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ASB: Headquarters The 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.


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  #376  
Old 04-14-2012, 01:10 AM
5TailedDemonLizard's Avatar
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Location: Post-Apocalyptic Berlin
Posts: 3,526
Default Re: Signature and Tutored Moves


[Nacht] Honchkrow (Male)
Ability: Super Luck
Obtained: Adoption Center
Evolved:Evolution Dojo

Sig Move: Master's Call

Being a Honchkrow, Nacht has the ability to summon a few of his Murkrow cronies to do his dirty work. Letting out a sharp and loud cry, Nacht spreads his wings as if summoning his followers. Several are always nearby, and will hear his call. Anywhere from two to five Murkow will appear around him, ready to do his bidding. The Murkrow will snap and claw at the opponent for up to five actions, inflicting damage. Once their master is satisfied, they will flee and never return again.

Type: Dark
BP: 25
Accuracy: 95%
Classification: Physical
Energy Modifier: 13% (Can raise if this is not enough)
Effect: *Roll 1-5 where 1,2 = 2 Murkrow. 3 = 3 Murkrow, ect.* *Roll 1-5, where 1 = one action, 2 = 2 actions, ect.* These Murkrow attack the foe for up to five actions, dealing 5% damage each at the end of every action. If these Murkrow are the target of an attack, they disappear instantly.
Usage Gap: Once per battle
Target: Singular Foe
Priority: 2

Just wanted to see if I could actually make something worthwhile. Tell me what I need to change, if anything!!
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"Flying is learning to throw yourself at the ground and miss."

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  #377  
Old 04-14-2012, 01:35 AM
Velocity's Avatar
Velocity Offline
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Location: The Land of Night and Magic
Posts: 2,758
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by 5TailedDemonLizard View Post

[Nacht] Honchkrow (Male)
Ability: Super Luck
Obtained: Adoption Center
Evolved:Evolution Dojo

Sig Move: Master's Call

Being a Honchkrow, Nacht has the ability to summon a few of his Murkrow cronies to do his dirty work. Letting out a sharp and loud cry, Nacht spreads his wings as if summoning his followers. Several are always nearby, and will hear his call. Anywhere from two to five Murkow will appear around him, ready to do his bidding. The Murkrow will snap and claw at the opponent for up to five actions, inflicting damage. Once their master is satisfied, they will flee and never return again.

Type: Dark
BP: 25
Accuracy: 95%
Classification: Physical
Energy Modifier: 13% (Can raise if this is not enough)
Effect: *Roll 1-5 where 1,2 = 2 Murkrow. 3 = 3 Murkrow, ect.* *Roll 1-5, where 1 = one action, 2 = 2 actions, ect.* These Murkrow attack the foe for up to five actions, dealing 5% damage each at the end of every action. If these Murkrow are the target of an attack, they disappear instantly.
Usage Gap: Once per battle
Target: Singular Foe
Priority: 2

Just wanted to see if I could actually make something worthwhile. Tell me what I need to change, if anything!!
I'm confused as to why the BP is 25 when the Murkrow always deal 5% damage. Does this attack deal damage independently of the Murkrow or something? Provided it doesn't, everything else is fine.
__________________
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And in the end found this world altogether lacking.

Thanks, Speed and Dino and also Speed! :D
  #378  
Old 04-14-2012, 01:42 AM
5TailedDemonLizard's Avatar
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Velocity View Post
I'm confused as to why the BP is 25 when the Murkrow always deal 5% damage. Does this attack deal damage independently of the Murkrow or something? Provided it doesn't, everything else is fine.
I honestly don't know why I put that there. I think I was writing something else. The Murkrow are the only things that deal damage, so should the BP be 0?
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  #379  
Old 04-14-2012, 03:34 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by 5TailedDemonLizard View Post
I honestly don't know why I put that there. I think I was writing something else. The Murkrow are the only things that deal damage, so should the BP be 0?
It should be something like N/A.
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I laughed, I cried, I testified;
And in the end found this world altogether lacking.

Thanks, Speed and Dino and also Speed! :D
  #380  
Old 04-14-2012, 03:50 AM
5TailedDemonLizard's Avatar
5TailedDemonLizard Offline
 
Join Date: Aug 2008
Location: Post-Apocalyptic Berlin
Posts: 3,526
Default Re: Signature and Tutored Moves


[Nacht] Honchkrow (Male)
Ability: Super Luck
Obtained: Adoption Center
Evolved:Evolution Dojo

Sig Move: Master's Call

Being a Honchkrow, Nacht has the ability to summon a few of his Murkrow cronies to do his dirty work. Letting out a sharp and loud cry, Nacht spreads his wings as if summoning his followers. Several are always nearby, and will hear his call. Anywhere from two to five Murkow will appear around him, ready to do his bidding. The Murkrow will snap and claw at the opponent for up to five actions, inflicting damage. Once their master is satisfied, they will flee and never return again.

