Special Move Mechanics

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These moves work differently than how they are portrayed in the Pokémon manga, TCG, anime, and games. For original moves check WAAPT-exclusive techniques.

  • Shahinne's Peck: Functions as a multi-hit move.
  • Hatbox's Chatter: Functions as him narrating his badfics.
  • Attract: Functions as a suggestive technique with varying degrees of effectiveness, some highly broken. Can work on physical gender as well as sexual orientation. Known possible defenses include being genderless and having a strong, intimate romantic relationship.
  • Imprison: The in-game mechanic scales brokenly due to the lack of restriction in the moves a Pokémon can have from its moveset at any given time. Instead the RP interpretation of the attack features, at least, a timer for the effect.
  • Heart Swap: Unlike in most official media, the body switching effect does not wear off over time, and must be manually reversed by a Manaphy. (Special case due to the Manaphy being just hatched.)
  • WAAPT!Safeguard.
  • Call for Family / Partner: a move that involves calling in an ally of one’s family or species for assistance. Usable by the Nidoran, Cubone, Eevee, Murkrow, Dunsparce, Stantler, Glameow and Chatot lines (listing probably incomplete). When used for silliness has above-regionwide reach. From the TCG.
  • Hydro Crunch: basically a water-type variant of the elemental fangs, but more focused on gripping than on piercing force. From the TCG.
  • Spike Armor: similar to Defense Curl but also raises spikes to defend itself and cause damage to the opponent if he attacks with a contact move. Usable by Sandslash and other mons who can curl and have external spikes. From the TCG.
  • Bear Hug / Clutch: a very powerful frontal grab that damages and surrounds the opponent, preventing escape or retreat for the turn. From the TCG.
  • Swirling Ripple: a water-type environment move that creates eddy underwater currents in a body of water, disturbing and confusing Pokémon swimming there. From the TCG.
  • Thunderspark: passes the Static Ability to the opponent. Usable by Jolteon and other mons who have Static as an Ability. From the TCG.
  • Pursuit: Is able to follow Teleporting Pokemon, bypassing Teleport Spam.
  • Protect: Can be chained with an attack. (i.e. Using Protect to block before retaliating with Night Slash, Energy Ball, etc.)
  • Spite: Creates a PP limit where there wasn't one before, then uses its in-game function.
  • Leer: when used by old mons from the times of Generation 2 it can have its LASER BEAM effect. Mostly for show.
  • Snap Tail: A Psychic-type attack where the user hits the foe with its tail. Has the same power and secondary effect as Heart Stamp. From the TCG.
  • Rainbow Burn: A chargeable Dragon-type attack; each charge takes up a turn. Charges stack, and are retained even after attacking. Can be used without charge for the same amount of damage as Dragon Tail. Exclusive to Ho-oh, Nix, and Spectrum. From the TCG.
  • Dancing Embers: A fire type, multi hit move comparable to Bullet Seed and the like. The user forms fireballs on or around their body. The fire balls are the launched at the opponent, with a new set of fireballs replacing the last. The fireballs can reform four times, for up to a total of five successful volleys. Exclusive to Vulpix and Ninetales. From the TCG. Taught via Move Tutors in Holon.
  • Bonemerang: Ignores Flying-types' immunity, Levitate, and Magnet Rise.
  • Aura Storm: Imported from Super Smash Bros; essentially a Fighting-type Hyper Beam. Taught using a PEFE TM.
  • Hidden Power: Once a Pokemon uses Hidden Power in the RP's canon, the Hidden Power type is set permanently. And unlike the games, there are Fairy and Normal-Type Hidden Powers.
  • Bubble Drain: An aquatic draining move. Essentially a Water-type Mega Drain. From the TCG.