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Pokémon Attack-Granting Badges
Despite Pokémon and Arpeggio sharing a lot of standard RPG mechanics, the differences between the two are such that some Pokémon moves come out extremely overpowered in Arpeggio terms. I've done what I can here to make them balanced-ish. The attacks I've chosen are mostly things like the TMs that every Pokémon can learn, which would then make sense as badges that anybody can wear, but I've also thrown in some basic essentials and some of my personal favorites. We also have the default weather-conjuring attacks here in badge form. Rest, Psychic, Dream Eater, Future Sight, Air Horn, and Trick Room are all psychic attacks, so should go in that section of a badge-wearer's attack list.
- Flash ~ BP: 1
Ailment: Dizzy, VP: 2, Turns: 5, Target: One, Accuracy: 100%, Dispels Darkness and can light dark areas in the field
"A Pokémon technique that flashes bright light in the target's eyes, decreasing their accuracy." - Defog ~ BP: 1
VP: 2, Target: All, Element: Wind, Removes Invisibility and Dodginess and dispels Fog or Smog
"A Pokémon technique that blows wind to clear away fog and other obscuring conditions to allow for better accuracy." - Toxic ~ BP: 3
Ailment: Poison, VP: 10, Turns: 10, Target: One, Accuracy: 100%, Element: Poison
"A Pokémon technique that inflicts nasty poisoning."
(2 copies) ~ Ailment: Poison, VP: 20, Turns: 20, Target: One, Accuracy: 100%
(3 copies) ~ Ailment: Poison, VP: 30, Turns: 30, Target: One, Accuracy: 100% - Leech Seed ~ BP: 2
Ailment: Seeded, VP: 5, Target: One, Accuracy: 100%, Element: Plant
"A Pokémon technique that implants parasitic seeds in the target to slowly transfer their health to the user of the move." - Swagger ~ BP: 1
Benefit: Attack +4, VP: 2, Turns: 4, Target: One, Ailment: Confusion, Chance: 100%
"A Pokémon technique that raises the target's Attack but also Confuses them." - Curse ~ BP: 1
Benefit: Attack +2 AND Defense +2, VP: 5, Turns: 5, Target: Self, Ailment: Slow, Turns: 5, Chance: 100%
"A Pokémon technique that grants the user offensive and defensive buffs at the cost of a reduction in speed." - Embargo ~ BP: 1
Ailment: Embargo, VP: 5, Turns: 5, Target: One, Accuracy: 100%
"A Pokémon technique that prevents the target from using items for five turns." - Mean Look ~ BP: 2
VP: 5, Target: One, Accuracy: 100%, Prevents running away
"A devilish glare that prevents the target from running away, trapping them in the battle until it ends." - Double Team ~ BP: 2
Benefit: Dodgy, VP: 5, Turns: 5, Target: Self
"A Pokémon technique that creates illusory duplicates of the user, allowing them to deceptively dodge attacks." - Safeguard ~ BP: 2
Benefit: Safeguard, VP: 5, Turns: 5, Target: Self
"A Pokémon technique that secretes a coating of liquid from the skin that protects from Status Problems for five turns." - Aqua Ring ~ BP: 3
Benefit: 1 HP Trickle, VP: 10, Turns: 10, Target: Self, Element: Water
"A Pokémon technique that uses refreshing water to slowly heal the user."
