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  #1    
Old June 26th, 2011, 05:39 PM
Opposite Day's Avatar
Opposite Day
too old for name changes
 
Join Date: Jun 2008
Location: ∞Rain town, Norway
Age: 22
Gender: Male
Nature: Hasty
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COMPETITIVE JARGON AND ABBREVIATIONS


- A dictionary and an introduction to how to identify and decipher different set names
Major thanks to Alexial357 for spellchecking, and to Wolf, Lala, Vrai, and probably really all the regulars on the server that helped me word these

As it is currently, it might appear to the poor onlooker of the Competitive Battle Center that the members, while posting or chatting, are apparently talking in code. Abbreviations such as DD ReStalk Gyara and SubLO Duggy are thrown about over a low shoe,and might certainly seem intimidating to those who do not entirely understand the meaning behind those terms. It's hard enough for new members to post in CBC because they haven't mastered the vocabulary. It's even harder to make a good impression on the forum's regulars. This creates an uncomfortable environment for the newer members and the regulars alike. I also experienced this when I was a new member.

The solution to this? Make a "giant" dictionary for commonly used abbreviations, slang words,and jargon of the CBC forum. If you are looking for something specific, either click on the letters below to go to all words starting with that letter, or just use CTRL+F to search for a specific phrase. This is now updated with a cross-referencing system, so that you can click on a lot of terms to get them more thoroughly explained. If you've heard something specific on the server and you want to find out what it means, however, I'd recommend you manually searching for it using your browser, (well, either that or scrolling down). Oh well, a little menial work never hurt anybody, did it? ;)

In regards to set names, here follows a short, sweet, and probably rather ugly tutorial that shows that this is actually rather easy :x

How to decipher a set name:

  1. Identify the different parts of a name. Different parts are usually either capitalized or has a space in-between them.
  2. Example: SubCM Mismag
  3. CTRL + F the abbreviation that you're looking for. In this case we could either search for Sub, which would give the result that "Sub: Substitute", and "CM: Calm Mind", or, since this is a rather common combination you could try searching for "SubCM" for a more thorough (yet brief) explaination. Keep in mind that such an action doesn't work with everything though! Oh, and Mismag = Mismagius.
  4. Put the information you've got together!
  5. SubCM Mismag -> Substitute Calm Mind Mismagius. Easy as pie, wasn't it?

If you feel like you could do with some practice on this, I have prepared a small set of practice tasks that you can find here. Who knows, there might be something in it for you if you manage to successfully answer all of them correctly...

Good luck, and I hope that this will be at least somewhat useful! Oh, and the main reason we use these abbs and jargon is mainly because it takes a lot less time to type up, say, "Zam" compared to "Alakazam". We love nicknaming stuff! And just post what you think should be added, really!

Enjoy!



-QUICK LINKS-
1-0 A B C D E F G H I J K L M N O P Q R SA-SK SL-SR SS-SY T U V W X Y Z
Test yourself!


__________________
+Anti: we were all noobs at some point
+Anti: or in sims' case
+Anti: still are noobs
+Anti: his team looks like a salad

Last edited by wolf; June 28th, 2011 at 09:47 AM. Reason: fixed yo css
  #2    
Old June 26th, 2011, 05:41 PM
Opposite Day's Avatar
Opposite Day
too old for name changes
 
Join Date: Jun 2008
Location: ∞Rain town, Norway
Age: 22
Gender: Male
Nature: Hasty
Send a message via Windows Live Messenger to Opposite Day Send a message via Skype™ to Opposite Day
1-0

101 Subs:
Refers to a pokemon with a HP stat that is high enough to allow it to make a Substitute with 101 HP, that thus becomes unbreakable by a singular Seismic Toss/Night Shade.
3HKO:
Three hit knock out
2HKO:
Two hit knock out


A

Aboma:
Abomasnow
Acro:
Acrobatics
Adaptability:
An ability that boosts the STAB bonus to 2x instead of the usual 1,5x.
Aero:
Aerodactyl
Agili:
Agility
Agility:
A boosting move that provides a +2 boost to Speed when used.
Air Balloon:
A held item that provides immunity to Ground-type attacks for as long as it is whole. Upon getting hit by an attack the Air Balloon will pop, leaving the user vulnerable to Ground-type attacks once again.
Air Lock:
An ability that negates the effects of weather for as long as the Pokémon with the ability is active. See also Cloud Nine.
Airborne:
Refers to any pokemon that is unaffected by Ground-type attacks, barring Shedinja.
A-Jet:
Aqua Jet
Ambi:
Ambipom
Anti-Lead:
A pokemon whose moveset and typing makes it fit to effectively combat most common lead pokemon. Not used that much in Gen 5.
Ape:
Usually refers to Infernape, in some rare cases Primeape (coupled up with Insomnia in that case).
Arena Trap:
An ability that traps any non-airborne Pokémon for as long as the user is active on the field. See also Magnet Pull, Shadow Tag, and Trapper.
Aroma:
Aromatheraphy
Aromatherapy:
A move that heals the entire party of any status ailments currently afflicting them. See also Heal Bell.
Atk/Att:
Attack
Automotize:
A boosting move that provides a +2 boost to Speed when used, and halves the users weight the first time.
Azu:
Azumarill

B

Babiri:
A berry that halves the damage done by a super effective Steel-type attack. See also Type-resist berry.
Badly Poison:
A status that does increasing damage at the end of every turn, starting with 1/16, and increasing every turn by 1/16 (making it 2/16, 3/16, et cetera). This counter is reset upon switching out. See also Poison
Balloon:
Air Balloon
Band:
Choice Band
Base Power:
A way of telling how much damage a move can do. The higher the Base Power, the more damage is inflicted onto the opponent.
Bat:
Crobat, in some rare cases Golbat.
Baton Pass:
A move that switches out the user, passing along all stat changes as well as the effects from Perish Song and Substitute. Using Baton Pass also avoids damage done from Pursuit, so this move is commonly used to scout as well.
BB:
Either Brick Break or Brave Bird.
BDrum:
Belly Drum
Bell:
Heal Bell
Belt:
Expert Belt
Bi:
Celebi
Blaze:
An ability that boosts Fire-type attacks by +1 once the users current HP goes below 33% of its max value.
Bliss:
Blissey
Blizz:
Blizzard
Block:
A move that upon being used prevents the opponent from switching out until the user of the move switches out, or faints. See also Mean Look, Spider Web, and Trapper.
BoltBeam:
A combination of the moves Ice Beam and ThunderBolt, refers to the great coverage Electric + Ice attacks gives.
Boom:
Explosion or Selfdestruct.
Boost:
Refers to any stat that has been raised, be that through a setup move, an ability, or a held item. A +1 boost to any stat equals 1,5x of the original value, a +2 boost doubles the stat in question (2x) (making it do double the damage), +4 triples it (3x), and finally the maximum boost available, +6, quadruples the stat in question (4x). What makes this so dangerous is that, for instance, if a Swords Dance Lucario could do say 50% damage to any pokemon on my team with a certain move, it could potentially OHKO my entire team if I were to allow it to set up a SD, which is why boosting movess are so effective.
Boosting Item:
Refers to any held item that somehow provides a boost to stats/attacks when held. Commonly used boosting items include Life Orb, Choice Items, Elemental Gems, the Eviolite, Type-enchancing items/Plates and Expert Belt.
Boosting Move:
Refers to any move that raises a stat, including damaging moves with a rather large chance (>49%) of a boost happening. See also Setup move. Boosting moves include, but are not limited to;
BP:
Either Bullet Punch, Baton Pass, or Base Power.
BSlam:
Body Slam
BU:
Bulk Up
Bulk Up:
A boosting move that provides a +1 boost to Attack and Defense when used.
Bulky:
A pokemon that has an EV spread more directed towards taking hits, such as investment in HP over Speed, for instance.
Burn:
A status condition that halves the Attack stat of the pokemon inflicted with the status, and causes 12,5% damage at the end of every turn.
Buru:
Japanese nickname for Jellicent, as its Japanese name is Burunkeru.

