Moves (Riolu)
Due to Conayn being a Riolu, many various and esoteric moves are at his disposal, from basic attacks like Quick Attack and Force Palm, to more complicated and powerful moves such as Blaze Kick and Extremespeed.
Not all moves will be listed to avoid creating more work than needed on both the GM and player. All moves have been listed because the GM said so and my hand is cramping.
Foresight (Normal-type)
One of the moves that a Riolu learn naturally out of the Egg, Foresight allows the user to track and accurately guess where the target is currently, and will be, enough for him to make accurate attacks on said target even through a speed disadvantage. This also allows the user to damage creatures that may not normally be able to be physically hit, such as Ghosts.
Quick Attack (Normal-type)
An attack that accelerates the user's body several times their normal speed, allowing fast movement in a straight line. This move does not injure the user in any way, and can also be used in mid-air as a form of secondary movement.
Endure (Normal-type)
A self-status move, this makes the user brace themselves and increase their already formidable durability to an absurd degree. While this allows them to theoretically survive any form of attack without any severe maiming or consequences, this does not stop them from
fainting from the pain said attack would cause.
Counter (Fighting-type)
A risky, but powerful Fighting-type move - this move is a retaliation strike that unleashes exactly double the power and attack the user received while channeling the move. While powerful, this also requires the user to be conscious for the move, and it fails if he faints.
Feint (Normal-type)
A single strike that is designed to break and shatter barrier-type moves instead of damage to the specific target. The attack itself is relatively weak being a simple, single hit, but the attack also allows for rapid movement similar to Quick Attack.
Force Palm (Fighting-type)
The user unleashes a blue wave of Aura from their 'palm', giving a medium-ranged attack alongside his other moves. If the move impacts the opponent directly instead of through range, there is a high chance of paralyzing.
Copycat (Normal-type)
A simple move that allows the user to recreate the last move used in battle (excluding Copycat itself.)
Reversal (Fighting-type)
A single hit that deals increasingly high damage depending on the health and status of the user. The power of the attack starts minimal, but ramps up exponentially through the damage the user has taken.
Final Gambit (Fighting-type)
A move that burns
all of the user's stamina as a last ditch effort, and uses that stamina as fuel for one large attack.
No matter what happens, the user faints at the end of this move.
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Blaze Kick (Fire-type)
A powerful Physical attack which creates an aura of flame around the user's foot as they're about to kick. This fiery attack does not burn the user - but can cause a real fire if they're not careful.
Detect (Fighting-type)
An enhanced version of Foresight, Detect allows the user to see and predict the target's next move, and to dodge or block said attack. The move isn't completely reliable though, and continued use after the first dodge has an increasing chance of being incorrect.
Drain Punch (Fighting-type)
A quick and powerful Physical attack that absorbs the life of the opponent when struck. There is a tell-tale green glow around the user's fist/paw as the move is in use, but this does not make said move any slower or easier to dodge.
ExtremeSpeed (FIghting-type)
A move usually learned as a Lucario, ExtremeSpeed is an improved version of Quick Attack, allowing the user to accelerate their body several times their normal speed in an instant. While powerful, the move is much more tiring than Quick Attack, but allows for far greater speeds and over a longer period of time. Similar to Quick Attack, this move can be used in midair, but control is far more difficult. It also doesn't force movement into a straight line.
Focus Punch (Fighting-type)
The ultimate Fighting-type move, Focus Punch requires extreme focus in its use and can easily be interrupted before the user throws the punch. The attack makes the fist glow bright blue, but since multiple moves have the same look, it isn't as easy to tell the difference.
While magnitudes stronger than any other move that Conayn has in his arsenal, there are other attacks that, given certain factors, can do even more damage. Even so, if the target isn't extremely durable in some way, this is more likely to outright kill than to disable compared to most Pokémon moves - alongside the wall behind them.
Ice Punch (Ice-type)
As the move says, it is a powerful Physical attack which creates an aura of sheer cold around the user's fist/paw. This has a chance to flash-freeze the target on impact, although said effect is not felt by the user while the move is active.
Thunder Punch (Electric-type)
The last of the elemental punches, Thunder Punch does exactly what one would expect. This move has a side-effect of possibly paralyzing the target on impact, although said paralysis is temporary.
Substitute (Normal-type)
A move which creates a small double of the user, protecting and intercepting attacks. Using this move injures the user at the same time, but allows said double to move and act on its own, even if it can't use any moves. The amount of 'health' sacrificed in the move's use determines how much damage it can take and how long the move will last.
(Certain moves, like Counter or Protect, have certain interactions with Substitute. If one used Protect - it would protect both user
and the double - and if Counter was used, the resulting effect can be unleashed if it was the user itself getting it instead of the Substitute.)