I’ve been wanting to make this thread for a while and I wanted to get others opinions on this. So I’ve been trying to give every move a backstory/action. This basically means I’ve been imagining what moves would look like/do irl. I’ll cover the obvious ones first
Stunning: temporarily immobilizes a creature due to a ram or strike which stunned it. An example of this would be a Ceratosapian or a Hadrosaur ramming an opponent
Adreniline Surge/Regeneration: a surge of Adreniline pulsing through a creatures veins, giving it a new burst of life and energy
Lockdown: a creature using an appendage or jaw to immoblise a creature and keep it steady. An example of this would be a Crocodilian using it’s jaw to hold down an opponent or a Pterosaur lifting up an opponent/grabbing onto an opponent
Strike/Impact/Rampage: a creature simply attacking
Cloak: self explanatory
Now onto the more, unusual/specific ones
Decelerating Strike, Impact or Rampage/Thagomizer: a creature injuring an opponents legs, causing it to move slower. In the case of Sauropods/Ceratosapians, this involves stomping. In the case of Stegosaurs, it’s a wound from their spikes. In the case of Patchy, it’s a headbutt. All of this also applies to superiority strike
Distraction/Nullifying: I imagine both of these working in a similar manner. A creature releases a roar or cry which disorientates an opponent, causing them to lose their focus and this lower the damage/eliminate their buff concentration.
Evasive: a creature which is light on its feet had the ability to dodge most attacks, although their still get scraped up in their escape, accounting for the lack of a full dodge.
— and run: a creature rams into an opponent to slow them down before making a dashing escape. By ramming their opponent, it gives them a headstart as their opponent must recover before responding.
Bleed: (this is a personal favourite) a creature which has incredibly sharp teeth or claws can use a mix of its intelligence and these weapons to find critical veins on an opponent and slice them open. This also explains how creatures with heavy armour can be bled: the bleeder knows where the weakpoints in the armour are
Critical Strikes/attack buffs: these moves give a creature a sudden burst of Adreniline and allowed them to do more damage
Shields: this move allowed creatures to use more armoured or durable parts of their bodies to deflect blows. Examples of this would be crests, armour, spikes and plates
Defends Shattering/Armour-piercing: similar to bleed, these moves allow creatures to strike an opponent in places where their skin is exposed, thus ignoring their armour. This also applies for shield advantage.
Instant damage: with a quick burst of speed, a creature can dash forward and strike an opponent before they know what’s happening. this sometimes even stuns the opponent.
Minimal Speedup Strike: similar to attack and critical buffs, this allowed a creature to gain sudden bursts of speed and outspeed an opponent.
Immune: a creature with this has not only a powerful immune system, but also has an incredibly sharp focus and strong veins. This means that it cannot be bled as nothing can pierce them
Cleansing: similar to immunity, creatures with cleansing abilities can enducea sharp state of focus and recover quickly from bleeding
If anyone has different ideas/additions, let me know!