C

Calm Mind:
A boosting move that provides a +1 boost to Special Attack and Special Defense when used.
CB:
Choice Band
CC:
Close Combat. Can also mean Challenge Cup, which is a battle held on a simulator with randomly generated teams and movesets.
Cele:
Celebi
Cham:
Medicham
Champ:
Machamp
Change Gear:
A boosting move that provides a +2 boost to Speed and a +1 boost to Attack when used.
Charge:
Charge Beam
Charge Beam:
An attacking boosting move that has a 70% chance of providing a +1 boost to Special Attack when used.
Charti:
A berry that halves the damage done by a super effective Rock-type attack. See also Type-resist berry.
Check:
A pokemon that can come in on a foe threat, and that can usually deal with the foe. Not a 100% counter, but can still switch in on the majority of the opponent's moves.
Chesto:
A berry that cures the Sleep status once. Commonly used with the move Rest in order to get a one-time guaranteed 100% HP restoration, also known as ChestoRest.
ChestoRest:
A combination of the held item Chesto Berry and the move Rest, providing a one-time 100% HP restoration.The reason to use a Chesto Berry over a Lum Berry is simply because this berry only cures the sleep status, the Lum Berry might otherwise activate against random status moves or Toxic Spikes, thus preventing the 100% healing move. See also HydraRest
Chloro:
Chlorophyll
Chlorophyll:
An ability that doubles the speed of the Pokémon in sunny weather. See also Sand Rush and Swift Swim.
Choice Band:
A commonly used held boosting item that provides a 1,5x boost to a physical attack, but restrains it to using only that move for as long as it is on the field. Upon switching out, another attack may be chosen when it enters again.
Choice Item:
Refers to the Choice Band, Choice Scarf, and Choice Specs items.
Choice Scarf:
A commonly used held boosting item that provides a 1,5x boost to Speed, but restrains it to using only that move for as long as it is on the field. Upon switching out, another attack may be chosen when it enters again. Often used for revenge killing purposes.
Choice Specs:
A commonly used held boosting item that provides a 1,5x boost to a speciall attack, but restrains it to using only that move for as long as it is on the field. Upon switching out, another attack may be chosen when it enters again.
Chomp:
Garchomp
Chople:
A berry that halves the damage done by a super effective Fighting-type attack. See also Type-resist berry.
Clear Body:
An ability that prevents stats from being reduced by the opponent (Growl doesn’t work, neither does Intimidate etc).
Clear Smog:
Works similary to Haze, but this move does damage and doesn’t work on Steel types, due to it being a Poison-type move. See also See also PHaze and Haze.
Clops:
Dusclops
Cloud Nine:
An ability that negates the effects of weather for as long as the Pokémon with the ability is active.
CM War:
Two similar pokemon facing each other, both boosting up to an acceptable level before they attack each other. Since their boosts are similar, their attacks will do the same amount of damage, but in the case of a critical hit it will likely do a load to the foe pokemon, leaving the rest of their party open to this majorly boosted up pokemon. Note that this only works with moves that boost Attack + Defense or Special Attack + Special Defense, such as Bulk Up, Calm Mind, Coil, Curse, and Quiver Dance, due to them boosting the defensive stat in question as well.
CM:
Calm Mind
Cobal:
Cobalion
Coil:
A boosting move that provides a +1 boost to Attack, Defense, and Accuracy when used.
Colbur:
A berry that halves the damage done by a super effective Dark-type attack. See also Type-resist berry.
Compoundeyes:
An ability that boosts the Accuracy of the moves of that Pokémon by 30%.
Contrary:
An ability that reverses stat changes. Leaf Storm would for instance increase the Special Attack of this Pokémon by +2 when used, as opposed to the normal -2 SpA.
Cosmic Power:
A boosting move that provides a +1 boost to Defense and Special Defense when used. See also Stockpile
Counter:
A pokemon that can switch into a threat at little to no risk to itself and either force it out or kill it. See also Check
Coverage:
Moves that effectively hit a large number of Pokémon for at least neutral damage. Examples include Ghost/Fighting which has no resists, Dragon/Fire/Ground, Water/Electric/Ice, et cetera.
CP / Cosmic:
Cosmic Power
Cress:
Cresselia
Crit:
Critical Hit
Critical Hit:
A random effect that has a 6,25% chance to happen, that causes a move to do double damage. It should also be noted that a crit will hit through any defensive boosts, and will ignore any drops in attacking stats. Commonly referred to as hax, or just a crit. See alsoSniper
Cro:
Refers to any set with a setup move, Rest, and Sleep Talk.
Croak:
Toxicroak
Cune:
Suicune
Curse:
  1. A boosting move that provides a +1 boost to Attack and Defense, and a -1 boost to Speed when used.
  2. (for Ghost-type users only) A move that upon being used removes 50% of the users max HP, but that inflicts a Curse on the opponent that damages it by 25% of its max HP at the end of every turn. The effect ends by switching out the pokemon afflicted. It should also be noted that curses stack, meaning that if you can pull off two Curses on the same pokemon it will take 50% damage at the end of every turn. Some times ultilized by stall teams in order to prevent last poke sweeps.
Cursed Body:
An ability that has a 30% chance of disabling any attack launched at the user.

D

Damaging Weather:
Refers to either the sandstorm or hail weather condition.
DBond:
Destiny Bond
DClaw:
Dragon Claw
DD:
Most commonly equals Dragon Dance. On some Jirachi sets, Doom Desire.
Def:
Defense
Deo-A:
Deoxys-Attack
Deo-D:
Deoxys-Defense
Deo-S:
Deoxys-Speed
Destiny Bond:
A move that upon being used makes the opponent faint if it knocked out the user of Destiny Bond right after the move was used by doing direct damage to it - if indirect damage like a burn caused the DBond user to faint, the effect of Destiny Bond will not happen.
Dily:
Cradily
DM:
Draco Meteor
Dnite:
Dragonite
Doom:
Houndoom
Dory:
Japanese nickname for Excadrill, as its Japanese name is Doryuzuu.
Dos:
Zapdos, in some rare cases Gyarados.
Double Dance:
Refers to a set that uses two setup moves at once. Mostly used on pokemon that have exceptional coverage in their STABs alone, as they can afford to spare those moveslots.
Double Dragon:
A mini-version of HO where you use two similar pokemon to soften up the check your opponent uses, damaging it to the point where the other can break through and sweep. Doesn't necessarily only work with dragons, examples include CB Haxorus and ScarfChomp, Sandslash + Excadrill, SD Escavalier + ScarfHera et cetera.
Double Ghost:
A strategy ultilized by a couple stall teams where you use two spinblockers/ghost types in order to make sure that a Rapid Spin will not be pulled off, even if they use Foresight.
Double Switch:
An attempt at predicting what the opponent will bring out, where you switch in a pokemon that has an advantage over the one you think will appear.
Doubles:
Double Battles, battles where you and your opponent has a maximum of two active pokemon sent out at any given time. See also Singles and Triples.
DPulse:
Either Dark Pulse or Dragon Pulse
DPunch:
Either Dynamicpunch (mostly used on No Guard Machamp only) or Drain Punch.
Dra:
Kingdra
Dragon Dance:
A boosting move that provides a +1 boost to Attack and Speed when used.
Drizzle:
An ability that summons permanent rain until cancelled by another weather effect or nullified by Cloud Nine/Air Lock.
Drought:
An ability that summons permanent sun until cancelled by another weather effect or nullified by Cloud Nine/Air Lock.
Dry Skin:
An ability that provides an immunity to Water-type moves, an 1,25x weakness to Fire-type moves, heals 12,5% of its max HP every turn in rainy weather, and takes 12,5% damage every turn in sunny weather.
DS:
Dual Screens
DTail:
Dragon Tail
Duggy:
Dugtrio
Durr:
Conkeldurr

