Energy Attacks
Energy Beam - 1d8/Uses 1SP --- 10rings/50skill
Super Energy Beam - 1d12/Uses 1SP/Energy Beam required --- 30rings/100skill
Mega Energy Beam - 1d20/Uses 2SP/Super Energy Beam required --- 60rings/120skill
Ultra Energy Beam - 2d15/Uses 2SP/Mega Energy Beam required --- 100rings/160skill
Omega Energy Beam - 2d20/Uses 4SP/Ultra Energy Beam required --- 110rings/200skilll/Level 18
Satellite Shot - 1d50/Uses 7SP/Must learn in special quest --- 220skill
Team Beam Cannon - ?d7/? is equal to the numbe of your allies in the battle/Uses 2SP --- 10rings/50skill
Barrier Breaker Beam - 1d28/costs 7SP/Ignores target's defenses/No barriers can stop this attack --- 120rings/150skill/Lv14
Chaos Control - Used to evade attacks/Can only be used once per battle/Requires at least one chaos emerald to do --- 30rings/50skill
Captive Light - SP cost of attacks used by the target is doubled/Uses 4SP --- 70rings/100skill/Lv 10
Black Sheild - 100rings/100skill/Lv10--Black Sheild-blocks an energy attack, and does 10 damage(dont appy defense)to the opponent if he or she used a physical attack/for every 5 damage that the opponent's attack would have done, drains 1SP/can only use it 3 times/robo sonics only
Stealth Mode - Used after action of opponent is stated/Avoids a physical attack/Uses 4SP/Requires a power belt - unless you're a chameleon --- 20rings/25skill
Aura - Don't roll accuracy, and roll 2d20. The 'attack' puts a field around the user, which will aborb the same amount of damage as the roll you scored on the two 20-sided dice/Attacker does not get to apply attack stats/Defense is applied as normal/The aura disappears once it has taken damage equal to the dice-score/Uses 4SP/Can only be done once per battle/Unknown characters only/Must learn in special quest --- 40rings/130skill/Level 8
Power Charge - +5 for the next energy attack/Use on the turn BEFORE you use the attack you are charging/SP usage of attack is doubled/Use up to 3 times per battle --- 10rings/90skill
Power Rush - All energy attacks you perform do +6 damage/Uses 3SP per turn of use/Lasts as many turns as you want --- 70rings/100skill
Time Stop - Freezes time, and renders target immobile/Target cannot do ANYTHING as long as time is stopped/Uses 4SP the first turn of use, and 6SP every turn after that/Lasts as long as user desires, or can 'afford' --- 90rings/170skill/Level 10
Healer - Heals ally or self for 10HP/Uses 3SP/May be used on other players turn/Can only be used once per battle --- 10rings/90skill
Recover - Gives 1d10 of your SP to an ally/Can only be used once per battle/May be used on other players turn/Can only be used once per battle/Hero characters only --- 10rings/90skill
Leech - Enhances a weapon, and puts life-steal on it/The next attack done with the weapon will count as HP-stealing/HALF the damage inflicted is added to the users HP, just like if he or she had used Healer/Uses 5SP/Unknown and Dark characters only/Must learn in special quest --- 20rings/100skill
Amy Flash - Reduces the target's accuracy to 1d75/Uses 3SP/Can only be used once per battle/Unknown and female characters only --- 50rings/100skill
Charm Ray - Chose one of the target's attacks. The target cannot use that attack for 4 turns/Uses 4SP/Female characters only --- 70rings/100skill
Sonic Wind - 2d8 - 2d9 if you're a hero hedgehog/Uses 2SP --- 65rings/100skill
Storming Heart - 3d7 - 3d8 if you're a female hedgehog/Uses 2SP/Female characters only/This attack can only be used on male characters --- 80rings/100skill
Chaos Strike - 3d6/Uses 3SP --- 100rings/100skill
Blaster Blasts - 5d2/Uses 1SP/Requires a blaster - unless you're a robot --- 10rings/20skill
Dark Wave - 3d5/Uses 1SP/Dark only --- 60rings/100skill
Chaos Spear - 6d3 - 7d3 if you're a Dark or Unknown hedgehog/Uses 2SP/You must own atleast one Chaos Emerald to use this attack --- 70rings/100skill
Thunder Arrow - 4d5/Uses 2SP/Hero characters only --- 75rings/110skill
Mirror Shards - 6d4/Uses 2SP/Unknown characters only --- 60rings/120skill
Void of Darkness - 4d7/If 6 6 6 6 or 7 7 7 7, the Chaos Emeralds are deactivated/Uses 3SP/Dark characters only --- 100rings/150skill
Illumina Light - 4d7/If 1 1 1 1, 4 4 4 4 or 7 7 7 7, the chaos emeralds are reactivated/Uses 3SP --- 100rings/150skill
Wrath of Gaia - 1d18/Hits all opponents/Uses 1SP/Hero characters only --- 50rings/120skill
Heavens Justice - 5d7/Uses 4SP/Hero characters only --- 150rings/150skill/Lv15
Hell Fire - 5d7/Uses 4SP/Dark only --- 150rings/150skill/Level 15
Shadow Slay - 5d7/ If 3 4 5 6 7 , target is instantly killed/Unknown characters only/Uses 5SP. --- 170rings/115skill/Level 10
Dark Orb - 1d30/Uses 10SP/Takes a turn to charge/Your defense stats is halved while you're charging up this attack/The opponent can only use barriaes or one of the somersaults to evade the attack/Must learn in special quest --- 150skill
Multi Blast - 5d5/Must learn in special quest --- 70rings/100skill
Full Circle - After rolling accuracy, roll damage for ALL your attacks (Yes, all - even the starting ones)/Must know atleast 8 attacks (Basic ones not included) /Don't apply attack stat/Uses 25SP/Must learn in special quest --- 200rings/300skill/Lv25
FlashBack - After you roll accuracy and damage, add your attack stats, and multiply the final result with 3. FlashBack makes your character very angry when he or she thinks of all the bad things that have happened to them, parazlyzing them for one turn/Uses 25SP/Hero characters only --- 200rings/300skill/Lv25
150rings/250skill/Level20 - Thunder Storm - 1d40
150rings/250skill/Level20 - Great White Wave - 1d40
150rings/250skill/Level20 - Winter Wonderland - 1d40
150rings/250skill/Level20 - Two Towers - 1d40
150rings/250skill/Level20 - Death Valley - 1d40
150rings/250skill/Level20 - Joe Blow - 1d40