(2 copies) ~ Benefit: 1 HP Trickle, VP: 20, Turns: 20, Target: Self, Element: Water
(3 copies) ~ Benefit: 1 HP Trickle, VP: 30, Turns: 30, Target: Self, Element: Water - Acupressure ~ BP: 5
Benefit: Attack +4 OR Magic +4 OR Defense +4 OR Brain +4 OR Dodgy OR Fast, VP: 5, Turns: 5, Target: One
"A Pokémon technique that jabs a random pressure point to greatly increase a random stat, including speed and evasion." - Focus Energy ~ BP: 5
VP: 5, Target: Self, Effect: 25% critical hit chance on next attack
"A Pokémon technique that has the user focus their energy in order to potentially score a critical hit next turn." - Protect ~ BP: 10
VP: 10, Target: Self, Prevents all damage and other negative effects against user for 1 turn
"A Pokémon technique that completely protects the user for one turn except from specific moves designed to penetrate it." - Rest ~ BP: 10
Heal: Full HP, VP: 10, Target: Self, Ailment: Sleep, Turns: 2, Chance: 100%
"A Pokémon technique where the user sleeps for two turns in order to fully restore HP." - Snore ~ BP: 1
Attack: x1, VP: 1, Target: One, Only usable when Asleep
"A Pokémon technique that allows the user to get in a weak attack while Asleep. However, it can't be used while awake." - False Swipe ~ BP: 1
Attack: x1, VP: 1, Target: One, Always leaves target with at least 1 HP
"A subdued Pokémon attack designed to weaken but not finish off, ideal for making wild Pokémon ripe for catching." - Return ~ BP: 2
Attack: x1 (x2 for C support level w/ Trainer, x3 for B, x4 for A), VP: 1, Target: One
"A Pokémon technique that gets stronger the more the user likes its Trainer." - Frustration ~ BP: 1
Attack: x1 (x2 for broken C support level w/ Trainer, x3 for B, x4 for A), VP: 1, Target: One
"A Pokémon technique that gets stronger the more the user dislikes its Trainer." - Rage ~ BP: 2
Attack: x1, VP: 1, Target: One, After using Rage, the user receives an automatic Charge of 2 whenever damaged, and Charges aren't lost if Rage is used again, powering it up and remaining such that they can stack, but are lost normally if anything other than Rage is used; Charges applied by other means follow these rules as well
"A Pokémon technique that, when used consecutively, gets stronger any time the user is damaged, with no upper limit." - Fury Cutter ~ BP: 4
Attack: x1, VP: 2, Target: One, Charge: 2, Charges aren't lost after use unless the attack misses
"A Pokémon technique that gets stronger when used consecutively, with no upper limit, but resets with a miss." - Facade ~ BP: 2
Attack: x2 (Ailment: x4), VP: 2, Target: One
"A Pokémon technique that doubles in power if the user has a Status Problem that doesn't prevent them from acting." - Round ~ BP: 1
Attack: x2 (+2 per Round), VP: 1, Target: One
"A Pokémon singing technique whose power rises by 2 each time it is used again in the same turn, regardless of who by." - Swift ~ BP: 2
Attack: x2 [O], VP: 2, Target: One
"A Pokémon technique that fires homing energy stars at the target. They're guaranteed to hit." - Skull Bash ~ BP: 4
Attack: x2 +4, VP: 5, Target: One, Benefit (User): Defense +1, Turns: 2, Chance: 100%, 1st Turn: Defense +1, 2nd Turn: Attack
"A Pokémon technique where the user tucks in their head to boost Defense, then next turn performs a powerful headbutt." - Tri Attack (Classic) ~ BP: 3
Attack: x3, VP: 6, Target: One, Ailment: Burn OR Freeze OR Paralysis, Turns: 3, Chance: 1/3
"A Pokémon move that shoots simultaneous bursts of fire, ice, and lightning. Non-Elemental, but may cause Status Problems." - Tri Attack (Elemental) ~ BP: 3
Attack: x1, Hits: 3, VP: 9, Target: One, Element: Fire (1st Hit), Ice (2nd Hit), Thunder (3rd Hit), Ailment: Burn (1st Hit), Freeze (2nd Hit), Paralysis (3rd Hit), Turns: 3, Chance: 1/3
"An alternate version of Tri Attack that counts each Element as a separate hit. May inflict multiple Status Problems." - Hidden Power ~ BP: 1
Attack: x2, VP: 2, Target: One, Element: User's Affinity
"A Pokémon technique that unleashes the user's inner power as energy orbs. Its Element matches the user's Affinity." - Thief ~ BP: 5
Attack: x1 (+2 to ghosts), VP: 5, Target: One, Steals one item or weapon (100% chance)
"A sneaky Pokémon move that bumps into the target and steals an item. You can't steal if your inventory's full." - Knock Off ~ BP: 2
Attack: x1 (+2 to ghosts), VP: 3, Target: One, Discards target's equipped armor
"A sneaky Pokémon move that knocks off the target's equipped armor, if any. Anyone can then grab it off the battlefield." - Beat Up ~ BP: 4
Attack: x1 (+2 to ghosts), Hits: # of Attackers, VP: 5, Target: One, User and teammates each hit once, each using own Attack Power and modifiers (Attack Increase, Charge, etc.)