E

EBelt:
Expert Belt
Eggy:
Exeggutor
Elemental Fangs:
Refers to the moves Ice Fang, Fire Fang, and Thunder Fang.
Elemental Gem:
A held boosting item that provides a 1,5x boost to a matching type attack just once before it is consumed. For instance, a Flying Gem will boost the move Fly once.
Elemental Punches:
Refers to the moves Ice Punch, Fire Punch, and ThunderPunch.
Elf:
Azelf
Encore:
A move that forces the opponent to repeat its latest used move for three turns. Switching out ends the effect.
Entry Hazards:
Spikes, Toxic Spikes, and Stealth Rock. Commonly sees use on teams due to the fact that in a match there is a lot of switching, and it helps secure some 2HKO’s and OHKO’s that otherwise would’ve been 3HKO’s and 2HKO’s. Can be prevented by using Taunt before the move is executed, by using the ability Magic Bounce or the move Magic Coat to bounce them back at your opponent, and can be removed by Rapid Spinning them away.
EP:
Earth Power
EQ:
EarthQuake
Erupt:
Eruption
ES:
ExtremeSpeed
Esca:
Escavalier
Eviolite:
A held boosting item that boosts the defenses of the pokemon holding it by 1,5x if it can still evolve.
Exca:
Excadrill
Expert Belt:
A held boosting item that boosts the power of super effective moves by 1,2x. Used on sweepers that have great super effective coverage, but doesn’t want the HP loss from a Life Orb.

F

FB:
Flare Blitz
FBlast:
Fire Blast or Focus Blast.
FCharge:
Flame Charge
FDance:
Fiery Dance
Ferro:
Ferrothorn
FFang:
Fire Fang
FFire:
Flash Fire
Fiery Dance:
An attacking boosting move that has a 50% chance of providing a +1 boost to Special Attack when used.
Flame Charge:
An attacking boosting move that has a 100% chance of providing a +1 boost to Speed when used.
Flash Fire:
An ability that provides an immunity to all Fire-type moves, and boosts the Fire-type moves used by said Pokémon if hit by one by 1,5x.
Flinch:
A one-turnstatus that prevents the pokemon from attacking. A pokemon can only flinch if the opponent attacks first.
Focus Miss:
Nickname on Focus Blast, playing on its tedency to miss at critical moments with its sub-par accuracy.
Focus Sash:
A held item that prevents the holder from being knocked out as long as it is at maximum HP. Is consumed upon use. Can still be broken and thus circumvented by Multi-hit moves, as they count as seperate attacks for the sash.
Foresight:
A move that lets Ghost-types get hit by Normal-/Fighting-moves. Used to guarantee a Rapid Spin. For a countermeasure against this, see Double Ghost.
Forever:
The best user ever on the PokéCommunity forums! :)
Forry:
Forretress
FPunch/Punch:
Focus Punch
Freeze:
A status condition that prevents the pokemon from executing nearly any move, with a 20% chance of thawing out at the start of every turn. If the frozen pokemon is hit by a damaging Fire-type attack, it will be thawed out. Using Flame Wheel, Flare Blitz and Scald will also thaw the user.
FThrower:
Flamethrower

G

Gar:
Gengar
Gastro:
Gastrodon
Gatr:
Feraligatr
Gen:
Generation
Gimmick:
A strategy that is not common at all, and that relies on surprising the opponent by doing something completely unexpected that is unprepared for.
GK:
Grass Knot
Glis:
Gliscor
Gravity:
A move that increases the Accuracy of all moves by 2 stages, makes Flying-types and Levitators vulnerable to Ground-type moves and all Entry Hazards, and that prevents moves like Fly, Hi Jump Kick, and Sky Drop from being executed. Lasts for 5 turns.
Gross:
Metagross
Growth:
A boosting move that provides a +1 boost to Attack and Special Attack when used. Provides a +2 to Attack and Special Attack if used in sunny weather.
Guts:
An ability that provides a 1,5x boost to the owners Attack if it gets statused. Also nullifies the attack drop gotten from a burn.
Gyara:
Gyarados

H

Haban:
A berry that halves the damage done by a super effective Dragon-type attack. See also Type-resist berry.
Hail:
A weather condition activated by either the move Hail or the ability Snow Warning. Does 6,25% damage at the end of every turn to non-Ice typed pokemon, barring those with Magic Guard, Overcoat and Snow Cloak. Blizzard never misses with Hail active. Morning Sun, Moonlight, and Synthesis heals 25% HP in Hail. Notable abilities activated by hail = Snow Cloak and Ice Body. Cloud Nine and Air Lock negates these effects.
Hairymama:
Hariyama
Harvest:
An ability that recreates a held berry 50% of the time at the end of each turn. This chance is increased to 100% in sunny weather.
Hazards:
Entry Hazards
Hax:
Basically any unfortunate happenings, such as secondary effects occuring, critical hits happening at an inopportune moment such as during a CM War, and getting fully paralyzed five times in a row. Examples include;

  1. Parahax: Getting fully paralyzed several times
  2. Flinchhax: Getting flinched several times
  3. Crithax: Critical hits
  4. Freezehax: Getting frozen by an ice-type attack ... and the list goes on.

Haze:
A move that nullifies any boost gained from any boosting move, resetting every stat to its base. See also Clear Smog and PHaze
Hyper Offense:
An extremely offensive playstyle that usually focuses on building a team with Pokémon that are all stopped by a small specific set of counters, and aims on wearing that counter down through repeated assault until it gives in.
Hera:
Heracross
Heal Bell:
A move that heals the entire party of any status ailments currently afflicting them. Unlike Aromatheraphy, this move will have no effect if a Soundproof pokemon is active. Also, if you have a Soundproof pokemon in your party with a status ailment, this move will not cure their status.
Hippo:
Hippowdon, in the lower tiers, Hippopotas.
HJK:
Hi Jump Kick
HO:
Hyper Offense
Honch/Honchy:
Honchkrow
Hone Claws:
A boosting move that provides a +1 boost to Attack and Accuracy when used.

