Pokémon Mighty & Nasty/Movedex

This is a list of all new moves introduced in Mighty & Nasty Versions as well as moves from previous Generations changed.
==New Moves==
Type 	Name 	Category 	Power 	Accuracy	PP	Description 	Targets
Dark 	Dark Stare 	Status 	- 	- 	10	The user gives a horrible stares at a target, lowering it's Attack by 2 Stages. 	One Target
Fire 	Flame Chop 	Physical 	60 	95 	20	The user chops a target with it's hand. Have 20% of burning and 80% of lowering the target's Defense by 1 stage. 	One Target
Normal 	Berserk 	Status 	- 	- 	5 	If an ally had fainted in the same turn, this move will work and raise the user's Atttack and Special Attack by 3 stages. Certain moves will also activate it automaticly. 	Self
Normal 	Selfish Hit 	Physical 	50x 	100 	5 	Every target makes 50 Base Power, making a total of 250 Base Power. It do not affect Types and thus able to hit Ghost-Type targets. The damage stills calculate when a target is protecting. 	All Targets
Normal 	Team Attack 	Physical 	50x 	100 	10	While performable alone, it is recommanded during Double or Triple Battle. One ally makes 100 Base Power while two allies makes 150 Base Power. Will fail if the user got hit by Betrayal. 	All Adjectable Foes
Water 	Super Swim 	Status 	- 	- 	10	The user swims so fast that it's Speed stat is increased by two stages. 	Self
Water 	Rinse 	Status 	- 	100 	15	If this move hits the target, that target get the Wet Major Status. A victim with a Wet Status will have Sp.Attack decreased by 2 Stages and have HP lost by 4% each turns. 	One Adjectable Target
Ghost 	Reaper Tail 	Physical 	95 	95 	10	When a critical hit is made, the user's Attack is raised by 2 Stages. 	One Unadjectable Target
Fire 	MagmaSpread 	Special 	70 	95 	15	Upon the use of MagmaSpread, the user's Defense stat is raised by one and any contact from attacker will give it a Burn. 	All Adjectable Targets
Electric	ShockSpread 	Physical 	70 	95 	15	Electric-Type variant of MagmaSpread, except it increase Sp.Defense and gives Paralyzis. 	All Adjectable Targets
Ice 	Snow Ball 	Physical 	80 	100 	15	This move will cause 100% chance of Freeze upon a critical hit. 	One Adjectable Target
Psychic 	Parachic 	Special 	70 	100 	20	Power doubles if the target have any major status problem other than Paralyzis, but replace that status by Paralyzis itself. 	One Adjectable Target
Fighting	Super Smash 	Physical 	160 	85 	5 	A very powerful attack but forces the user to recharge the next turn. 	One Adjectable Target
Normal 	Delay Punch 	Physical 	100 	- 	20	Throws an delayed but unpredictable punch that don't affect Type-Effectiveness but can receive STAB-boost. 	One Unadjectable Target
Dragon 	Fire Dragon 	Special 	120 	90 	5 	Makes the user Fire/Dragon-Type after uses. User's Type don't change if the user is Arceus. 	One Adjectable Target
Dragon 	Shock Dragon 	Physical 	120 	90 	5 	Makes the user Electric/Dragon-Type after uses. User's Type don't change if the user is Arceus. 	One Adjectable Target
Dragon 	Ice Dragon 	Special 	120 	90 	5 	Makes the user Ice/Dragon-Type after uses. User's Type don't change if the user is Arceus. 	One Adjectable Target
Dark 	Dark Bullet 	Special 	25 	100 	25	Strikes twice-to-five times in the same turn. If the user have Skill Link, alway strikes five times. 	One Adjectable Target
Ground 	Drill Dig 	Physical 	60 	100 	10	Have +1 priorty. Often used by slow, strong Ground-Type Pokémon. 	One Unadjectable Target
Dark 	Dark Night 	Status 	- 	- 	10	Summon a pitch-black night. Raises Dark-Type moves and reduce Light-Type moves. Also raise accurary for Dark-Type Pokémon. 	All Pokémon (Weather)
Normal 	Conversion-Z 	Status 	- 	- 	10	
Have a +1 Priorty. Permit the user to have the best types against the selected opponent. Only learnable by Porygon-Z.
