ASB: HeadquartersThe Headquarters of the ASB League. The place where all of the registrations and documentations of monetary gain, Pokemon, etc. occur. The place where all new hopefuls begin their ASB journey.
Electivire (♂) Ability: Motor Drive Sig Move: Gaia Force
Spoiler:
Electivire and Magmortar can learn Hyper Beam, they want to experiment with that move to form a more powerful move. Electivire combines ThunderBolt with Hyper Beam as one, he keeps Hyper Beam in ball shape and use ThunderBolt to it to form a large ball. The ball was less weaker than Hyper Beam, it is formed together with ThunderBolt and they weaken each other. The ball is held by Electivire, he then releases more electricity from his wire tail to the ball to make it larger and the ball will then be thrown to the target. Type: Electric | BP: 100 | Accuracy: 95 Classification: Special Energy Modifier: 3 Effect: The user charges the electrical ball for an action, and launches it to the enemy the next action. Has 30% chance to paralyze the target (target = PAR).
Other than Single Battle, this move can be combined with Terra Force, and in that case, the power of these two moves is combined with 100% accuracy and is sure to inflict burn and paralyze the target (target = BRN + PAR). Both users recharge (1 action) after performing the combination attack. Usage Gap: Once per two rounds
Magmortar (♂) Ability: Flame Body Sig Move: Terra Force
Spoiler:
Electivire and Magmortar can learn Hyper Beam, they want to experiment with that move to form a more powerful move. Magmortar combines fire with Hyper Beam as one, he keeps Hyper Beam in ball shape and use Flamethrower to it to form a large ball. The ball was weaker than Hyper Beam, it is formed together with fire and they weaken each other. The ball is held by Magmortar, he then releases more fire from his cannon hands to the ball to make it larger and the ball will then be thrown to the target. Type: Fire | BP: 100 | Accuracy: 95 Classification: Special Energy Modifier: 3 Effect: The user charges the fire ball for an action, and launches it to the enemy the next action. Has 30% chance to burn the target (target = BRN).
Other than Single Battle, this move can be combined with Gaia Force, and in that case, the power of these two moves is combined with 100% accuracy and is sure to inflict burn and paralyze the target (target = BRN + PAR). Both users recharge (1 action) after performing the combination attack. Usage Gap: Once per two rounds
Toxicroak's red huge fingers are poisonous, she knows it. But she doesn't want to use it just to poison the opponents, she wants to use them for another purpose. Toxicroak is type of Pokemon that stays away from the enemy and learns her enemy's movement first. She seeks for the enemy's weak spot and she will focus her attack on that spot to stop the target from getting up again. Type: Fighting | BP: 80 | Accuracy: 100 Classification: Physical Energy Modifier: 2 Effect: Toxicroak jabs the foe's weak spot and there is 30% chance to paralyze the target (target = PAR). If Toxicroak has any clones during performing this move, the chance of paralyzing is increased by 10% per clone. Usage Gap: any time
Gundurr (♂) Ability: Sheer Force Obtain:PPRC Sig Move: Show Off!
Spoiler:
Gundur's body is full of steroids, his power and strength can't be doubted anymore. By looking at his muscles, females are sure to be attracted and they fall in love with him, while the other males are jealous of his body appearance. Type: Fighting | BP: - | Accuracy: 100 Classification: Status Energy Modifier: 10 Effect: The steroid monster shows off his muscle and strength to the enemy. This following effects active for the rest of the battle and stop when user's HP is 30 or less:
• If the target is a female, target falls in love with user (each time she moves, roll 1-5 with 1 or 2 results in doing nothing).
• If the target is male, target is jealous and taunted to attack recklessly (ATK + 2, ACC -2). Usage Gap: Once per Round as long as user still has 30 HP or more. Fails if user's HP is below 30.
Whoops...I didn't plan to HP in there...I'm just so distracted right now.
Okay I've made another edit. It just makes an attack. >< I THINK I GOT IT NOW...
Could you repost? I can't find your edit.
