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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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  #466  
Old 01-31-2013, 02:23 AM
Neku Sakuraba's Avatar
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Default Re: Signature and Tutored Moves

[Kazoku] Houndoom (M)
Ability: Flash Fire
Signature Move: Dawn Cry - Ancient Flames
Spoiler:
It is said that when dawn arrives, a Houndour will howl a special cry to claim it's territory. Even Kazoku knows this. However, he's taken the cry a step further. Ancient tribes of Houndour and Houndoom have mastered the cry to create a special barrier made of flames around them and to boost efficiency of their attacks. Touching the fire shield is a bad idea to enemies, giving them scorching pain that can seem like it lasts for an eternity. With such a good technique, leaves consequences, however. Kazoku's fire power drops immensely, not being a good idea to use them for a few turns.

Kazoku performs this by unleashing a burst of fire and a burst of darkness into the air, to give the arena a dawn-like effect. Now, here comes the hard part, as depicted from stone slabs showing drawing: Kazoku must repeatedly draw the fire symbol and dark symbol all around him, to show he is willing to accept the power and it' consequences. Once drawn, he must use a move of the type fire on the fire symbols and a move of the type dark on the dark symbols. Once completed, an Inferno-like effect will cover Kazoku. Once subsiding, a shield will be left around him, made of fire and darkness.

Type: Fire/Dark
Base Power: --
Accuracy: 100%
Classification: Status
Energy Modifier: 20
Impact: Single, Self
Priority: 1
Effects: For two rounds, Kazoku's Fire type moves damage is boosted by 40%. Damage caused by his Dark type moves are boosted by 20%. For two more rounds, Kazoku's Fire type moves are now halfed and Dark type moves are reduced by a third. While Fire and Dark type move damage is boosted, a shield is covered around him for one round. If any physical contact is made while the shield is up, there is a 40% chance the attacker will be burned. Once the time has passed, damage caused by Fire-type moves are halved (50%). Damage caused by Dark-type moves are decreased by 20%
Usage Gap: Once per battle


Reposting this because everyone has forgotten about this poor hellhound.
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Last edited by Neku Sakuraba; 01-31-2013 at 03:02 AM.
  #467  
Old 01-31-2013, 03:30 AM
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Default Re: Signature and Tutored Moves


Volcano [Cyndaquil] (M)
Ability: Blaze
Obtained: Starter

Signature Move: Solar Punch
Spoiler:

Cyndaquil love basking in the sun, for hours even. This one learned how to make use of it. When the conditions are normal, or it is sunny, Volcano can absorb the sun and concentrate it to maximum levels, releasing the energy with his fists. This speedy punch is close-range, meaning Volcano is left vulnerable if it misses. If the attack misses, Volcano's defenses are lowered two stages for one turn. May cause flinching.

Type: Grass
Base Power: 75
Accuracy: 90%
Classification: Physical
Energy Modifier: 5
Impact: Adjacent opponent(s).
Priority: None [0]
Effects: Defenses are lowered two stages if the attack misses for one turn. Add 25 base power in Sunny weather. Cannot be used during Rain, Hail, or Sandstorm weather.
1-90: No Flinch
91-100: Flinch
Usage Gap: None. The move cannot be used in Rain.



Gobi [Krookodile] (F)
Ability: Moxie
Obtained: UPD

Signature Move: Sky Claw
Spoiler:

The desert is known for it's sandstorms and sand streams. But what's the cause for such raging sand? Fierce winds. Gobi remembers the hardships of stinging sands. She slowly mastered the winds with her claws, able to take down any opponent with them. Gobi, now a Krookodile, knows how to use the wind, and she's not afraid to.

Type: Flying
Base Power: 75
Accuracy: 95%
Classification: Physical
Energy Modifier: 15
Impact: Adjacent opponent(s).
Priority: None [0]
Effects: Gobi slashes her opponents with claws of flying energy. The force may scare the target into flinching. Add 20 base power if in a Sandstorm.
1-80: No Flinch
81-100: Flinch
Usage Gap: Every other round.
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  #468  
Old 02-09-2013, 01:41 AM
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Default Re: Signature and Tutored Moves



[Sabaku Doragon] Trapinch (M)
Ability: Hyper Cutter
Obtained: [Fedora's Birthday]
Signature Move: Desert Pit
Spoiler:
Trapinch naturally dig pits in the desert to trap it's prey at the bottom. This had helped in the wild until Lord Fedora took him, gave him to Jenn who which gave it to me until he had trouble with battles. He seemed to not be able to attack his enemies like he could inside pits. So, he developed a plan.

