User blog:Dialgaofpower/A list of limit break moves for refrence

Limit Breaks, I'm sure you've heard of in RPGs before. They're basically ultimate attacks. Plus, with Z-moves on the horizon because Gen 7, and because I have nothing better to do, here's a list of limit break moves.

Chesnaught
Level 1: Thorned Armor (Grass Type): Makes all physical attacks that hit the user's side do damage to the attackers, akin to Iron Barbs.

Level 2: Super Guard (Fighting Type): Raises the user's defense by 6 stages.

Level 3: Spike Blossom (Grass Type) (150 base power): Lays a bunch of thorns on turn 1, and the thorns hit all opponents on turn 3.

Delphox
Level 1: 420 Blaze It (Fire Type) (210 base power): The opponent is scorched with a flame burning at 420 degrees kelvin. The user has to recharge upon using this however.

Level 2: Mind Charge (Psychic Type) The next special attack used will have its power nearly tripled.

Level 3: Telekinetic Anihilation (Psychic Type) (170 base power) A powerful telekinteic assault involving lasers, levitation, and stuff exploding. Ignores resistance, but not immunity.

Greninja
Level 1: Stealth Pulse (Dark Type) Greninja ups the evasion of his side by 2 stages.

Level 2: It's Raining Hitmarkers (Water Type) The enemy is hit by a hit marker each turn, and they lose 10% of their health. This effect lasts 5 turns.

Level 3:    Shadow Clone (Dark Type) Greninja creates a clone that uses the exact move he does. It's like Parental Bond, but moves used by the clone are at half power. This effect lasts 10 turns. More are on the way...