Example: If used against Gengar, the user's Types will become Steel/Dark or Dark/Steel. 	Any Unadjectable Target
Dark 	Insult 	Status 	- 	100 	15	Decrease the target's Defense and Special Defense by two stages but also raise it's Attack and Special Attack by one. 	Any Adjectable Target
Poison 	Stench Shot 	Special 	50 	100 	20	Causes Poison. Even that Steel-Type Pokémon are immune to this move, it will still run away/be switched because of the terrible stench. 	All Adjectable Foes
Psychic 	Weird Room 	Status 	- 	- 	10	Creates a Weird Room that switch all Pokémon's Attack and Special Attack stats, but the stat changes will remains. If Weird Room is used while it's respective effect is under going, it disactivate the Weird Room effect.	All Pokémon (Room)
Rock 	Rock Swing 	Physical 	75 	100 	15	Pick a long rock, then swing it like a club. Because of it's perfect accuracy, it is one of the most Accurate Rock-Type damaging moves. 	One Adjectable Target
Normal 	Vexer Truth 	Status 	- 	100 	10	Tell a vexing and gruesome truth about the target, which lower such target's Special Attack stat by 3 stages. 	One Adjectable Target
Normal 	Bliss Kiss 	Status 	- 	100 	10	Kiss a target with opposed gender of the user, making it unstable and will disobey for three turn. It will either attack it's Trainer, attack it's allies (if any) or normal unobeidences actions. 	One Adjectable Target
Grass 	Vital Winds 	Status 	- 	- 	10	Heal the user and it's allies' HP by 30%. If there is a sunny conditions, it effect will raises to 70%. If other weather conditions are applied, reduce it to 15%. 	All Allies and User
Grass 	Prison Vines 	Special 	60 	100 	15	When hit, prevent the target to switch out, unless when using Rapid Spin and other switch-forcing moves. 	One Adjectable Target
Water 	Ocean Bash 	Physical 	120 	100 	10	Causes big damage but gives recoil damage to user by ⅓ of the damage. 	One Adjectable Target
Rock 	Stone Drill 	Physical 	80 	95 	15	Causes the user's Attack stat raises by 1 stage by 50% chance each hits. 	One Adjectable Target
Ghost 	Annoy 	Special 	55 	100 	20	Alway reduces the target's Sp.Attack every hits. Automaticly activate the move Berserk. 	All Unadjectable Target
Ghost 	TraumaScream 	Special 	50 	100 	15	-6 Priorty but ignore the Evasion Stat. Even if the target is Normal-Type, such target will be forced to be switched out. Sound-Based. 	One Unadjectable Target
Electric	Thunde-rain(Thunder Rain in later games) 	Special 	- 	100 	10	Power varies depended on the user's HP. Can do up to 150 Base Power. 	All Adjectable Foes
Electric	Thunder Claw 	Physical 	95 	95 	15	Slightly stronger than ThunderPunch. Causes paralyzis by a chance of 20% and have a high chance of critical hit. 	One Adjectable Target
Flying 	Air Sphere 	Special 	80 	100 	20	Have 50% of raising the user's Special Attack stat by one stage upon sucssessful hit. 	Any Target
Bug 	Bug Stab 	Physical 	95 	95 	15	The Pokémon uses it's sharp horn, claw, etc, to do a straight stab at a foe. Have a high chance of critical hit. 	One Adjectable Target
Water 	Geyser Bomb 	Status 	-- 	-- 	10	The user puts the Geyser Bomb, on the opponent's field, that will blow up when a switch out from the opponent had made. Causes Wet but will fail and be removed if the victim is a Water-Type. 	Opponent's Field (Trap)
Psychic 	Reverse 	Status 	-- 	-- 	10	
The user reverses the boosted/weakened stats of a target, no matter how many interacted stats, and are ignored.