HP:
  1. The Hit Points stat of a Pokémon.
  2. The move Hidden Power. Often used together with the type the move is, such as HP [Ice].
HPump/Pump:
Hydro Pump
HSmash:
Head Smash
Huge Power:
An ability that doubles the Pokémon’s attack stat.
Hustle: An ability that boosts Attack by 1,5x, but also decreases Accuracy by 20%. Special Attacks and status moves are unaffected.
HydraRest:
A combination of the ability Hydration and the move Rest. Used to provide a guaranteed 100% restoration of HP in rain. See also ChestoRest.
Hydration:
An ability that causes the user to be healed of any status inflicted upon it at the end of the turn if it is rainy weather. See also HydraRest.

I

Ice Body:
An ability that heals the user by 6,25% of its max HP at the end of every turn in Hail.
Illusion:
An ability that causes the user to take on the appearance of the last pokemon in your party. Only direct attacks or getting rid of the ability itself will break the Illusion, indirect damage like Life Orb recoil, damaging weather et cetera will not cause it to fade.
Imposter: An ability that causes the user to transform to the opponent upon switching in, while copying any boosts they currently have.
Indirect damage:
Damage not caused by attacks. Status damage, Damaging Weather, Entry Hazards, and Iron Barbs are all examples of indirect damage. Life Orb recoil, move recoil etc also counts as indirect damage. Pokemon with the ability Magic Guard are immune to all indirect damage.
Insomnia:
An ability that provides immunity to the Sleep status.
Instant Recovery:
Any recovery move that heals the user directly upon using it. Examples include Recover, Roost, and Moonlight. Wish, Leech Seed, Drain Punch etc are not considered to be instant recovery, as they either don't restore HP immediately upon being chosen, or are simply not guaranteed to restore any HP at all. See also Reliable Recovery and Recovery.
Intimidate:
An ability that lowers the opponents Attack by -1 upon entering the battle.
Investment:
Refers to EV placement. For instance, if your Haxorus has any EVs in the Attack stat, people would say that “that Haxorus invested in its Attack”.
Iron Ball:
A held item that makes the holder vulnerable to Ground-type attacks, and that cuts the holder's speed in half.
Iron Barbs:
An ability that does 12,5% damage to the opponent if hit by a contact move. This damage counts as indirect damage.
Iron Fist:
An ability that boosts the Base Power of all punching moves by 20%.

J

Jask:
Ninjask
Jelli:
Jellicent
Jolt:
Jolteon

K

Kanga:
Kangaskhan
Ken:
Blaziken
Kiss:
Togekiss
Kou:
Raikou
Kyu:
Kyurem

L

Landlos:
Landorus
Last Poke Sweep:
A Pokémon with a setup move that boosts up to a level where it is very hard to take down, and that turns the tide around by eliminating all opposition due to the fact that as the last Pokémon active, it cannot be forced out/PHazed.
Lati:
Either refers to Latios or Latias.
Lati@s:
Refers to either of the Lati twins.
Lax:
Snorlax, sometimes used about Munchlax.
Lead:
A pokemon designed to start off the battle in your lead position to give yourself an advantage, be that either by setting up Screens, Hazards, or by straight up attacking. Most commonly used as a term in Gen 4, but is still used in Gen 5.
Leech Seed:
A recovery move that drains 12,5% of the opponents HP every turn for as long as it is active. The effect is removed upon switching out, and can be bounced back by Magic Coat/Magic Bounce, as well as be removed by Rapid Spin. Doesn't work on Grass-types.
Lefties:
Leftovers
Leftovers:
A held item that heals the user by 6,25% of its max HP at the end of every turn. Commonly used on more defensively-oriented teams or bulky attackers, especially if used on a team that has a weather inducer with a damaging weather.
Levitate:
An ability that provides immunity to all Ground-type moves, Spikes, and Toxic Spikes.
Levitator:
Any Pokémon with the ability Levitate.
Licky:
Lickilicky
Liechi:
A berry that provides a 1,5x boost to Attack once the users current HP goes below 33% of its max value. See also Pinch berry
Life Orb:
A held boosting item that provides a 1,3x boost to any attack, at the cost of a 10% HP loss every turn attacking. Often seen on attackers with great move coverage that can’t afford to be locked into any attack by using a Choice Item.
Light Clay:
A held item that extends the duration of the moves Light Screen and Reflect to 8 turns.
Light Screen:
A move that halves the damage done to your party by speciall attacks for 5 turns. If the pokemon that uses the move holds the item Light Clay, the duration of the effect will increase to 8 turns. See also Reflect and Screens.
Lightningrod:
An ability that gives the user immunity to Electric-type attacks and boosts Special Attack if hit by one by +1.
Limber:
An ability that provides immunity to the status Paralysis.
Liquid Ooze:
An ability that causes HP-draining moves to do damage to the ones using them, such as Leech Seed or Drain Punch.
Lix:
Steelix
LK:
Low Kick
LO:
Life Orb
Loom:
Breloom
Ludi:
Ludicolo
Luke:
Lucario
Lum:
A berry that cures any kind of status once.

M

Mach:
Mach Punch
Magic Bounce:
An ability that works as if the move Magic Coat was permanently active.
Magic Coat:
A move that bounces back every status move, entry hazards, taunt, roar, leech seed etc back to the user. For instance, if a pokemon were to use Thunder Wave against a pokemon that used Magic Coat, the status would bounce back and cause the user to be paralysed, and if someone used Roar against it, the user would be forced to switch out et cetera.
Magic Guard:
An ability that prevents all indirect damage from happening to the pokemon with the ability.
Magnet Pull:
An ability that prevents Steel-types from switching out as long as the pokemon is active. See also Arena Trap, Shadow Tag, and Trapper.
Magnet Rise:
A move that makes the user immune to Ground-type attacks for 5 turns.
Mail:
A held item, which serves no purpose other than blocking Trick and Switcheroo from working.
Mamo:
Mamoswine
Mean Look:
A move that upon being used prevents the opponent from switching out until the user of the move switches out, or faints. See also Block, Spider Web, and Trapper.
Mega:
Yanmega
Mence:
Salamence
Meta:
Metagross
Milo:
Milotic
Mismag:
Mismagius
Missy:
Mismagius, on occasion used to refer to Misdreavus.
Mix:
A pokemon that can attack both physically and specially at the same time.
MM:
Meteor Mash
Mon/Mons:
Pokémon
Mono-attack:
A set that uses only one attacking move. Most commonly used with pokemon that have STABs that hit many types for neutral damage, such as Dragon and Water.
Mononokusu:
A play on Haxorus' Japanese name and on the fact that it really only needs to spam its STAB with its 147 base Attack.
Moonlight:
A self-healing recovery move that heals 50% of the users max HP in no weather, 66% HP in sunny weather, and 25% HP in any other kind of weather. See also Synthesis and Morning Sun.
Mold Breaker:
An ability that negates other abilities when using a move. For instance, Sturdy doesn’t activate, Magic Bounce doesn’t bounce back Thunder Wave when used, and Whirlwind will force a pokemon with Suction Cups out.
Morning Sun:
A self-healing recovery move that heals 50% of the users max HP in no weather, 66% HP in sunny weather, and 25% HP in any other kind of weather. See also Synthesis and Moonlight.
Motor Drive:
An ability that provides immunity to Electric-type moves, and gives it a +1boost in Speed when hit by one.
Moxie:
An ability that boosts Attack by +1 after directly knocking out an opponent.
MS:
Metal Sound
MStorm:
Magma Storm
MSun:
Morning Sun
Multi-hit move:
Moves that hit more than once. Examples include Double Kick, Icicle Spear, Rock Blast, et cetera. Mostly used to break Sturdy, Focus Sashes, and Substitutes. Pokemon with the ability Skill Link will always hit the maximum number of times using multi-hit moves.
Multiscale:
An ability that lowers damage taken by half if the user is at full HP.

