This page is dedicated to moves that are exclusive to Pokemon afflicted with dungeon madness!
L'Appel du Vide
(Sound / Status)
Submitted by @Aporichron & wolfface2
A screech from the Pokémon's mouth, eyes, or tendrils which cause other Pokémon to go towards the danger, making them more prone to taking critical damage.
10 PP / 100% Accuracy
Pandemonium
(??? / Status)
Submitted by @Sarracenia
The user surrounds the arena in illusions of massive eyes to reduce focus, sharply lowering the Defense and Sp. Defense stats of all foes.
5 PP / 100% Accuracy / - BP
Eyes of Terror
(??? / Status)
Submitted by @bugwatcher
The opposing Pokémon is met with an inescapable, dreadful glare, harshly lowering its Attack and Defense. Cannot be used twice in a row.
5 PP / 90% Accuracy / - BP
Perish Trap
(Ghost / Status)
Submitted by @pokemoncha
The Pokémon lays a trap on the opponent's side of the field. After 3 turns, the opponent standing on the trap is grabbed by mysterious tendrils, and dragged down, causing them to faint. Move cannot be used if a trap is already active. (Note: Sort of like a single target Perish Song, except switching out merely passes it onto the next Pokémon.)
5 PP / 50% Accuracy / - BP
Ghastly Gnaw
(Dark / Physical)
Submitted by @shatterkirin
The user bites the foe, inflicting bad confusion. This can cause the foe to attack enemies and allies alike.
10 PP / 100% Accuracy / 90 BP
Wicked Laugh
(Sound / Special)
Submitted by @MOTHMINCE
A horrible cackle that sends shivers through all who hear it (hits the entire field), paralyzing them. Maddened Pokemon are immune and will instead have their special attack raised.
5 PP / 100% Accuracy / 100 BP
Corrupt Emblem
(??? / Status)
Submitted by @purpleamesfeedback
The user marks the opponent with an ominous, corrupted symbol that scrambles their body and senses. When marked, the opponent Pokemon is unable to perceive the weaknesses of those around it, and all attacks it uses will lose STAB and super-effectiveness. It is considered a volatile status similar to being bound or being under the effect of Nightmare, and thus can be stacked with non-volatile statuses like paralysis or burn. It lasts for 3 turns.
5 PP / 100% Accuracy / - BP
Snare
(Grass / Physical)
Submitted by @WillBeRedeemed
The user summons a tough, thorny vine to restrain the foe for 3 turns unless the user is hit with a damaging move. If the user is not hit within 3 turns, the affected Pokémon will be thrown and damaged.
10 PP / 85% Accuracy / 45 BP
Ash-Laden Flame
(Fire / Special)
Submitted by @WillBeRedeemed
The user breathes out an eerie flame full of ash, inflicting damage and lowering the foe's accuracy. This attack may also cause a burn.
15 PP / 100% Accuracy / 90 BP
Shelter Light
(Light / Status)
Submitted by @Stumpios
The move's user releases a ring of soothing light that lures enemies into a false sense of security. Their attack and evasion are lowered by one stage, and surrounding dungeon-mad pokemon recieve an attack boost.
5 PP / 85% Accuracy / - BP
Seeping Chill
(Ghost / Special)
Submitted by @Albiru
The user's shadow warps into a writhing mass of Madness, which melds into the opposing Pokémon's own. The resulting chill and unsettling sense of unease deals damage over time until cured. This move has a chance of confusing the opposing Pokémon.
15 PP / 85% Accuracy / 1/8th of HP per Turn until cured
Mirage
(Ghost / Status)
Submitted by @meowstival
The Pokemon uses madness energy to create hallucinations of itself, lowering the opponent's accuracy.
10 PP / 90% Accuracy / - BP
Madness Beam
(??? / Special)
Submitted by @pokemoncha
The user unleashes a powerful beam filled with Dungeon Madness, which may inflict any stage of Dungeon Madness on the target. Afterwards, the user must rest.
5 PP / 85% Accuracy / 200 BP
Rite of Change
(Psychic / Status)
Submitted by @ASTROLING
For 5 turns, the user gains a random new ability at the start of each turn.
5 PP / 100% Accuracy / -- BP
Mosh Pit
(Sound / Physical)
Submitted by @KiroTuffEnuff
The Pokémon noisily rampages about for 2-3 turns, spontaneously causing a huge ruckus as if they were at a concert. After the move is over, the user becomes confused and opposing Pokémon who had been hit will have their defense stats lowered by one stage.
10 PP / 100% Accuracy / 100 BP
Dubious Remedy
(Poison / Special)
Submitted by @KiroTuffEnuff
The user makes a suspicious cure for the Pokémon currently on the battlefield. If this move targets a dungeon-maddened Pokémon, ally or not, it heals their HP by 50%. If it targets any other Pokémon that is not dungeon-maddened, it damages them instead and makes them badly poisoned.
5 PP / 100% Accuracy / 80 BP
Body Distortion
(Normal / Special)
Submitted by @undergroundColl
The user uses its own energy to attack the target. The target's body distorts, leaving only its eyes and mouth unaffected. The user attacks the target and lowers both their own and the target's evasion by one stage. The distortion ends after battle concludes. The user cannot use this move twice consecutively.
5 PP / 100% Accuracy / 120 BP
Wind of Madness
(Flying / Special)
Submitted by @Dreepymom
A gust of chilling and ominous wind is whipped up and launched at the target. The target feels like they are being watched and everything just feels wrong. May also lower target's attack.