(Example: When Reverse is used on a Gyarados using Dragon Dance once, the latter one's boosts are turned into weakening, which mean -1 Attack and Speed.)	One Unadjectable Target
Flying 	Wind Trick 	Status 	-- 	-- 	10	All Pokémon's held items are shuffled. Pokémon with assosiated item or that have Sticky Hold are immune. 	Every Pokémon in field
Bug 	Nectar Drink 	Status 	-- 	-- 	10	The Pokémon drink nectars to recover 40% of it's HP and boost Bug-Type attacks by 30% next turn. 	Self
Fire 	Boom Blast 	Special 	250 	100 	5 	The Pokémon stores extreme heat, then releases the monstrous explosion that deals massive damage. The user faints afterward.
Only the Bamboom family line can learn this as a Basic Move. 	All adjective targets
Light 	Star Kick 	Physical 	20/40/100	100 	10	Only does 20 on slower foes, but always out-priortize its facing enemy if it is faster. If it got increased speed, then it will deal 100 Base Power. 	Any adjective target.
Light 	Solar Blast 	Special 	120 	90 	5 	Have 20% chance to burn the targets. If either Sun weather or Bright Court field is on, then it will ignore positive stat changes of the targets. 	All adjective targets.
Light 	Shine Beam 	Special 	40 	100 	30	Basic early-game Light-type attack. Had a 10% chance to reduce the target's Special Defense by one stage. 	Any adjective target.
Light 	Solar Catch 	Physical 	90 	100 	15	Deals an automatic Critical Hit if the user got hit by a Dark-type move. 	Any adjective target.
Light 	 Sun Impact 	Physical 	120 	90 	5 	Has a 10% chance to reduce the target's Special Attack by two stages. 	Any adjective target.
Light 	Light Court 	Status 	 	 	 	 	
10 	
Summon a bright atmosphere that bears a resemble of a court.
Modify the battlefield to deactivate weathers and terrains, while preventing further weathers and terrains (except the Primal Weathers) from being summoned, and reduce Ghost-type damage by 50%. Can be overridden by Dark Night, and in turn can be used to override Dark Night.	Field Effect. 	 	 	 	 	
Light 	Reset Flash 	Status 	 	 	 	 	
10 	Remove all entry hazards, weather effects and other field effects, as well as stat changes, in both sides. 	Field Effect/All Pokémon.	 	 	 	 	
Light 	Reflection Shield 	Status 	 	 	 	 	
5 	Impliment a shield that bounces Status Moves back to the opponent for five turns. Like Reflect and Light Screen, the Justice Shield can be broken by the likes of Brick Break.	Self and Allies. 	 	 	 	 	
Light 	Backfire Ray 	Special 	80 	100 	15	Deals 33% more damage if the target had increased stats, and ignore the Special Defense boost. 	Any adjective target.
Flying 	Wind Assault 	Physical 	
85 	100 	15	Can be learned by any Pokemon that can simply fly. It is also Super Effective against Fire-type Pokemon. 	Any target.
==Changed Moves==
*All Room Moves: Have +1 Priorty, including Weird Room, but not Trick Room.
*Metronome: Can now summon any move except of Chatter, Sketch, Struggle and the move itself.
*Substitute: Have -1 Priorty and Pokémon who is behind of such Substitude will not receive Stat Raise, and cannot use Protect and familair moves on that Substitude.
*Focus Blast: Had now 90% Accuracy.
*Brick Break: Had now 85 Base Power.
*Elemental Punches (Fire Punch, Thunder Punch, Ice Punch): Had now 90 Base Power each.
*Strength: Now had a chance to raise the user's Attack by one stage by a 50% chance.
*Charge Beam: Now had 75 Base Power and 100% accuracy.
*Spatial Rend: Now had 120 Base Power.
*Crabhammer: Now had 120 Base Power.
*Aqua Tail: Now had 100 Base Power and 90% Accuracy, and 10% to Splash the target.
*Multiple Water-type Move: Now had from 10% to 30% to Splash the target.
**10%: Surf, Aqua Bite, Aqua Tail, Hydro Pump
**20%: Ocean Bash
**30%: Water Pulse (replaces Confusion)
*Wild Charge and Volt Tackle: Base Power now increased to 120 and 150, respectively.
==Trivia==
*Super Smash is a reference of the franchise Super Smash Bros.
Category:Moves
Category:Pokémon (series)
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