N

Nasty Plot:
A boosting move that provides a +2 boost to Special Attack when used.
Natt:
Japanese nickname for Ferrothorn, as its Japanese name is Nattorei.
Natural Cure:
An ability that cures the effects of status upon switching out.
Nido:
Either Nidoking or Nidoqueen.
Night Shade:
A move that does damage equal to the level of the user. A level 25 pokemon would always do 25 HP damage, and a lvl 100 pokemon would always do 100 HP damage. Often used on pokemon with poor attacking stats but great walling potential, as this move only relies on the level of the user. See also 101 Subs and Seismic Toss.
Nite:
Dragonite
No Guard:
An ability that causes all moves to hit both the user and the opponent.
Noir:
Dusknoir
NP:
Nasty Plot

O

Occa:
A berry that halves the damage done by a super effective Fire-type attack. See also Type-resist berry.
Offensive:
A playstyle that aims to defeat the opponent by using speedy and high-powered pokemon to quickly tear their defenses apart. Usually invests in Speed and one attacking stat.
OHKO:
One Hit Knock Out
Oma:
Omastar
Onono:
A Japanese nickname for Haxorus, as its Japanese name is Ononokusu.
OU:
OverUsed
Overcoat:
An ability that prevents the user from being hurt by damaging weather.
Overgrow:
An ability that boosts Grass-type attacks by +1 once the users current HP goes below 33% of its max value.

P

P2:
Porygon-2
Paralysis:
A status that reduces the Speed stat of the pokemon inflicted with the status to 1/4th of its previous value, and has a 25% chance of making the pokemon fully paralyzed and thus unable to do anything on its turn. See also Hax.
Passho:
A berry that halves the damage done by a super effective Water-type attack. See also Type-resist berry.
Pain Split:
A recovery move that adds the users current HP to the opponents current HP, then equally shares the combined HP with the opponent. Is best ultilized by pokemon with low base HP, like Rotom and Dusknoir.
Pass:
Baton Pass
Pedo:
Sharpedo
Perior:
Rhyperior
Perish Song:
A move that causes all active pokemon to faint within four turns, including the turn this move was used. Switching out ends the effect, but using Baton Pass to switch out will pass on the effect. Soundproof pokemon are immune to the effects of Perish Song.
Pert:
Swampert
Peteya:
A berry that provides a 1,5x boost to Special Attack once the users current HP goes below 33% of its max value. See also Pinch berries.
Phan:
Donphan
PHaze:
Pseudo-Haze. Any move that forces the opponent to switch (such as Whirlwind, Dragon Tail etc), nullifying their boosts due to them no longer being in play. Doesn’t work on Pokémon with the ability Suction Cups or with Ingrain active, nor does it work as a way of nullifying boosts if the Pokémon currently on the field is their last one. See also Clear Smog and Haze
Phlosion:
Typhlosion
Physical:
Refers to any move that runs off the Attack stat of a pokemon, such as EarthQuake or Close Combat. See also Special.
Pinch Berries:
A term used to describe berries that boost a stat when the holder gets down to 33% of its maximum health or below. See also Liechi, Peteya, and Salac
Playstyles:
Different ways to play competitive pokemon. Balance, Offense, Stall, and Weather Teams are all different playstyles commonly used.
Plume:
Either Lava Plume or Vileplume.
Poison Heal:
An ability that causes the user to recover 12,5% of its max HP every turn when Poisoned or Badly Poisoned.
Poison:
A status that does 12,5% damage at the end of every turn. Steel-types and Poison-types cannot be poisoned. See also Badly Poison.
Poke/Pokes:
Pokémon
Poli:
Either refers to Poliwrath or Politoed.
PP:
Power Points.
Prankster:
An ability that gives the user +1 priority to any non-damaging move.
Pras:
Lapras
Prediction:
The ability to predict your opponent's next move. For more info, see http://www.pokecommunity.com/showpos...99&postcount=5
Pressure:
An ability that doubles PP usage when the user is active.
Priority:
Refers to any move which bypasses the opponents speed, such as Bullet Punch, Aqua Jet, ExtremeSpeed, any non-damaging move used by a Pokémon with the ability Prankster, et cetera.
Protect:
A move that makes the user avoid any attacks used against it for a turn. Has a 50% chance of being sucessfully executed if the last move used by the user was protect. Commonly used to either scout or to rack up damage done by status
Psycho/ PBoost:
Psycho Boost
Pure Power:
An ability that doubles the Pokémon’s attack.
Pursuit:
A move that deals double damage to a fleeing pokemon, and that hits it before it switches out. Damage can be avoided by using Baton Pass. See also Trapper and Pursuit Bait.
Pursuit Bait:
A term used to describe a frail pokemon that cannot do much to common Trappers, hence making it easily eliminated. (For instance, a -2 Special Attack Latios versus either Tyranitar or Scizor). See also Pursuit.
PZ:
Porygon-Z
P-Z:
Porygon-Z

Q

QA:
Quick Attack
Quaggy:
Quagsire
Quiver/QD:
Quiver Dance
Quiver Dance:
A boosting move that provides a +1 boost to Special Attack, Special Defense, and Speed when used.
Qwil:
Qwilfish