"An underhanded Pokémon move where the whole team gangs up on the target, only using up the user's turn." - Foul Play ~ BP: 5
Attack: TargetAttackx2 +4 (+2 to ghosts), VP: 5, Target: One
"A sneaky Pokémon move that uses the target's own Attack Power, including Increases or Charges, to deal damage to them." - Strength ~ BP: 2
Attack: Strengthx1, VP: 5, Target: One
"A Pokémon technique that allows the user to attack with the Strength field stat instead of Attack Power." - Low Kick ~ BP: 2
Attack: TargetWeightx1, VP: 4, Target: One
"A low, sweeping kick that knocks the target's legs out from under them, dealing damage equal to their own weight." - Grass Knot ~ BP: 2
Attack: TargetWeightx1, VP: 5, Target: One, Element: Plant
"A Grass-type Pokémon move that trips the target with tangling plants, dealing damage based on the target's weight." - Psychic ~ BP: 4
Attack: x2 +2, VP: 3, Target: One, Ailment: Brain -1, Turns: 5, Chance: 25%
"A poorly-named Pokémon technique that uses telekinesis to deal psychic damage to the target. It may lower Brain Power." - Dream Eater ~ BP: 3
Attack: x2 +4, VP: 6, Target: One (Sleep), Drains half HP
"A Pokémon technique that eats the target's dream, restoring some of the user's health. It only works on sleeping targets." - Future Sight ~ BP: 3
Attack: x2 +2, VP: 3, Target: One, Doesn't hit until 2 turns later using attack at time of use but defense at time of hit
"A psychic Pokémon attack that travels into the future to hit two turns later, at the end of the target's Phase." - Fly ~ BP: 5
Attack: x2 +2, VP: 3, Target: One, 1st Turn: Fly, 2nd Turn: Attack, Benefit (User): Flying, Turns: 1, Fails to start if user can't fly (Iron Ball, etc.), and fails to finish if flying status is removed before attacking; non-flying users take Long Fall damage if flight is removed before completion; can be used in the field to reach any height
"Flies up too high to reach, then dives to attack next turn. While flying, only Wind-type attacks will hit." - Dig ~ BP: 2
Attack: x2, VP: 2, Target: One, Element: Earth, 1st Turn: Dig, 2nd Turn: Attack, Benefit (User): Underground, Turns: 1, Loss of Underground status prevents completion of attack
"Burrows underground, then pops up to attack. While hiding, only earthquakes and psychic attacks will hit." - Earthquake ~ BP: 4
Attack: x2 +4, VP: 8, Target: All, Exempt: Flying, Element: Earth
"A classic Pokémon attack that creates a huge earthquake that damages all enemies, but misses flying ones." - Rollout ~ BP: 3
Attack: x1 (Consecutive: Previousx2, Max Times: 5), VP: 3, Target: One, Element: Earth, User can't change action until 5 hits, a miss, or being rendered unable to act, any of which break the doubling chain
"The user rolls itself like a rock at the target for five turns in a row, doubling its power each time." - Ancientpower ~ BP: 3
Attack: x2, VP: 5, Target: One, Element: Earth, Benefit (User): Attack +1 AND Magic +1 AND Defense +1 AND Brain +1, Turns: 5, Chance: 25%
"A Pokémon technique that uses mysterious power to hurl rocks at the target. It may increase all of the user's stats." - Surf ~ BP: 3
Attack: x2 +4, VP: 9, Target: All, Element: Water
"A classic Pokémon attack that creates and rides a huge tidal wave that washes over all enemies." - Scald ~ BP: 2
Attack: x2 +2, VP: 4, Target: One, Element: Water, Ailment: Burn, Turns: 5, Chance: 25%
"A Pokémon technique that sprays scalding-hot water on the target, dealing water damage and possibly burning them." - Flamethrower ~ BP: 3
Attack: x2 +4, VP: 5, Target: One, Element: Fire, Ailment: Burn, Turns: 5, Chance: 25%
"A classic Pokémon attack that exhales a huge stream of fire on the target, possibly burning them." - Thunderbolt ~ BP: 3
Attack: x2 +4, VP: 5, Target: One, Element: Thunder, Ailment: Paralysis, Turns: 3, Chance: 25%
"A classic Pokémon attack that unleashes a large stream of electricity on the target, possibly paralyzing them." - Ice Beam ~ BP: 4
Attack: x2 +4, VP: 5, Target: One, Element: Ice, Ailment: Freeze, Turns: 3, Chance: 25%