Quote:
Originally Posted by Foxamivalth
Electivire (♂) Ability: Motor Drive Sig Move: Gaia Force
Spoiler:
Electivire and Magmortar can learn Hyper Beam, they want to experiment with that move to form a more powerful move. Electivire combines ThunderBolt with Hyper Beam as one, he keeps Hyper Beam in ball shape and use ThunderBolt to it to form a large ball. The ball was less weaker than Hyper Beam, it is formed together with ThunderBolt and they weaken each other. The ball is held by Electivire, he then releases more electricity from his wire tail to the ball to make it larger and the ball will then be thrown to the target. Type: Electric | BP: 100 | Accuracy: 95 Classification: Special Energy Modifier: 3 Effect: The user charges the electrical ball for an action, and launches it to the enemy the next action. Has 30% chance to paralyze the target (target = PAR).
Other than Single Battle, this move can be combined with Terra Force, and in that case, the power of these two moves is combined with 100% accuracy and is sure to inflict burn and paralyze the target (target = BRN + PAR). Both users recharge (1 action) after performing the combination attack. Usage Gap: Once per two rounds
Magmortar (♂) Ability: Flame Body Sig Move: Terra Force
Spoiler:
Electivire and Magmortar can learn Hyper Beam, they want to experiment with that move to form a more powerful move. Magmortar combines fire with Hyper Beam as one, he keeps Hyper Beam in ball shape and use Flamethrower to it to form a large ball. The ball was weaker than Hyper Beam, it is formed together with fire and they weaken each other. The ball is held by Magmortar, he then releases more fire from his cannon hands to the ball to make it larger and the ball will then be thrown to the target. Type: Fire | BP: 100 | Accuracy: 95 Classification: Special Energy Modifier: 3 Effect: The user charges the fire ball for an action, and launches it to the enemy the next action. Has 30% chance to burn the target (target = BRN).
Other than Single Battle, this move can be combined with Gaia Force, and in that case, the power of these two moves is combined with 100% accuracy and is sure to inflict burn and paralyze the target (target = BRN + PAR). Both users recharge (1 action) after performing the combination attack. Usage Gap: Once per two rounds
Toxicroak's red huge fingers are poisonous, she knows it. But she doesn't want to use it just to poison the opponents, she wants to use them for another purpose. Toxicroak is type of Pokemon that stays away from the enemy and learns her enemy's movement first. She seeks for the enemy's weak spot and she will focus her attack on that spot to stop the target from getting up again. Type: Fighting | BP: 80 | Accuracy: 100 Classification: Physical Energy Modifier: 2 Effect: Toxicroak jabs the foe's weak spot and there is 30% chance to paralyze the target (target = PAR). If Toxicroak has any clones during performing this move, the chance of paralyzing is increased by 10% per clone. Usage Gap: any time
This doesn't make any sense. The clones aren't real... how could they influence the effectiveness of the move?
Gundurr (♂) Ability: Sheer Force Obtain:PPRC Sig Move: Show Off!
Spoiler:
Gundur's body is full of steroids, his power and strength can't be doubted anymore. By looking at his muscles, females are sure to be attracted and they fall in love with him, while the other males are jealous of his body appearance. Type: Fighting | BP: - | Accuracy: 100 Classification: Status Energy Modifier: 10 Effect: The steroid monster shows off his muscle and strength to the enemy. This following effects active for the rest of the battle and stop when user's HP is 30 or less:
• If the target is a female, target falls in love with user (each time she moves, roll 1-5 with 1 or 2 results in doing nothing).
• If the target is male, target is jealous and taunted to attack recklessly (ATK + 2, ACC -2). Usage Gap: Once per Round as long as user still has 30 HP or more. Fails if user's HP is below 30.
I really like this one, but I think it's a little overpowered in that 40% failure every turn until he loses enough HP is devastating. I'm willing to meet you halfway though: how about target is Attracted for one extra turn, which has a 40%, and then after that, it's a normal attraction which eventually wears off. In addition, these moves can't be used more than once per target per battle.
__________________
Or yet in wise old Ravenclaw
If you've a ready mind
Where those of wit and learning
Will always find their kind.