R

Rain:
A weather condition activated by either the move Rain Dance or the ability Drizzle.
Boosts the power of Water-typed moves by 1,5x, and decreases the power of Fire-typed moves by 50%. Thunder and Hurricane never misses with rain active. Morning Sun, Moonlight, and Synthesis heals 25% HP in Rain. Notable abilities activated by rain = Swift Swim and Dry Skin. Cloud Nine and Air Lock negates these effects.
Rain Dance:
A move that changes the current weather to Rain for 5 turns. Can be extended to last 8 turns if the user holds a Damp Rock. After these turns have passed, the weather returns to normal.
Randbat:
A battle that takes place on a simulator with randomly generated teams. Randbats is different from CC, because it only includes competitive movesets rather than being completely random.
Rank:
Japanese nickname for Reuniclus, as its Japanese name is Rankurusu.
Rapid Spin:
A move that removes Entry Hazards and Leech Seed if it hits the opponent. Has no effect if it hits a Ghost.
RD:
Rain Dance
Recover:
A self-healing recovery move that heals 50% of the users max HP instantly. See also Roost and Slack Off, and Softboiled.
Recovery:
Any move/ability that heals you. Examples include Recover, Morning Sun, Rest, Wish, Pain Split, Leech Seed and Giga Drain, as well as Dry Skin, Volt Absorb, Poison Heal, Regenerator, et cetera. See also Reliable Recovery and Instant Recovery.
Reliable Recovery:
A guaranteed way of getting back a set percentage of HP, like Wish, Recover, or Poison Heal. Unless used by the last pokemon in your party, Regenerator also falls within this category. Morning Sun and the likes are not included in this category as it changes the HP restored based on the current weather, Pain Split is not included as it might heal the opponent if their HP is low enough compared to yours, while Leech Seed/Giga Drain will do damage to you if it his a pokemon with the ability Liquid Ooze. See also Instant Recovery and Recovery.
Reflect:
A move that halves the damage done to your party by physical attacks for 5 turns. If the pokemon that uses the move holds the item Light Clay, the duration of the effect will increase to 8 turns. See also Light Screen and Screens.
Regen:
Regenerator
Regenerator:
An ability that causes the user to recover 33% of its max HP upon switching out.
Regi:
Any member of the legendary golems. Usually used after naming the Regi in question, such as Registeel, Regirock, or Regice. Regigigas barely see use.
Rein:
Walrein
Rest:
A self-healing recovery move that fully heals the HP of the pokemon that uses it, but causes it to sleep for two turns.
Restalk:
A combination of the moves Rest and Sleep Talk. Commonly used on teams to act as a Status Sponge, as it can take the status and Rest it off, while not being completely useless in the process.
Reuni:
Reuniclus
Revenge Killer:
A pokemon that is designed to effectively defeat most sweepers, or at the very least force them out, after it has gotten a KO.
Rindo:
A berry that halves the damage done by a super effective Grass-type attack. See also Type-resist berry.
Rise:
Magnet Rise
Rock Head:
An ability that prevents all recoil damage done from attacks, such as Take Down.
Rock Polish:
A boosting move that provides a +2 boost to Speed when used.
Roob:
Japanese nickname for Conkeldurr, as its Japanese name is Roobushin.
Roost:
A self-healing recovery move that heals 50% of the users max HP instantly. Causes the user to lose its Flying-type upon using it, making the user vulnerable to Ground-type attacks for the end of the turn. This grounding effect does not happen if the user is otherwise immune to Ground-type attacks, such as through Levitate See also Recover, Slack Off, and Softboiled.
Rose:
Roserade, in some rare cases or lower tiers, Roselia.
Rotom-A:
Rotom-Appliance, refers to any of the Rotom formes. Most commonly used in gen 4, when all Rotom formes shared that Electric/Ghost typing.
Rotom-C:
Rotom-Cut. Electric/Grass-typed.
Rotom-F:
Rotom-Frost. Electric/Ice-typed
Rotom-H:
Rotom-Heat. Electric/Fire-typed.
Rotom-S:
Rotom-Spin. Electric/Flying-typed.
Rotom-W:
Rotom-Wash. Electric/Water-typed.
RP:
Rock Polish
RS:
Rapid Spin
RSlide:
Rock Slide
RU:
Rarely Used

SA-SK

Salac:
A berry that provides a 1,5x boost to Speed once the users current HP goes below 33% of its max value. See also Pinch berries.
Sand Force:
An ability that boosts the users Ground-, Rock-, and Steel-type moves by 1,3x in a sandstorm.
Sand Rush:
An ability that doubles the speed of the Pokémon in a sandstorm, and prevents the user from taking sandstorm damage. See also Chlorophyll and Swift Swim.
Sand Stream:
An ability that summons permanent sandstorm until cancelled by another weather effect or nullified by Cloud Nine/Air Lock.
Sand Veil:
An ability that boosts evasion of the user by 20% in a sandstorm, and prevents the user from taking damage from sandstorm. See also Snow Cloak
Sand:
Sandstorm
Sandstorm:
A weather condition activated by either the move Sandstorm or the ability Sand Stream. Does 6,25% damage at the end of every turn to non-Rock/Steel/Ground typed pokemon, barring those with Magic Guard, Overcoat, Sand Rush, Sand Veil, and Sand Force. Morning Sun, Moonlight, and Synthesis heals 25% HP in Sand. Notable abilities activated by sand = Sand Rush, Sand Veil, and Sand Force. Also boosts the Special Defense of Rock-type pokemon by 1,5x. Cloud Nine and Air Lock negates these effects.
Sap Sipper:
An ability that provides an immunity to all Grass-type moves, and boosts Attack if hit by one by +1.
Sash:
Focus Sash
SBall:
Shadow Ball
Scarf:
Choice Scarf
Scor:
Gliscor
Scouting:
Ultilizing the moves Baton Pass, U-Turn, Volt Switch and to a lesser extent Protect/Substitute in order to see how your opponent reacts to your plays, and to gain information.
Scrappy:
An ability that allows Normal and Fighting-type attacks to damage Ghost-types.
Screens:
Light Screen and Reflect used in tandem, halving any damage done to the side that has them active. The effect will be removed the opponent uses Brick Break, even if the move hits a pokemon that is immune to the move, unlike Rapid Spin. Commonly used with the held item Light Clay to extend the duration. Often used by HO teams as well.
SD:
Swords Dance
SDef/SpD:
Special Defense
SE:
Stone Edge
Secondary Effect:
An effect that has a chance of occurring if the move in question hits. For instance, Thunderbolt has a 10% chance of causing paralysis if it hits. Serene Grace doubles the chances of a secondary effect happening, Sheer Force removes the chance entirely.
Sect:
Parasect
Seed:
Leech Seed
Seismic Toss:
A move that does damage equal to the level of the user. A level 25 pokemon would always do 25 HP damage, and a lvl 100 pokemon would always do 100 HP damage. Often used on pokemon with poor attacking stats but great walling potential, as this move only relies on the level of the user. See also 101 Subs and Night Shade.
Serene Grace:
An ability that doubles the chance of secondary effects happening. For instance, if the move Thunder were to be used by a pokemon with Serene Grace, it would have a 60% chance of paralysing the opponent.
Setup move:
A move that provides a guaranteed boost in a stat/ several stats. Examples include Swords Dance, Nasty Plot, and Dragon Dance. See also Boosting move Setup moves include, but are not limited to;
Setup Sweeper:
A pokemon that aims to take down several opponents after setting up, such as Swords Dance Excadrill, Dragon Dance Gyarados, or Nasty Plot Infernape.
Shadow Tag:
An ability that prevents the opponent from switching out for as long as the user is active, with the sole exception of other pokemon with Shadow Tag. See also Arena Trap, Magnet Pull and Trapper.
Shard:
Ice Shard
Sheddy:
Shedinja
Sheer Force:
An ability that boosts the power of moves with a chance of a secondary effect by 30%, but prevents that effect from ever happening. It should be noted is that if a move that is boosted by Sheer Force is used with a Life Orb, no recoil will be taken.
Shell Smash:
A boosting move that provides a +2 boost to Attack, Special Attack, and Speed, but that also gives a -1 drop to Defense and Special Defense when used.
Shuca:
A berry that halves the damage done by a super effective Ground-type attack. Mostly outclassed by the Air Balloon in Gen 5. See also Type-resist berry.
Singles:
Single Battles, battles where you and your opponent has a maximum of one active pokemon sent out at any given time. See also Doubles and Triples.
Skarm:
Skarmory
Skill Link:
An ability that causes Multi-hit moves to always hit the maximum number of times hit.