Sabaku Doragon (S.D.) digs a pit as he would in the wild. However, this one can be gotten out of. SD just loves to watch his opponents crawl out in pain. Back to the move. He then proceeds to cover up the pit to hid it. Taunting the opponent so he/she/it could come towards him, the cover breaks, trapping the foe. Now, for a while, SD can attack without missing.

Type: Ground
BP: ---
Accuracy: 100%
Classification: Special
Energy Mod: 15
Impact: Single Target
Priority: 2
Effects: SD creates a hole to trap the opponent in. Once the foe falls into the hole, he/she/it is trapped for four actions. No moves can be used except for the following:

-Moonlight
-Sunny Day
-Rain Dance
-Hail
-Recover
-Morning Sun
-Chill

In short, any move that boosts stats only. As well as ones that can lower stats. All moves that SD uses on the opponent successfully hit unless they have no effect on the Pokemon. This move cannot be used on other Ground type Pokemon, seeing as they could dig a tunnel out of there. This does not work on Flying type Pokemon either unless they are somehow grounded.
Usage Gap: Once per battle


=3
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  #469  
Old 02-09-2013, 02:51 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Latio-Nytro View Post
Pandora (Female Froslass)
Moody
Sig Move: N/A
Tutor Move: N/A
Adopted from the Adoption Center.
Evolved at the Evolution Dojo
Changed Ability from Snow Cloak to Moody at the Pokemon Development Facility.

NEW SIGGY: Flash Freeze
Spoiler:
Description: How does one weaponize freezing breath in a battle? Froslass, by nature, can freeze pray with -58 degree Fahrenheit breath.

However, before she DID battle with anyone, she figured out that she REALLY hated such moves that got to her before she could move herself. Priority Moves, they were called, like Aqua Jet, Quick Attack, Vaccum Wave...She was irritated by such annoyances. Especially Shadow Sneak, a Ghost-Type Move that quite frankly hurt a lot. How did she overcome them? Simple. By being faster, immobilizing them, and proceeding to obliterate it. She honed her icy breath, channeling it forward to freeze targets at speeds to prevent Priority moves being a factor. It took a few weeks, but success was inevitable when she got a Pokemon starting to use Quick Attack (with little visible warning beforehand) Frozen before it moved. Success.

This move is simple to describe: Pandora unleashes frosty breath from her mouth (*Le gasp!*) at speeds that outstrip such annoyances as Quick Attack. Whatever her target is, it will be frozen, immobile, a sitting duck: Perfect for rapid hits with any kind of attack. She loves this move...Though it makes her think of food, considering this IS the way all Froslass find and immobilize prey.

Type: Ice
Base Power: What is this nonsense? Flash Freeze is of no power.
Accuracy: 90%
Classification: Status.
Energy Mod: 7%
Priority: 2
Effect: Target is Frozen. Really. That's it. Ice Types and any Pokemon with Magma Armor are immune to this attack.
Usage Gap: She can't use this for two rounds after the Pokemon targeted Thaws out-or just two rounds if she misses. For anything resembling a justification, Froslass kind of control the cold they release-if it's unsatisfactorily done (misses), Pandora may recharge quicker, but she'll want to keep the Pokemon Frozen if it hits.


Pandora, you must have a SIGNATURE MOVE! This shall be it.
...Yhea, I just re-posted this because everyone seemed to forget. Approves, please?
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Last edited by Latio-Nytro; 02-09-2013 at 02:54 AM.
  #470  
Old 02-09-2013, 02:00 PM
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Default Re: Signature and Tutored Moves

*Cracks knuckles*

Quote:
Quote:
Originally Posted by Latio-Nytro View Post
Pandora (Female Froslass)
Moody
Sig Move: N/A
Tutor Move: N/A
Adopted from the Adoption Center.
Evolved at the Evolution Dojo
Changed Ability from Snow Cloak to Moody at the Pokemon Development Facility.