"A classic Pokémon attack that fires a beam of icy energy at the target, possibly freezing them solid." - Solarbeam ~ BP: 4
Attack: x4, VP: 10, Target: One, Element: Plant, 1st Turn: Charge, 2nd Turn: Attack (Harsh Sunlight: No need to charge, Rain/Hail/Fog/etc.: Damage at half, rounding down)
"Spends a turn taking in sunlight. Next turn, unleashes it on the target as a powerful energy beam." - Hyper Beam ~ BP: 5
Attack: x4 +2, VP: 10, Target: One, 1st Turn: Attack, 2nd Turn: Recharge
"A Pokémon technique that fires an energy beam so powerful, the user can't act the next turn out of exhaustion." - Focus Punch ~ BP: 5
Attack: x4 +2, VP: 5, Target: One, 1st Turn: Focus, 2nd Turn: Attack, The attack occurs at the beginning of the user's next Phase (before the user's teammates can take any actions), and doesn't take up the user's turn, allowing them to act again after punching on that second turn; but if the user is damaged by an attack after focusing and before punching, they lose focus and fail to punch
"A Pokémon technique that focuses to deliver a devastating punch, but you'll lose focus if interrupted." - Dynamicpunch ~ BP: 3
Attack: x2 +4, VP: 5, Target: One, Accuracy: 50%, Ailment: Confusion, Chance: 100%
"A Pokémon technique that's inaccurate, but is guaranteed to cause confusion if it hits." - Zap Cannon ~ BP: 5
Attack: x2 +4, VP: 7, Target: One, Element: Thunder, Accuracy: 50%, Ailment: Paralysis, Turns: 3, Chance: 100%
"A powerful electrical blast that's inaccurate, but is guaranteed to paralyze the target if it hits." - Inferno ~ BP: 4
Attack: x2 +4, VP: 6, Target: One, Element: Fire, Accuracy: 50%, Ailment: Burn, Turns: 5, Chance: 100%
"A powerful firestorm that's inaccurate, but is guaranteed to leave the target burned if it hits." - Explosion ~ BP: 10
Attack: x20 [/], VP: 20, Target: All Teams, Ailment (User): Instant Death, Chance: 100%
"An even stronger version of Selfdestruct, it similarly kills the user and deals massive damage to everyone else." - Final Gambit ~ BP: 5
Attack: Current HP [/], VP: 20, Target: One, Ailment (User): Instant Death, Chance: 100%
"A Pokémon technique where the user sacrifices itself to deal damage equal to the amount of HP it had left." - Bide ~ BP: 5
Attack: Damage Taken x2 [/], VP: 5, Target: One, 1st Turn: Bide, 2nd Turn: Bide, 3rd Turn: Attack
"A Pokémon technique that bides time for two turns, then deals twice as much damage as the user took while biding time." - Substitute ~ BP: 5
VP: 5, Target: Self, HP: 5, Sacrifices HP to create a doll that absorbs all attacks until destroyed
"A Pokémon technique that converts a chunk of the user's HP into a doll, which then blocks attacks until it breaks."
(2 copies) ~ VP: 5, Target: Self, HP: 10, Sacrifices HP to create a doll that absorbs all attacks until destroyed
(3 copies) ~ VP: 5, Target: Self, HP: 20, Sacrifices HP to create a doll that absorbs all attacks until destroyed - Rain Dance ~ BP: 1
Weather: Rain, VP: 5, Turns: 5
"Performs a rain dance, summoning rain around the battlefield for five turns."
(2 copies) ~ Weather: Rain, VP: 10, Turns: 10 - Snowstorm ~ BP: 1
Weather: Snow, VP: 5, Turns: 5
"Performs a rain dance with a twist, summoning snowclouds that deliver fresh powder for five turns."
(2 copies) ~ Weather: Snow, VP: 10, Turns: 10 - Sunny Day ~ BP: 1
Weather: Harsh Sunlight, VP: 5, Turns: 5
"Performs a ritual to clear the clouds and summon the sun. The strong light has some effects on battle."
(2 copies) ~ Weather: Harsh Sunlight, VP: 10, Turns: 10 - Tempest Twist ~ BP: 1
Weather: Heavy Wind, VP: 5, Turns: 5
"Performs a weird rain dance that kicks up strong winds for five turns."
(2 copies) ~ Weather: Heavy Wind, VP: 10, Turns: 10 - Pollen Polka ~ BP: 1
Weather: High Pollen Count, VP: 5, Turns: 5
"Performs a polka that causes surrounding foliage to begin an immediate allergy season lasting five turns."
(2 copies) ~ Weather: High Pollen Count, VP: 10, Turns: 10 - Foghorn ~ BP: 1
Weather: Fog, VP: 5, Turns: 5
"Lets loose a loud, low honk that summons fog onto the battlefield, which lasts for five turns."