SL-SR

Slack Off:
A self-healing recovery move that heals 50% of the users max HP instantly. See also Roost, Recover, and Softboiled.
Sleep:
A status condition that prevents the pokemon from executing any move barring Snore and Sleep Talk, for 1-3 turns in Gen 5. It should also be noted Pokémon's sleep counter is reset to its original amount when switched out; this also applies for self-induced sleep.
Sleep Talk:
A move that randomly selects one of the other three moves a pokemon knows when asleep, including Rest.
SmashPass:
A combination of the moves Shell Smash and Baton Pass. Used to give the amazing boosts that Shell Smash provides to a pokemon that can likely make good use of them, like Garchomp or Mamoswine.
Smogon:
A pokemon forum that focuses on competitive battling. Provides analyses of pokemon with movesets, tiers to show how which pokemon are commonly used by other players, et cetera.
Sniper:
An ability that triples the damage done by Critical Hits, as opposed to the usual 2x damage.
Snow Cloak:
An ability that boosts evasion of the user by 20% in hail, and prevents the user from taking damage from hail. See also Sand Veil
Snow Warning:
An ability that summons permanent hail until cancelled by another weather effect or nullified by Cloud Nine/Air Lock.
Softboiled:
A self-healing recovery move that heals 50% of the users max HP instantly. See also Roost and Slack Off, and Recover.
Solar Power:
An ability that gives a 1,5x boost to Special Attacks in sunny weather, at the cost of 12,5% HP every turn the sun is up.
Soundproof:
An ability that provides immunity to all sound-based moves, such as Perish Song, Roar, Bug Buzz, Hyper Voice, Growl,et cetera. It should also be noted that Heal Bell will not work while a Soundproof pokemon is active.
SpA:
Special Attack
Spe:
Speed
Special:
Refers to any move that runs off the Special Attack stat of a pokemon, such as Surf or Earth Power. See also Physical.
Specs:
Choice Specs
Speed Boost:
An ability that provides the user a +1 boost in Speed at the end of every turn.
Speed Tier:
A way of telling the maximum speed stat of pokemon based on their base Speed, and checking how many EVs that need to be invested for it to be faster than certain pokemon. Can be found here: http://www.pokecommunity.com/showthread.php?t=255322
Sphere:
Aura Sphere
Spider Web:
A move that upon being used prevents the opponent from switching out until the user of the move switches out, or faints. See also Block, Mean Look, and Trapper.
Spikes:
An Entry Hazard that deals indirect damage to whatever switches in, barring Flying types, Levitators, and Pokémon with the ability Magic Guard. You can set up three layers of Spikes, (one layer is set up every time you use the move), doing increasing amounts of damage. (12,5%, 18%, and 25% respectively)
Spin:
Rapid Spin
Spinblocker:
Any Ghost-typed Pokémon. Commonly used on Stall teams in order to preserve their Hazards. Is called a spinblocker due to the simple fact that it is immune to the move Rapid Spin. See also Foresight.
Spinner:
A Pokémon that is capable of utilizing the move Rapid Spin. Examples of viable users include Starmie, Excadrill, and Hitmontop.
Split:
Pain Split
SPunch:
Shadow Punch/Sucker Punch
SR Weak:
A pokemon that has a weakness to rock-type attacks, and hence is weak to Stealth Rock.
SR:
Stealth Rock

SS-SY

SS:
Depending on the situation, a lot of things. Could refer to
  1. the abilities Swift Swim or Sand Stream
  2. the moves Shell Smash or Shadow Sneak
  3. the weather effect Sandstorm
SSneak:
Shadow Sneak
STAB:
Same Type Attack Bonus, provides a 1,5x boost to any attack that is the same type as your Pokémon.
Stalk:
Sleep Talk
Stall:
A defensive playstyle, which uses mainly pokemon with investment in their defenses / HP. Aims to win through either
  1. Indirect damage accumulating, such as status moves or entry hazards
  2. A Cro-sweep
  3. A combination of the above

Stallbreaker:
A pokemon with Taunt, a damaging status move, some sort of recovery, and in addition to all of this is both bulky and faster than most common defensive pokemon. The point is to status the opponent, then taunt to prevent them from healing up themselves, while they are doing little damage to you due to their uninvested attacks. Examples of viable users include WoW/Taunt/Roost Mew and WoW/Taunt/Pain Split Mismagius.
Stat-up-move:
Interchangable with Setup move. Any move that provides a boost to a stat.
Status/Statused:
Refers to any status ailment, be that Burn, Paralysis, Sleep, Freeze, or Poison/Badly Poisoned.
Status Absorber:
See Status Sponge
Status Sponge:
Any team member that is designed to take status attacks with little to no trouble. Examples include RestTalkers and SynchroBell users, pokemon with the abilities Guts, Magic Guard, Natural Cure, Insomnia.. et cetera.
Stealth Rock:
An Entry Hazard that deals indirect damage to everything switching in, with the sole exeption of Pokémon with the ability Magic Guard. Deals damage based on resistance to rock moves, making Pokémon that 4x resist rock take 3,125 % damage from switching in, Pokémon neutral to rock take 12,5% damage from switching in, and Pokémon 4x weak to rock take 50% damage from switching into it.
Stockpile:
A boosting move that provides a +1 boost to Defense and Special Defense when used, but that caps the boosts given at +3 unlike other boosting moves. See also Cosmic Power.
Stone Miss:
Nickname on Stone Edge, playing on its tedency to miss when you need it the most with its less than pleasing accuracy.
Storm Drain:
An ability that gives the user immunity to Water-type attacks and boosts Special Attack if hit by one by +1.
SToss:
Seismic Toss
Sturdy:
An ability that makes sure that the user cannot be knocked out in one hit if it is at full HP. Will still be broken by Multi-hit moves and is negated by Mold Breaker. See also Focus Sash
Sub:
Substitute
Subbing:
Using the move Substitute repeatedly.
SubCM:
A combination of the moves Substitute and a boosting move, that aims to make it so that the opponent cannot break the Substitute after you've boosted up, making it do less damage. Note that this only works with moves that boost Attack + Defense or Special Attack + Special Defense, such as Bulk Up, Calm Mind, Coil, Curse, and Quiver Dance, due to them boosting the defensive stat in question as well. Sometimes causes a CM War as well.
SubPass:
A combination of the moves Baton Pass and Substitute, that aims to create a substitute and to give it to another pokemon through baton pass.
SubPunch:
A combination of the moves Substitute and Focus Punch, which allows you to actually fire off a Focus Punch as the Substitute will take the hit. Sometimes used with Sucker Punch, as you have to attack in order to break the Substitute, which makes Sucker Punch work.
SubRoost:
A combination of the moves Substitute and Roost, often used together with the ability Pressure to stall out the Power Points of high-power, low PP moves.
SubSeed:
A combination of the moves Substitute and Leech Seed, which aims to sap the HP of another Pokémon by spamming Substitute and Protect until the target faints.
SubSplit:
A combination of the moves Substitute and Pain Split, which aims to heal off the damage received by using Substitute through the move Pain Split.
Substitute:
A move that takes 25% of the users HP and puts it into a substitute, which will from then on do the following as long as it is intact;
  1. Provide immunity to all status and stat-lowering moves used by the opponent
  2. Absorb all damage done by the opponent, even if the damage exeeds the HP of the substitute.
If the damage taken exeeds the HP of the substitute, the substitute will break, but no excess damage will be taken. The exeption to this is if a multi-hit move is used, in which case damage will be absorbed until the substitute is broken, and any extra attacks will damage the pokemon as normal. Commonly used on frail sweepers as it eases prediction, scouts what your opponent will do, and provides protection against priority. See also 101 Subs, SubCM, SubPass, SubPunch, SubRoost, SubSeed, and SubSplit
Sucker:
Sucker Punch
Suction Cups:
An ability that prevents the user from being forced out, be that through Roar/Whirlwind or Dragon Tail/Overhead Throw.
Sun:
A weather condition activated by either the move Sunny Day or the ability Drought.
Boosts the power of Fire-typed moves by 1,5x, and decreases the power of Water-typed moves by 50%. Solarbeam requires no charging turn with sun active. Morning Sun, Moonlight, and Synthesis heal 66% of the users max HP. Notable abilities activated by sun = Chlorophyll and Solar Power, and makes Harvest work 100% of the time. Cloud Nine and Air Lock negates these effects.
Sunny Day: A move that changes the current weather to sun for 5 turns. Can be extended to last 8 turns if the user holds a Heat Rock. After these turns have passed, the weather returns to normal.
Swarm:
An ability that boosts Bug-type attacks by +1 once the users current HP goes below 33% of its max value.
Sweeper:
A pokemon that aims to take down several opponents through a mixture of speed and strong attacking power.
Swift Swim:
An ability that doubles the speed of the Pokémon in rainy weather. See also Chlorophyll and Sand Rush
Switcheroo:
A move that trades held items with the opponent. Commonly used with Choice Items in order to lock them into a specific attack.
Swords Dance:
A boosting move that gives a +2 boost to Attack.
Synth:
Synthesis
Synthesis:
A self-healing recovery move that heals 50% of the users max HP in no weather, 66% HP in sunny weather, and 25% HP in any other kind of weather.
Synchro:
Synchronize
SynchroBell:
A combination of the ability Synchronize and the move Heal Bell. The point is to switch into a status move, thus making the foe get statused as well, and then Heal Bell to remove the status from your side.
Synchronize:
An ability that upon getting a status condition inflicted upon them, makes the opponent statused as well. For instance, if you were to use Toxic on a Synchronice pokemon, it would get badly poisoned, but your current pokemon would get badly poisoned as well.