I'll abstain from voting for the time being because for some reason whenever I vote and then put up a sig at the same time mine gets overlooked (you jerks).
Type: Dual Steel/Flying | BP: 50 | Accuracy: 85 | Classification: Physical | Energy Modifier: 8
Description: Dagger was born on a Breeding farm to a kindly old caretaker who treated her charges every bit like a mother, right down to nightly bedtime stories. Dagger's favorite story was always of the legendary Skarmory Rogue, who used the unique nature of his feathers to become a Robin Hood figure, stealing food from humans to feed hungry wild Pokemon. Wanting to emulate her hero, Dagger managed to replicate one of his most famous techniques, flying daggers which turned into caltrops on impact. Her normal spikes attack works by breaking off parts of her feathers (which spontaneously grow back) and scattering them across the ground. Dagger has adapted the technique to work on its own, and on a time delay. With a single swipe of her wings, she sends two long, bladed silver feathers towards her opponent, pushing them forward with a burst of wind for extra force. On hitting the opponent, they shatter, leaving just the pointed tips to deal damage to the target. The remaining pieces are sent scattered by the force of the blow, similar to spikes but distinguished by being bladed rather than pointed.
Effects: Scatters caltrops after use. When a Pokémon on the target's party is released from their PokéBall, incoming Pokémon loses HP. If incoming Pokémon is 4x weak to Steel, 25 HP is lost. 2x weaK: 12. netural: 6. 2x resist: 3. 4x resist: 1.
Usage Gap: Three rounds. Only one layer of caltrops can be applied at a time.
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URPG/ASB Stats
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Last edited by Lord Fedora; 10-10-2011 at 01:53 PM.
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I'll abstain from voting for the time being because for some reason whenever I vote and then put up a sig at the same time mine gets overlooked (you jerks).
Type: Dual Steel/Flying | BP: 50 | Accuracy: 85 | Classification: Physical | Energy Modifier: 8
Description: Dagger was born on a Breeding farm to a kindly old caretaker who treated her charges every bit like a mother, right down to nightly bedtime stories. Dagger's favorite story was always of the legendary Skarmory Rogue, who used the unique nature of his feathers to become a Robin Hood figure, stealing food from humans to feed hungry wild Pokemon. Wanting to emulate her hero, Dagger managed to replicate one of his most famous techniques, flying daggers which turned into caltrops on impact. Her normal spikes attack works by breaking off parts of her feathers (which spontaneously grow back) and scattering them across the ground. Dagger has adapted the technique to work on its own, and on a time delay. With a single swipe of her wings, she sends two long, bladed silver feathers towards her opponent, pushing them forward with a burst of wind for extra force. On hitting the opponent, they shatter, leaving just the pointed tips to deal damage to the target. The remaining pieces are sent scattered by the force of the blow, similar to spikes but distinguished by being bladed rather than pointed.
Effects: Scatters caltrops after use. When a Pokémon on the target's party is released from their PokéBall, incoming Pokémon loses HP. If incoming Pokémon is 4x weak to Steel, 25 HP is lost. 2x weaK: 12. netural: 6. 2x resist: 3. 4x resist: 1.
Usage Gap: Three rounds. Only one layer of caltrops can be applied at a time.
Approved. [1/2]
Quote:
Originally Posted by Foxamivalth
Okay, for Toxicroak's, just make the PAR chance to 50% then? Or anything you suggest?
For Gundurr's, can you rephrase it for me? :/
I don't really get it.
Toxicroak: 50% is fine. Repost.
Gurdurr: The female side needs to be changed... it's too powerful. I suggest: inflicts IFT status and lasts for one more action with a 50% chance of not attacking.
__________________
Or yet in wise old Ravenclaw
If you've a ready mind
Where those of wit and learning
Will always find their kind.