NEW SIGGY: Flash Freeze
Spoiler:
Description: How does one weaponize freezing breath in a battle? Froslass, by nature, can freeze pray with -58 degree Fahrenheit breath.

However, before she DID battle with anyone, she figured out that she REALLY hated such moves that got to her before she could move herself. Priority Moves, they were called, like Aqua Jet, Quick Attack, Vaccum Wave...She was irritated by such annoyances. Especially Shadow Sneak, a Ghost-Type Move that quite frankly hurt a lot. How did she overcome them? Simple. By being faster, immobilizing them, and proceeding to obliterate it. She honed her icy breath, channeling it forward to freeze targets at speeds to prevent Priority moves being a factor. It took a few weeks, but success was inevitable when she got a Pokemon starting to use Quick Attack (with little visible warning beforehand) Frozen before it moved. Success.

This move is simple to describe: Pandora unleashes frosty breath from her mouth (*Le gasp!*) at speeds that outstrip such annoyances as Quick Attack. Whatever her target is, it will be frozen, immobile, a sitting duck: Perfect for rapid hits with any kind of attack. She loves this move...Though it makes her think of food, considering this IS the way all Froslass find and immobilize prey.

Type: Ice
Base Power: What is this nonsense? Flash Freeze is of no power.
Accuracy: 90%
Classification: Status.
Energy Mod: 7%
Priority: 2
Effect: Target is Frozen. Really. That's it. Ice Types and any Pokemon with Magma Armor are immune to this attack.
Usage Gap: She can't use this for two rounds after the Pokemon targeted Thaws out-or just two rounds if she misses. For anything resembling a justification, Froslass kind of control the cold they release-if it's unsatisfactorily done (misses), Pandora may recharge quicker, but she'll want to keep the Pokemon Frozen if it hits.


Pandora, you must have a SIGNATURE MOVE! This shall be it.
...Yhea, I just re-posted this because everyone seemed to forget. Approves, please?
Good to go. [2/2]

Quote:
Originally Posted by Typhlosion Explosion View Post

Volcano [Cyndaquil] (M)
Ability: Blaze
Obtained: Starter

Signature Move: Solar Punch
Spoiler:

Cyndaquil love basking in the sun, for hours even. This one learned how to make use of it. When the conditions are normal, or it is sunny, Volcano can absorb the sun and concentrate it to maximum levels, releasing the energy with his fists. This speedy punch is close-range, meaning Volcano is left vulnerable if it misses. If the attack misses, Volcano's defenses are lowered two stages for one turn. May cause flinching.

Type: Grass
Base Power: 75
Accuracy: 90%
Classification: Physical
Energy Modifier: 5
Impact: Adjacent opponent(s).
Priority: None [0]
Effects: Defenses are lowered two stages if the attack misses for one turn. Add 25 base power in Sunny weather. Cannot be used during Rain, Hail, or Sandstorm weather.
1-90: No Flinch
91-100: Flinch
Usage Gap: None. The move cannot be used in Rain.



Gobi [Krookodile] (F)
Ability: Moxie
Obtained: UPD

Signature Move: Sky Claw
Spoiler:

The desert is known for it's sandstorms and sand streams. But what's the cause for such raging sand? Fierce winds. Gobi remembers the hardships of stinging sands. She slowly mastered the winds with her claws, able to take down any opponent with them. Gobi, now a Krookodile, knows how to use the wind, and she's not afraid to.

Type: Flying
Base Power: 75
Accuracy: 95%
Classification: Physical
Energy Modifier: 15
Impact: Adjacent opponent(s).
Priority: None [0]
Effects: Gobi slashes her opponents with claws of flying energy. The force may scare the target into flinching. Add 20 base power if in a Sandstorm.
1-80: No Flinch
81-100: Flinch
Usage Gap: Every other round.
Looks pretty good to me. [1/2] for each.

