Here's all the information I've extracted from the translation of TeamPA's Attack List. I've listed everything of use even the stuff most people know already (BTW - This is all G/S):Sleep - Pokemon that are put to sleep remain so far a random number of turns between 1 and 6 - Length of sleep is evenly distributed. You can attack on the turn you wake up.
Poison - Enemy pokemon takes damage equal to 1/8 max HP rounded down every turn.
Burn - Enemy pokemon takes damage equal to 1/8 max HP rounded down every turn and attack is lowered by 1/2.
Freeze - Pokemon cann't move; During Clear Jap Weather there is a 9.8% chance of ice "thawing". Pokemon can attack on the turn they are "thawed".
Paralysis - 25% chance of being fully paralyzed (Cann't move) and base speed is lowered to 1/4
Self Destruct/Explosion - When calculating damage enemy's defense is 1/2 (E.G. Damage doubles)
Sweet Fragrence - Lowers enemy's evade by 1
Confusion (Status) - Confusion lasts from 1 to 4 rounds equally distributed. 50% chance of damaging yourself and damage is a power 40 physical move that is not affected by type.
Roar/Whirlwind - Always attacks last
Multi Hit Attacks - Hitting 2 or 3 times each have a 37.5% chance and 4 or 5 times each have a 12.5% chance
Light Screen/Reflect - Cuts damage of appropriate type in half for 5 turns
Tri Attack - 20% of chance of giving status change - Status change is random among Paralyze, Burn, Freeze
Fissure - Can hit Pokemon using Dig
1-Hit KO'es - If attacker is of higher level than defender accuracy is increased by Level Difference/256% (It doesn't mention anything about speed though...)
Multi Turn Atacks - Attacks for 2 to 5 turns (Does not mention dispersion) at the end of every round enemy has 1/16% chance of ?? (Something about HP and receiving something - Damage maybe??)
Sky Attack - someone verifying with additional effect, it is a rare
occasion - .4% chance(cFalcon should be happy to hear TeamPA DOESN'T know everything)
Rage - Every time you're attacked your Attack Stat raises 2 spots
Splash - (Surprisingly) Does nothing at all
Disable - Attack last used by enemy becomes disabled
Encore - Makes enemy use last attack used 2 to 6 times (MAY be including first usage)
Star Kick/Resurection/Wicked Mischeif - Damage is proportional to how much of your HP you're missing. If at 4% or less HP base damage is 200. Does not critical hit and damage is not random (I think...)
Grudge - Attack last used by enemy loses 2 to 5 PP
Quick Attack/Etc - Always goes first except against another one used by a faster pokemon or Defense and Abandon
Triple Kick - Attacks enemy 1 to 3 times; Probability is evenly dispersed.
Theft - You steal the item of the enemy. When the battle is over the item goes back to the original owner
Nightmare - Puts enemy in "Nightmare" state - Whenever he falls asleep he will take damage equal to 1/4 Max HP. Can only use this move when enemy is asleep (Too bad it's type ghost - We'd have a new anti-snorlax weapon)
Curse/Slow: Ghost: You lose HP equal to 1/2 Max and enemy is put in slow state until he switches; Slow State: Enemy takes damage equal to 1/4 Max HP (And goes last??)
Non-Ghost: Attack and Defense raised by 1 and speed is lowered by 1
Defense (Or maybe Abandon) - Always preemptive. Fails if used consecutively. (It then says a lot of stuff about "99.6% > 49.6% > 24.6% > 12.1% > 5.9% > 2.7% > 1.2% > 0.4%" I dunno what that means though)
Mud Spikes - Enemy switches pokemon that pokemon takes 1/8 Max HP damage unless it is type flying (It does not mention WHICH pokemon takes the damage though)
Horrible Note - If the pokemon are not switched out after 3 turns they both faint. Other than by replacing pokemon it is impossible to prevent the effects of this skill
See Through One's Thoughts - Accuracy cannot be lowered below basic value. Normal attacks can hit Ghosts until either is switched out (Does not mention fighting moves hitting ghosts not ghost moves hitting normals)
Sandstorm - For the next 5 turns both pokemon take damage equal to 1/8 MaxHP unless they are type Rock, Ground, and Steel
Abandon (Or maybe defense) - (Identical to the other except you always survive with at least 1 HP)
Roll - Attacks upto 5 times each usage damage doubling each time until it misses. Each new usage resets base damage.