[Hotspot] Chandelure (M)
Ability: Flash Fire
Stats: None
Signature Move: Phantom Mark: Blaze Control
Spoiler:
Type: Fire/Ghost | BP: NA | Accuracy: NA | Classification: Status | Energy Modifier: 10
Description: Chandelure are spirits of fire, best known for burning the souls of the unjust for sustenance. This is, however, a secondary aspect of their being. All Chandelures have the ability to become masters of fire. For Hotspot, this ability is absolutely his to share. By infusing ghostly energy with flames, he is able to form a mark, consisting of a large circle with four smaller circles surrounding it, connected by twisting lines, all out of purple flames. The mark, when placed on a target (or even himself) bestows a singificantly increased control of fire. While it cannot increase the power of fire attacks, or grant STAB to non-fire types, it does enable the marked to hit their target with fire attacks far more effectively. The mark fades over time, though, and can only be used every so often, due to the strain it places on Hotspot's soul.
Effects: Can be used on self. For the action after use, fire attacks by the target have 50% increased accuracy. This boost decreases by 10% with every action (40% on second action, 30% on third, etc). This effect will end after five actions, or when the user is switched out.
Usage Gap: Once per battle.
__________________
URPG/ASB Stats
98% of teens won't stand up for God. Repost this if you think that statistic is the most laughable thing ever.
My new AIM username is GrayFedora12. Do not respond or click on links from any IMs from LordKhajmer.
[Hotspot] Chandelure (M)
Ability: Flash Fire
Stats: None
Signature Move: Phantom Mark: Blaze Control
Spoiler:
Type: Fire/Ghost | BP: NA | Accuracy: NA | Classification: Status | Energy Modifier: 10
Description: Chandelure are spirits of fire, best known for burning the souls of the unjust for sustenance. This is, however, a secondary aspect of their being. All Chandelures have the ability to become masters of fire. For Hotspot, this ability is absolutely his to share. By infusing ghostly energy with flames, he is able to form a mark, consisting of a large circle with four smaller circles surrounding it, connected by twisting lines, all out of purple flames. The mark, when placed on a target (or even himself) bestows a singificantly increased control of fire. While it cannot increase the power of fire attacks, or grant STAB to non-fire types, it does enable the marked to hit their target with fire attacks far more effectively. The mark fades over time, though, and can only be used every so often, due to the strain it places on Hotspot's soul.
Effects: Can be used on self. For the action after use, fire attacks by the target have 50% increased accuracy. This boost decreases by 10% with every action (40% on second action, 30% on third, etc). This effect will end after five actions, or when the user is switched out.
Usage Gap: Once per battle.
Oh dear... I don't like when Nate uses colons...
Approved. [1/2]
__________________
Or yet in wise old Ravenclaw
If you've a ready mind
Where those of wit and learning
Will always find their kind.
Signature Move: Volcanic Volley Description: Garchomp learns a respectable amount of Fire-type moves. Garchomp, unfortunately, was a monster designed for 1vs1 combat - it is not a team player. This Garchomp, however, has been in training to work better as a team player. Rather than a single stream of flaming fury, Garchomp tilts its head at the sky, charging very hot, concentrated blasts of fire. Garchomp launches them into the air, one after the other. Due to the extra power being forced into each blast, Garchomp cannot aim, and rather, sends blasts into the air, hoping they hit their intended target. The possibility does exist that Garchomp's partner will be hit. Type: Fire Base Power: 60 Accuracy: 50 Classification: Special Energy Modifier: 4 Impact: All Pokémon outside of Ball except User Priority: 0 Effects: All Pokémon that are hit with this move are BRN. Usage Gap: Once every 3 rounds
__________________
Or yet in wise old Ravenclaw
If you've a ready mind
Where those of wit and learning
Will always find their kind.