Type: Dark
BP: N/A
Accuracy: 95%
Classification: Physical
Energy Modifier: 13%
Effect: *Roll 1-5 where 1,2 = 2 Murkrow. 3 = 3 Murkrow, ect.* *Roll 1-5, where 1 = one action, 2 = 2 actions, ect.* These Murkrow attack the foe for up to five actions, dealing 5% damage per Murkrow at the end of every action. If these Murkrow are the target of an attack, they disappear instantly.
Usage Gap: Once per battle
Target: Singular Foe
Priority: 2

Made that change, everything look okay?
__________________

GCeA Blue|GCeA Silver

"Flying is learning to throw yourself at the ground and miss."

^Please click my eggs^

Click here for my other links!


  #381  
Old 04-14-2012, 03:53 AM
Velocity's Avatar
Velocity Offline
ASB Official
 
Join Date: Aug 2008
Location: The Land of Night and Magic
Posts: 2,758
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by 5TailedDemonLizard View Post

[Nacht] Honchkrow (Male)
Ability: Super Luck
Obtained: Adoption Center
Evolved:Evolution Dojo

Sig Move: Master's Call

Being a Honchkrow, Nacht has the ability to summon a few of his Murkrow cronies to do his dirty work. Letting out a sharp and loud cry, Nacht spreads his wings as if summoning his followers. Several are always nearby, and will hear his call. Anywhere from two to five Murkow will appear around him, ready to do his bidding. The Murkrow will snap and claw at the opponent for up to five actions, inflicting damage. Once their master is satisfied, they will flee and never return again.

Type: Dark
BP: N/A
Accuracy: 95%
Classification: Physical
Energy Modifier: 13%
Effect: *Roll 1-5 where 1,2 = 2 Murkrow. 3 = 3 Murkrow, ect.* *Roll 1-5, where 1 = one action, 2 = 2 actions, ect.* These Murkrow attack the foe for up to five actions, dealing 5% damage per Murkrow at the end of every action. If these Murkrow are the target of an attack, they disappear instantly.
Usage Gap: Once per battle
Target: Singular Foe
Priority: 2

Made that change, everything look okay?
Approv'd!
__________________
I laughed, I cried, I testified;
And in the end found this world altogether lacking.

Thanks, Speed and Dino and also Speed! :D
  #382  
Old 04-15-2012, 01:53 AM
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Join Date: Nov 2010
Location: My neural circuits
Posts: 683
Default Re: Signature and Tutored Moves

[Sol] Volcarona (m)
Ability: Flame Body

Move: Solar Soul

Volcarona used to be used as suns when volcanic ash blocked the sky. Sol can call on this power once in a battle: he can increase the heat of his body and glow, acting a sun for the battle. Of course, should the opponent touch Sol, they could very easily get burned; after all, Sol is literally burning up.

Type: Fire
BP: n/a
Accuracy: n/a
Classifcation: Status
Energy Mod: 15%
Effect:
a. Uncancelable sun until Sol is returned to his ball (healthy or fainted)
b. Flame Body buff to 50% burn chance.
Usage Gap: Once a Battle
Target: Field
Priority: 0
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  #383  
Old 04-15-2012, 02:05 AM
Velocity's Avatar
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by narphoenix View Post
[Sol] Volcarona (m)
Ability: Flame Body

Move: Solar Soul

Volcarona used to be used as suns when volcanic ash blocked the sky. Sol can call on this power once in a battle: he can increase the heat of his body and glow, acting a sun for the battle. Of course, should the opponent touch Sol, they could very easily get burned; after all, Sol is literally burning up.

Type: Fire
BP: n/a
Accuracy: n/a
Classifcation: Status
Energy Mod: 15%
Effect:
a. Uncancelable sun until Sol is returned to his ball (healthy or fainted)
b. Flame Body buff to 50% burn chance.
Usage Gap: Once a Battle
Target: Field
Priority: 0
Hm, simple yet inventive. I like it! Approv'd.
__________________
I laughed, I cried, I testified;
And in the end found this world altogether lacking.