30 PP / 100% Accuracy / 50 BP
Crimson Fangs
(Dark / Physical)
Submitted by @Abyshad
The user bites the opponent with fangs charged with malevolent energy that materialise around its head. Can also lower the target's Def and Sp. Def.
15 PP / 100% Accuracy / 80 BP
Overflow
(??? / Status)
Submitted by @Loaf_Of_Clovers
The user becomes overwhelmed with maddening energy that substantially boosts their attacks for three turns. However, the potent energy damages the Pokémon, leaving them poisoned once it wears off.
18 PP / 100% Accuracy
Looming Dread
(??? / Status)
Submitted by @Blacktiide
Inspire visceral looming dread within the target with the user's malevolent presence, the specter of the user's frightful shadow casts a lingering looming shadow in their mind, harshly lowering accuracy and paralyzing the opponent.
15 PP / 100% Accuracy
Nightmare Scenario
(Psychic / Status)
Submitted by @Blacktiide
The user attacks the target with a psychic attack depicting phantasmal fears and shadows within their mind, inflicting confusion and accuracy loss.
15 PP / 100% Accuracy
Dark Waters
(Water / Status)
Submitted by @Honey_Blue
The area becomes filled with a dark, vicious goo that clings to and fills all who touch it with an uneasy sensation of being watched. This condition remains for the next 5 turns. During this time, all non dungeon madness Pokémon have a decreased movement speed, and all maddened Pokémon have an increased movement speed. This move does not effect flying or levitating Pokémon unless they land or get knocked to the ground, at which point the thick goo will keep them stuck and grounded until the effects end.
5 PP / -% Accuracy
Shadow's Tide
(Dark / Special)
Submitted by @Blacktiide
Washes away foes in tides of shadow. Hits entire opposing field with a minor chance of afflicting Poison.
45 PP / 100% Accuracy
Phantasmal Strike
(Ghost / Physical)
Submitted by @FruitlessDragon
The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself. This move does half damage to dungeon maddened Pokemon and has a 50% chance to lower the special defense of non-dungeon maddened Pokemon.
10 PP / 100% Accuracy / 90 BP
Maddened Force
(??? / Special)
Submitted by @T0BEY
The user conjures their madness to mentally attack the target. Chance to leave the opposing Pokemon frozen.
15 PP / 75% Accuracy / 60 BP
Spore Scourge
(Grass 🔴 / Special)
Submitted by @Limacodid
The user scatters a cloud of suffocating spores from its body that shares its dungeon madness with the target temporarily. For 2~5 turns the target is inflicted with the "MAD" debuff, having a 1/3 chance each turn to use its chosen move on itself or an ally. "MAD" Is a volatile condition like confusion/infatuation, and so Pokémon can be inflicted with it regardless of whether or not they currently have a non-volatile condition (ex: burn, poison, etc), though certain conditions will affect the moves the target uses as per usual.
20PP / 80% Accuracy / 40 BP
Lethologica
(Psychic 🔴 / Status)
Submitted by @Limacodid
The user brings its target into a trance by channeling its psychic powers into its hypnotic patterns, movements, or gaze. Pokémon that look upon this display will forget one of their moves entirely for 4 turns, unless another Pokémon uses that move with them on the field. Does not work on blind Pokémon.
10 PP / 95% Accuracy
Rescript
(Sound 🔴 / Status)
Submitted by @Limacodid
The user renders its target deaf, inserting only their own words and voice into the target's head in place of the target's internal monologue. Unable to tell the difference, the target Pokémon will be lead astray and forced into listening to the user's commands for 1~3 turns. However, while guiding its target, the user will be unable to move or act themselves.
5 PP / 90% Accuracy
Evil Eye
(Psychic 🔴/ Special)
Submitted by @Kryptic-Splash
The Target is glared down by evil eye for 2 turns that will nullify any status moves they try to use while it's active, and prevents them from switching out. after 2 turns, it attacks target with a huge blast of madness energy.
10PP / 100% Accuracy / 120 BP
Maddy Madness
(??? / Physical)
Submitted by @HimejoshiHeart
The user plays with the target with its Dungeon Madness, spreading its Madness all over them and giving them the effects of Taunt. This move's Physical/Special status depends on the user's highest attack stat. Some users of this move don't even know it is harmful. It's a signature move of the Eevee line.
15PP / 100% Accuracy / 90BP
Madness Ward
(Light 🔴/ Status)
Submitted by @Kryptic-Splash
The user summons a protectice sigil made of light that will significantly weaken all madness moves used for 5 turns.
20PP / 100% Accuracy
Heat Exhaustion
(Fire🔴 / Special)
Submitted by @KiroTuffEnuff
The user expels a fierce wave of heat onto the target that exhausts them. This lowers the target's special defense. Due to the intensity of the attack, this move can 'evaporate' water types, dealing neutral damage and removing their water typing.
5 PP / 100% Accuracy / 70 BP
Poli-Power
(Light / Physical)
Submitted by @starhop
A move exclusive to Poliwag. Defeats the opposing Pokemon instantly as well as the Poliwag.
5 PP / 100% Accuracy / 250 BP
Falsification
(Psychic / Status)
Submitted by @undergroundColl
The target is blurred beyond recognition, causing them not to recognize their own body. Causes confusion for 3-5 turns.
5 PP / 100% Accuracy
Maddening Melodies
(Sound / Status)
Submitted by @celestiallywilted
The user of the move is blinded by dungeon madness, greatly enhancing Psychic or Sound based moves for the next 5 turns. Evasiveness for the user is dropped by one stage.
10 PP / 90% Accuracy