T

Tail Glow:
A boosting move that provides a +3 boost to Special Attack when used.
Tailwind:
A move that doubles the speed of all pokemon of your party for three turns.
Tales:
Ninetales
Tar:
Tyranitar
Taunt:
A move that prevents any non-damaging attacks to be used by the opponent for 3 turns. Can be reflected by Magic Bounce and Magic Coat.
TBolt:
ThunderBolt
Tech:
Technician
Technician:
An ability that boosts moves of BP 60 and below by 50%.
Tei:
Entei
Tenta:
Tentacruel
Terra:
Usually refers to Terrakion, in some rare cases Torterra.
TFang:
Thunder Fang
Thick Fat:
An ability that gives the user a 2x resist to Ice- and Fire-type moves.
Tier:

Tile:
Sceptile
Tinted Lens:
An ability that doubles the base power of a move if it is “not very effective”. A 2x resist would take damage as if the hit was 1x, a 4x resist would take damage as if it was 2x resisted.
Toed:
Politoed
Toge:
Togekiss
Toise:
Blastoise
Tomb:
Spiritomb
Top:
Hitmontop
Tops:
Kabutops
Tour:
Tournament
Torrent:
An ability that boosts Water-type attacks by +1 once the users current HP goes below 33% of its max value.
Toxic Spikes:
An Entry Hazard that gives the Poison status condition to anything that switches in, barring Flying-types, Levitators, Steel, and Poison type Pokémon. You can set up two layers of Toxic Spikes, the first one dealing normal poison damage, and the second one causing badly poisoning, similar to Toxic.
TPunch:
ThunderPunch
TR:
Trick Room
Trace:
An ability that copies the opponent’s ability.
Tran:
Heatran
Trapper:
Refers to any Pokémon which has access to any of the following; Pursuit, Mean Look, Block, Spider Web, Shadow Tag, Arena Trap, or Magnet Pull.
Tres:
Moltres
Trick:
A move that trades held items with the opponent. Commonly used with Choice Items in order to lock them into a specific attack. See also Switcheroo.
Trick Room:
A move that causes slower pokemon to strike before faster pokemon for 5 turns. The slower a pokemon is, the "faster" is it under the duration of Trick Room.
Triples:
Triple Battles, battles where you and your opponent has a maximum of three active pokemon sent out at any given time. See also Doubles and Singles.
Trode:
Electrode
TSpikes:
Toxic Spikes
TTar:
Tyranitar
TWave:
Thunder Wave
Type Resist Berries:
A term used to describe berries that halve damage done by a specific super-effective attack. These berries include, but are not limited to;
Spoiler:


U

Ubers:

Umbre:
Umbreon
Unaware:
An ability that ignores the effect of any boosts of the opponent for as long as it is active, barring Speed.
UU:
UnderUsed

V

Vap:
Vaporeon
Vappy:
Vaporeon
Veno:
Venomoth
Venu:
Venusaur
Vire:
Electivire
Viri:
Virizion
Vital Spirit:
An ability that provides immunity to the Sleep status. See also Insomnia
Volt Absorb:
An ability that causes the user to be immune to all Electric-type attacks, and that recovers 25% of its max HP upon getting hit by one.
Voltlos:
Thundurus
V-Wave:
Vacuum Wave

W

Wacan:
A berry that halves the damage done by a super effective Electric-type attack. See also Type-resist berries
Water Absorb: An ability that causes the user to be immune to all Water-type attacks, and that recovers 25% of its max HP upon getting hit by one.
Weather Inducer/Weather Starter:
A pokemon with an ability that starts up a weathercondition. These abilities include Drought, Drizzle, Sand Stream, and Snow Warning.
Weather Team:
A playstyle that is based around the effects of a certain weather.
Weather War:
A term commonly used in Gen 5 where both teams are weather teams, trying to eliminate the weather starter from the foe team while preserving one of their own, for instance Politoed versus Tyranitar.
Weather:
Refers to Rain, Sun, Sandstorm, and Hail.
Windlos:
Tornadus
Wish:
A self-healing recovery move that heals 50% of the users max HP on the turn after it is used. For instance, if a pokemon with max 404 HP were to use Wish and switch out, the pokemon switching in would get healed by 202 HP the next turn.
Wobb:
Wobbuffet
Wonder Guard:
An ability that negates all damage done by attacks that are not “super-effective”. Is still vulnerable to any indirect damage.
WoW/W-o-W:
Will–o-Wisp
WW/WWind:
Whirlwind

Y

Yache:
A berry that halves the damage done by a super effective Ice-type attack. See also Type-resist berry.
Yama:
Hariyama

Z

Zam:
Alakazam
Zappy:
Zapdos
Zard:
Charizard
Zen:
Zen Headbutt
Zone:
Magnezone
Zong:
Bronzong
Zoro:
Zoroak
I'll just add a vaporeon and call it a day.
__________________
+Anti: we were all noobs at some point
+Anti: or in sims' case
+Anti: still are noobs
+Anti: his team looks like a salad

Last edited by wolf; August 25th, 2012 at 11:08 AM.
 
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