Boast/Swagger - Enemy's attack is increased by 2 (Greatly) and enemy is confused
Continuous Cut - It applies with continuation, base power increses x2 until at the point in time when you stop using Continuous Cut or it misses. (I'm not sure about the translation of this)
Mellow Mellow - Can be used only on the opposite sex; Only 50% chance of attacking
Favor - Base power is proportional to how much a pokemon likes you; Highest Base Power is 102
Present - Deals damage with base power of 40, 80, or 120 or "heals" enemy with base power of 80 (Does not say about dispersion of probabilities)
Anger - Base power is invertly proportional to how much a pokemon likes you; Highest Base Power is 102
Mysterious Protection - Protects you from Status changes and confusion for 5 rounds
Souther Blaze/Master Flame - Can burn enemy and unfreeze your own pokemon
Magnitude - Hits for base power of 10, 30, 50, 70, 90, 110, 150; Can hit Pokemon using Dig
Baton Touch - Switches pokemon giving them all status changes excluding Mellow Mellow, Nightmare, Encore, and Transformation states. This includes Painful Note (E.G. If you use Painful Note then switch w/ Baton Touch Painful Note is still applicable) Always goes last
Final Blow - If enemy pokemon switches on turn Final Blow is used Final Blow hits first and does 2x Damage
Sunny Weather/Rain Prayer - Matching type damage does 1.5x damage and opposite does .5x damage - Effect lasts 5 turns (Includes usage turn)
Steel Wing - Random (9.8%) Attacker's Defense Up 1
Metal Claw - Random (9.8%) Attacker's Attack Up 1
Atomic Force - Random (9.8%) All of Attacker's Stats Up 1
Heart Song - Lose half of your HP (Unknown if Max HP or Current) And Attacker Up 10 (Yes 10 not 6)
Self Suggestion - Whatever status changes the enemy uses on himself your pokemon uses on himself
Skull Bash - Two turns to attack but on first turn defense up 1 (I don't know if this is "permanent" like Harden or just temporary though)
Tornado - Random (19.9%) flinch and can hit flying pokemon at 2x Damage
Earthquake - Deals 2x Damage to Diggers
Fortune Telling - Deals damage on third turn even if pokemon switches; Damage is based on original Pokemon's Special Attack
Gust - Deals 2x Damage to Fliers
Solar Beam - 2 Turns to attack unless during Sunny Weather than only 1 turn
Thunder - Hits flyers for 2x damage, during Rain Prayer 100% accuracy (Same as Swift) (That's their comment), during Sunny Weather accuracy is lowered to/by 49.6% (It's unclear if the accuracy is lowered from 69.5% to 49.6% or if it's cut in half to 34.5%)
Teleport - End wild battles; Has no effect in trainer battles
Gang Beating - (This is unclear when translated - I can make out only Pokemon whom have no Status abnormalties can participate in damage)
Fly/Dig - Two turns to attack; Most attacks miss first turn
Defense Curl - Defense Up 1 and Attack becomes 2x (I think that's what it's saying...)
WHEW! Now to try to translate the rest of their info...
-Givera
------------------
"My staff is complaining about the rats in the kitchen; I want to hire a new staff" -Lunchlady Doris on how to spend the School's oil money
"If any punk-a** Charmander tries to mount my Koffing, I'll have Wiggly crack his spine and Lee will throw him in a vat of Psyduck Surf!" -Mr. K on different species ability to breed
"Heh.....ditto is a G** D*** pimp in g/s....he gets all the a**.." -Argo on Ditto's ability to breed with anything/one
"My Mewtwo's slower than yours because he just had his way with that cute eevee over there, and now he's tired" -CFalcon making a pun on how sex (gender) affects stats
[This message has been edited by Givera (edited 06-03-2000).]