(2 copies) ~ Weather: Fog, VP: 10, Turns: 10 - Dark Dance ~ BP: 1
Weather: Darkness, VP: 5, Turns: 5
"Dirty dancing that makes light sources turn away in embarrassment for five turns."
(2 copies) ~ Weather: Darkness, VP: 10, Turns: 10 - Smoghorn ~ BP: 1
Weather: Smog, VP: 5, Turns: 5
"A gravelly version of Foghorn that summons polluted fog instead."
(2 copies) ~ Weather: Smog, VP: 10, Turns: 10 - Air Horn ~ BP: 1
Weather: Noise, VP: 5, Turns: 5
"Generates a psychic illusion of loud voices on the battlefield that impedes psychic concentration."
(2 copies) ~ Weather: Noise, VP: 10, Turns: 10 - Hail ~ BP: 1
Weather: Hail, VP: 5, Turns: 5
"Performs an overenthusiastic rain dance that summons damaging hailstones for five turns."
(2 copies) ~ Weather: Hail, VP: 10, Turns: 10 - Sandstorm ~ BP: 1
Weather: Sandstorm, VP: 5, Turns: 5
"Kicks up a sandstorm that buffets battle participants for five turns."
(2 copies) ~ Weather: Sandstorm, VP: 10, Turns: 10 - Pain Dance ~ BP: 1
Weather: Acid Rain, VP: 5, Turns: 5
"Performs a sinister rain dance that summons polluted rain harmful to battle participants."
(2 copies) ~ Weather: Acid Rain, VP: 10, Turns: 10 - Electric Slide ~ BP: 1
Weather: Thunderstorm, VP: 5, Turns: 5
"Performs a funky rain dance that draws in electrically charged thunderheads for five turns."
(2 copies) ~ Weather: Thunderstorm, VP: 10, Turns: 10 - Fiery Tango ~ BP: 1
Weather: Hotspot, VP: 5, Turns: 5
"A passionate dance that opens a volcanic vein, surrounding the battle with lava for five turns."
(2 copies) ~ Weather: Hotspot, VP: 10, Turns: 10 - Gravity ~ BP: 1
Weather: High Gravity, VP: 5, Turns: 5
"A special finger wag that intensifies gravity for five turns, pulling flying characters out of the air."
(2 copies) ~ Weather: High Gravity, VP: 10, Turns: 10 - Trick Room ~ BP: 1
Weather: Trick Room, VP: 5, Turns: 5
"A Psychic-type Pokémon technique that creates a tricky room that swaps Fastness and Slowness for five turns."
(2 copies) ~ Weather: Trick Room, VP: 10, Turns: 10 - Flash Flood ~ BP: 2
Weather: Underwater, VP: 10, Turns: 5
"Summons a tsunami that floods the battlefield for five turns."
(2 copies) ~ Weather: Underwater, VP: 20, Turns: 10 - Moonwalk ~ BP: 2
Weather: Space, VP: 10, Turns: 5
"An out-of-this-world dance that destroys the atmosphere around the battlefield. Air won't return for five turns."
(2 copies) ~ Weather: Space, VP: 20, Turns: 10 - Asteroid Boogaloo ~ BP: 2
Weather: Asteroids, VP: 10, Turns: 5
"An out-of-this-world dance that causes asteroids to pummel the battlefield for five turns."
(2 copies) ~ Weather: Asteroids, VP: 20, Turns: 10 - Meteor Macarena ~ BP: 2
Weather: Meteor Shower, VP: 10, Turns: 5
"A unique version of the Macarena that induces a meteor shower for five turns."
(2 copies) ~ Weather: Meteor Shower, VP: 20, Turns: 10 - Comet Calypso ~ BP: 2
Weather: Comet Shower, VP: 10, Turns: 5
"An out-of-this-world dance that summons a comet shower over the battlefield for five turns."
(2 copies) ~ Weather: Comet Shower, VP: 20, Turns: 10 - Cyclogenesis ~ BP: 2
Weather: Cyclone, VP: 10, Turns: 5
"Strikes an epic pose and summons a powerful storm to ravage the battlefield for five turns."
(2 copies) ~ Weather: Cyclone, VP: 20, Turns: 10 - Cloud Nein ~ BP: 1
VP: 2, Removes all Weather Conditions
"Returns the weather to normal, removing it as a factor in the battle."
(2 copies, "Air Lock") ~ VP: 5, Turns: 5, Removes all Weather Conditions and prevents any from occurring