Thanks, Speed and Dino and also Speed! :D
  #384  
Old 04-25-2012, 10:24 PM
Saraibre Ryu's Avatar
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Join Date: Jan 2007
Location: Voids of my mind
Posts: 6,530
Default Re: Signature and Tutored Moves


Obelisk the Rhyperior [M]
Ability: Solid Rock
Sig Move: Shale Shot
Description:Obelisk learned the ways of long range warfare after he leared the usefulness of Rock Blast and Rock Wrecker. However Rhyperior are slow and Obelisk was a Pokemon that was one hell of a sharpshooter, and wanted some edge on his flying, much more speedier foes. By putting in a sharp piece of shale in his hands, and keeping thm for the right moment, Obelisk uses his sharpshooting skills to fire that sharp piece of shale into the opponent at incredible speeds that may stagger his opponent. The shot is so fast that it outspeeds the average speed of avians and those faster than him, and often quite precise.
Type: Rock
Base Power: 80
Accuracy: 100%
Classification: Physical
Energy Modifier: 2
Impact: Single Target
Priority: +1
Effects: 25% chance of causing flinching
Usage Gap: Once per 2 rounds


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Last edited by Saraibre Ryu; 04-25-2012 at 10:54 PM.
  #385  
Old 04-25-2012, 10:50 PM
Dino's Avatar
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post

Obelisk the Rhyperior [M]
Ability: Solid Rock
Sig Move: Shale Shot
Description:Obelisk learned the ways of long range warfare after he leared the usefulness of Rock Blass and Rock Wrecker. However Rhyperior are slow and Obelisk was a Pokemon that was one hell of a sharpshooter, and wanted some edge on his flying, much more speedier foes. By putting in a sharp piece of shale in his hands, and keeping thm for the right moment, Obelisk uses his sharpshooting skills to fire that sharp piece of shale into the opponent at incredible speeds that may stagger his opponent. The shot is so fast that it outspeeds the average speed of avians and those faster than him, and often quite precise.
Type: Rock
Base Power: 80
Accuracy: 100%
Classification: Physical
Energy Modifier: 2
Impact: Single Target
Priority: +1
Effects: 25% chance of causing flinching
Usage Gap: Once per 2 rounds

Approved.

[1/2]
(Since your going to be posting this you might want to fix *Rock Blast)
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Last edited by Dino; 04-25-2012 at 10:55 PM.
  #386  
Old 04-25-2012, 10:53 PM
Saraibre Ryu's Avatar
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Join Date: Jan 2007
Location: Voids of my mind
Posts: 6,530
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Dino View Post

Approved.


(Since your going to be posting this you might want to fix *Rock Blast)
I totally did not notice that...darn you typo...

Still need the usual 2 approvals for the move to be legally used?
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  #387  
Old 04-25-2012, 11:00 PM
Dino's Avatar
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post
I totally did not notice that...darn you typo...

Still need the usual 2 approvals for the move to be legally used?

Yes, I do believe that is still the case.
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  #388  
Old 04-26-2012, 12:22 AM
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Posts: 683
Default Re: Signature and Tutored Moves

Would be nice if I got my second approval...
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  #389  
Old 04-26-2012, 01:16 AM
Velocity's Avatar
Velocity Offline
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Join Date: Aug 2008
Location: The Land of Night and Magic
Posts: 2,758
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post

Obelisk the Rhyperior [M]
Ability: Solid Rock
Sig Move: Shale Shot
Description:Obelisk learned the ways of long range warfare after he leared the usefulness of Rock Blast and Rock Wrecker. However Rhyperior are slow and Obelisk was a Pokemon that was one hell of a sharpshooter, and wanted some edge on his flying, much more speedier foes. By putting in a sharp piece of shale in his hands, and keeping thm for the right moment, Obelisk uses his sharpshooting skills to fire that sharp piece of shale into the opponent at incredible speeds that may stagger his opponent. The shot is so fast that it outspeeds the average speed of avians and those faster than him, and often quite precise.
Type: Rock
Base Power: 80
Accuracy: 100%
Classification: Physical
Energy Modifier: 2
Impact: Single Target
Priority: +1
Effects: 25% chance of causing flinching
Usage Gap: Once per 2 rounds


Approv'd.
__________________
I laughed, I cried, I testified;
And in the end found this world altogether lacking.

Thanks, Speed and Dino and also Speed! :D
  #390  
Old 04-26-2012, 03:07 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by narphoenix View Post
[Sol] Volcarona (m)
Ability: Flame Body

Move: Solar Soul

Volcarona used to be used as suns when volcanic ash blocked the sky. Sol can call on this power once in a battle: he can increase the heat of his body and glow, acting a sun for the battle. Of course, should the opponent touch Sol, they could very easily get burned; after all, Sol is literally burning up.

Type: Fire
BP: n/a
Accuracy: n/a
Classifcation: Status
Energy Mod: 15%
Effect:
a. Uncancelable sun until Sol is returned to his ball (healthy or fainted)
b. Flame Body buff to 50% burn chance.
Usage Gap: Once a Battle
Target: Field
Priority: 0
Approved.
[2/2]
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