Signature Move: Volcanic Volley Description: Garchomp learns a respectable amount of Fire-type moves. Garchomp, unfortunately, was a monster designed for 1vs1 combat - it is not a team player. This Garchomp, however, has been in training to work better as a team player. Rather than a single stream of flaming fury, Garchomp tilts its head at the sky, charging very hot, concentrated blasts of fire. Garchomp launches them into the air, one after the other. Due to the extra power being forced into each blast, Garchomp cannot aim, and rather, sends blasts into the air, hoping they hit their intended target. The possibility does exist that Garchomp's partner will be hit. Type: Fire Base Power: 60 Accuracy: 50 Classification: Special Energy Modifier: 4 Impact: All Pokémon outside of Ball except User Priority: 0 Effects: All Pokémon that are hit with this move are BRN. Usage Gap: Once every 3 rounds
Approved {1/2}
Sabi: All approved {2/2}
Fox: Magmortar and Electivire approved. {2/2}
__________________
URPG/ASB Stats
98% of teens won't stand up for God. Repost this if you think that statistic is the most laughable thing ever.
My new AIM username is GrayFedora12. Do not respond or click on links from any IMs from LordKhajmer.
Toxicroak: 50% is fine. Repost.
Gurdurr: The female side needs to be changed... it's too powerful. I suggest: inflicts IFT status and lasts for one more action with a 50% chance of not attacking.
That Gurdurr, only the female needs to be changed? And the male one lasts until Gurdurr's HP hit 30? :/ Sexist? :P
Toxicroak's red huge fingers are poisonous, she knows it. But she doesn't want to use it just to poison the opponents, she wants to use them for another purpose. Toxicroak is type of Pokemon that stays away from the enemy and learns her enemy's movement first. She seeks for the enemy's weak spot and she will focus her attack on that spot to stop the target from getting up again. Type: Fighting | BP: 80 | Accuracy: 100 Classification: Physical Energy Modifier: 0 Effect: Toxicroak jabs the foe's weak spot and there is 50% chance to paralyze the target (target = PAR). Usage Gap: any time
Tangrowth (♂) Ability: Leaf Guard Sig Move: Entangle
Spoiler:
What is inside Tangrowth? Only Tangrowth knows. To let other Pokemon know, Tangrowth entangles and traps the target into his vines and makes the target easier to be hit. Type: Grass | BP: 35 | Accuracy: 100 Classification: Physical/Status Energy Modifier: 10 Effect: Tangrowth catches the target and entangles it inside his vine. The target is trapped and can’t switch as long as Tangrowth is trapping it. The trapped target loses 2 HP at the end of each round. If Tangrowth is burnt, the trapped Pokemon is also burnt, if Tangrowth is poisoned, the trapped Pokemon is also poisoned, if Tangrowth is frozen, the trapped Pokemon is also frozen. When trapped, Fly, Bounce, Dig, Dive, or any other moves that leaves the field can’t be used, except Ghost Force. Using Fire, Electric, Water, Ice, and moves that splashes also hits the trapped target for 0.25 of the damaged dealt to Tangrowth. If Tangrowth is asleep, the trapped Pokemon has 50% chance to escape the vines. Pokemon that are larger than Tangrowth (height > 2 meter) has 30% chance to escape the vines at the end of each round and 100% chance to escape when Tangrowth is sleeping. This move works until it is stopped by Rapid Spin or user is switched. Usage Gap: when this move is not in effect.
Toxicroak's red huge fingers are poisonous, she knows it. But she doesn't want to use it just to poison the opponents, she wants to use them for another purpose. Toxicroak is type of Pokemon that stays away from the enemy and learns her enemy's movement first. She seeks for the enemy's weak spot and she will focus her attack on that spot to stop the target from getting up again. Type: Fighting | BP: 80 | Accuracy: 100 Classification: Physical Energy Modifier: 0 Effect: Toxicroak jabs the foe's weak spot and there is 50% chance to paralyze the target (target = PAR). Usage Gap: any time
Tangrowth (♂) Ability: Leaf Guard Sig Move: Entangle
Spoiler:
What is inside Tangrowth? Only Tangrowth knows. To let other Pokemon know, Tangrowth entangles and traps the target into his vines and makes the target easier to be hit. Type: Grass | BP: 35 | Accuracy: 100 Classification: Physical/Status Energy Modifier: 10 Effect: Tangrowth catches the target and entangles it inside his vine. The target is trapped and can’t switch as long as Tangrowth is trapping it. The trapped target loses 2 HP at the end of each round. If Tangrowth is burnt, the trapped Pokemon is also burnt, if Tangrowth is poisoned, the trapped Pokemon is also poisoned, if Tangrowth is frozen, the trapped Pokemon is also frozen. When trapped, Fly, Bounce, Dig, Dive, or any other moves that leaves the field can’t be used, except Ghost Force. Using Fire, Electric, Water, Ice, and moves that splashes also hits the trapped target for 0.25 of the damaged dealt to Tangrowth. If Tangrowth is asleep, the trapped Pokemon has 50% chance to escape the vines. Pokemon that are larger than Tangrowth (height > 2 meter) has 30% chance to escape the vines at the end of each round and 100% chance to escape when Tangrowth is sleeping. This move works until it is stopped by Rapid Spin or user is switched. Usage Gap: when this move is not in effect.
