Board Thread:Pokemon Arena X - Discussion/@comment-5537612-20131021143231

We don't exactly know yet how all the moves will work, so this is all more or less speculation and what I have in mind.

I sort of had the idea the moves could be placed in seperate categories depending on how they work. Each move has it's own attributes and functionalities, the usefulness depending on how you can use them and when. Just wanted to poop this out I like doing this.

CC Moves

Ramming: Moves like tackle and headbutt. The user charges forward for a certain distance, using its body as a damaging hitbox.

Dashing: Moves like quick attack and double edge. Similar to Ramming, but covers a greater distance.

Pursuing: Moves like rollout and pursuit. Similar to dashing, but the user can move during the attack, allowing to chase the target.

Slashing: Moves like scratch and slash. A close range attack with a wide hitbox.

Punching: Moves like pound and the elemental punches. A close range attack that reaches far.

Biting: Moves like bite and the elemental fangs. A midway between slashing and punching, reaching further than a slash but having a smaller hitbox, yet still bigger than a punch.

Slash Wave: Moves like air slash and psycho cutter. Perfectly combines the benefits of both punching and slashing moves.

Tail: Moves like tail whip and iron tail. The user spins around while a hitbox appears behind it, basically a close range AoE.

Slammer: Moves like bodyslam and heavy slam. The user jumps into the air and creates a shockwave when it lands, damaging the target depending on its proximity to the user.

Ranged Moves

Bullet: Moves like ember and shadowball. The user fires one or more projectiles in the direction of the cursor.

Spray: Moves like powder snow and metal burst. The user fires a spray of projectiles in a spread.

Arcing: Moves like egg bomb and sludge bomb. The projectile moves in an arc instead of a straight line.

Blast: Moves like flameburst and egg bomb. Similar to bullet, but the projectile explodes when it comes in contact with something, dealing damage in an AoE.

Wave: Moves like screech and surf. The user fires a wide-ranging hitbox. These kind of projectiles usually have a shorter travel distance.

Shockwave: Moves like shockwave and dark pulse (at least, until i can see whether or not it actually has a shockwave animation). The user creates an expanding shockwave around itself.

Quake: Moves like magnitude and earthquake. Similar to shockwave, but instead of an expanding AoE attack, the hitbox comes from below already at full size.

Creeper: Moves like earth power, grass knot and frenzyplant. A hybrid of the quake and the laser attribute, these moves create a long AoE on the ground. When it hits a pokemon, it will stop and create a wider AoE shockwave.

Laser: Moves like hyperbeam and icebeam, as well as flash cannon. The user fires a long-ranging AoE attack in the direction of the cursor.

Streaming: Moves like dragonbreath and flamethrower, as well as bubblebeam and frost breath. The user continuously fires damaging particles for a duration. The particles have a shorter range than most projectiles.

Target: Moves like rock slide and draco meteor, as well as thunder, doom desire and solarbeam. A target marker appears at the user's location, and slowly follows the cursor (it sorta lags behind). After a second, the attack is unleased, through projectiles or a laser from the sky.

Other

Healing: Moves like recover and aromatherapy. These moves heal either HP or status ailments.

Buff/Debuff: Moves like calm mind and focus energy, as well as moves like thunder wave and toxic. These moves buff or debuff the target.

Protecting: Moves like protect and wide guard, as well as safeguard. Protective moves yea.

Area: Moves like rain dance, mist and trick room. The user creates a field around itself inside which pokemon are affected by the effects of that move.

Priority: Moves like quick attack and ice shard. These moves are very fast.

Multi-Hit: Moves like pin missile and fury swipes. Has a 'clip' of five attacks, which can be fired off in quick succession. The cooldown recharges even if not all attacks have been used yet, making them weak but spammable.

Trapper: Moves like fire spin and wrap. The attack impairs the target when it hits, allowing the user to follow up with CC moves or take better aim with ranged moves.

Charging: Moves like solar beam and razor wind. The user first visibly charges energy before firing off the attack. After the attack has been charged up, it can be fired off any time.

Homing: Moves like aura sphere. These moves home in on the target, depending on their proximity to the cursor when clicked.

Mines: Moves like spikes and stealth rock. These moves generate obstacles that linger for a while.

Countering: Moves like counter and and bide. The user has to be hit first before it can use the attack (the move has to be selected, and will become usable after being hit).

Vanishing: Moves like dig and fly. The user vanishes into the ground or into the air. After a certain duration or a second click, the user attacks. The user is only vulnerable to certain attacks while vanished, depending on the move. (The model itself, not the actual user, moves. To prevent lag, the model doesnt fade, but just flat out vanishes, and a sphere appears in its stead that moves in the appropriate direction. If the user uses fly, the sphere appears around the user, the model vanishes, and the sphere moves skywards and vanishes.) 