a genetic predisposition from the Item Holder. This Results in a boost in One Stat on top of a boost from another parent (if applicable). Like a Free Vitamin.[/center]EXP Affecting Items Key Items EXP share - Adds 10% onto the Evaluation EXP, not the Topic EXP, of every thread for that character. Stacks with Lucky Egg
Lucky Egg - Adds 15% onto the Evaluation EXP, not the Topic EXP, of every thread for that character. Stacks with EXP Share.Honey
Valuable Honey produced by wild combees (and rarely teddiursas) that can be sold for 1500 in pokemarts and other vendors. It is rare to obtain since only pokemon that travel and are around a variety of different plants make this specific kind of honey.[/center]