Hm. They both need usage gaps - at least one round for either one. Pend'ng.
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Vespiquen are of course queens of their hive, and Ambra was never one to leave hers without some form of bodyguard. In one of her combs where she keeps her Combee for using Defend Order, Heal Order, or Attack Order, she has another swarm used for something else. She calls onto these small Combee, purely for the defense of herself or others. These Combee either take a hit for their queen, or the queen’s right hand from any damage effects. If the queen herself is under status effects, the small swarm may act out on their own in order to avenge their beloved leader. Type: Bug Base Power: N/A Accuracy: 100 Classification: Status Energy Modifier: 10 Effects:
Lasts the entire battle
If this move is used while not under a status effect, there is a 30% chance of the Hive Call swarm preventing the additional effects of attacks, or blocking the effects of moves such as Confuse Ray or Thunder Wave targeted at either Ambra or her adjacent partner Pokémon.
While Ambra is under a status effect, and after using this move of her own will once before coming under a status effect, she can’t use this move on her own. Instead, every round Ambra is under a status effect, there is a 10% chance of one of the following happening:
The Hive Call swarm attacks the Pokémon that inflicted the status effect on Ambra. [Combee, Type: Bug/Flying Attack type: Bug BP: 20 Physical]
The Hive Call swarm swarms the Pokémon who inflicted the status, making a 50% chance of the Pokémon not competing an action that round. Usage Gap: Once per battle
Repost for paperfairy
Do you guys want me to repost the other ones that need a second approval as well?
EDIT: Nevermind saw Fedora's tiny mention in there.
Vespiquen are of course queens of their hive, and Ambra was never one to leave hers without some form of bodyguard. In one of her combs where she keeps her Combee for using Defend Order, Heal Order, or Attack Order, she has another swarm used for something else. She calls onto these small Combee, purely for the defense of herself or others. These Combee either take a hit for their queen, or the queen’s right hand from any damage effects. If the queen herself is under status effects, the small swarm may act out on their own in order to avenge their beloved leader. Type: Bug Base Power: N/A Accuracy: 100 Classification: Status Energy Modifier: 10 Effects:
Lasts the entire battle
If this move is used while not under a status effect, there is a 30% chance of the Hive Call swarm preventing the additional effects of attacks, or blocking the effects of moves such as Confuse Ray or Thunder Wave targeted at either Ambra or her adjacent partner Pokémon.
While Ambra is under a status effect, and after using this move of her own will once before coming under a status effect, she can’t use this move on her own. Instead, every round Ambra is under a status effect, there is a 10% chance of one of the following happening:
The Hive Call swarm attacks the Pokémon that inflicted the status effect on Ambra. [Combee, Type: Bug/Flying Attack type: Bug BP: 20 Physical]
The Hive Call swarm swarms the Pokémon who inflicted the status, making a 50% chance of the Pokémon not competing an action that round. Usage Gap: Once per battle
Repost for paperfairy
Do you guys want me to repost the other ones that need a second approval as well?
EDIT: Nevermind saw Fedora's tiny mention in there.
Now approved Sabi. [1/2]
__________________
Or yet in wise old Ravenclaw
If you've a ready mind
Where those of wit and learning
Will always find their kind.