Quote:
Originally Posted by Neku Sakuraba View Post
[Kazoku] Houndoom (M)
Ability: Flash Fire
Signature Move: Dawn Cry - Ancient Flames
Spoiler:
It is said that when dawn arrives, a Houndour will howl a special cry to claim it's territory. Even Kazoku knows this. However, he's taken the cry a step further. Ancient tribes of Houndour and Houndoom have mastered the cry to create a special barrier made of flames around them and to boost efficiency of their attacks. Touching the fire shield is a bad idea to enemies, giving them scorching pain that can seem like it lasts for an eternity. With such a good technique, leaves consequences, however. Kazoku's fire power drops immensely, not being a good idea to use them for a few turns.

Kazoku performs this by unleashing a burst of fire and a burst of darkness into the air, to give the arena a dawn-like effect. Now, here comes the hard part, as depicted from stone slabs showing drawing: Kazoku must repeatedly draw the fire symbol and dark symbol all around him, to show he is willing to accept the power and it' consequences. Once drawn, he must use a move of the type fire on the fire symbols and a move of the type dark on the dark symbols. Once completed, an Inferno-like effect will cover Kazoku. Once subsiding, a shield will be left around him, made of fire and darkness.

Type: Fire/Dark
Base Power: --
Accuracy: 100%
Classification: Status
Energy Modifier: 20
Impact: Single, Self
Priority: 1
Effects: For two rounds, Kazoku's Fire type moves damage is boosted by 40%. Damage caused by his Dark type moves are boosted by 20%. For two more rounds, Kazoku's Fire type moves are now halfed and Dark type moves are reduced by a third. While Fire and Dark type move damage is boosted, a shield is covered around him for one round. If any physical contact is made while the shield is up, there is a 40% chance the attacker will be burned. Once the time has passed, damage caused by Fire-type moves are halved (50%). Damage caused by Dark-type moves are decreased by 20%
Usage Gap: Once per battle


Reposting this because everyone has forgotten about this poor hellhound.
Cool. [1/2]

Quote:
Originally Posted by Neku Sakuraba View Post


[Sabaku Doragon] Trapinch (M)
Ability: Hyper Cutter
Obtained: [Fedora's Birthday]
Signature Move: Desert Pit
Spoiler:
Trapinch naturally dig pits in the desert to trap it's prey at the bottom. This had helped in the wild until Lord Fedora took him, gave him to Jenn who which gave it to me until he had trouble with battles. He seemed to not be able to attack his enemies like he could inside pits. So, he developed a plan.

Sabaku Doragon (S.D.) digs a pit as he would in the wild. However, this one can be gotten out of. SD just loves to watch his opponents crawl out in pain. Back to the move. He then proceeds to cover up the pit to hid it. Taunting the opponent so he/she/it could come towards him, the cover breaks, trapping the foe. Now, for a while, SD can attack without missing.

Type: Ground
BP: ---
Accuracy: 100%
Classification: Special
Energy Mod: 15
Impact: Single Target
Priority: 2
Effects: SD creates a hole to trap the opponent in. Once the foe falls into the hole, he/she/it is trapped for four actions. No moves can be used except for the following:

-Moonlight
-Sunny Day
-Rain Dance
-Hail
-Recover
-Morning Sun
-Chill

In short, any move that boosts stats only. As well as ones that can lower stats. All moves that SD uses on the opponent successfully hit unless they have no effect on the Pokemon. This move cannot be used on other Ground type Pokemon, seeing as they could dig a tunnel out of there. This does not work on Flying type Pokemon either unless they are somehow grounded.
Usage Gap: Once per battle


=3
I'm a little sketchy on this one. First, why shouldn't any Pokemon knowing Dig be able to dig out of a hole? And the moves you listed are not stat boosting moves, but recovery and weather moves. If you want the only moves usable to be status moves, just say so. Pending.

If anyone else has moves waiting on an approval, please send me a VM and I'll get you taken care of!
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  #471  
Old 02-09-2013, 08:12 PM
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Default Re: Signature and Tutored Moves

Hammuhyd (Male Gabite)
Sand Veil
Sig Move: N/A
Tutor Move: N/A
Obtained as Starter.
Evolved at the Evolution Dojo

NEW SIGGY: Predator's Ocular
Spoiler:
Description: A predator learns to survive by killing prey. Prey learn to survive by either being too tough to dare attack or too fast to dare hit. If a predator cannot adapt to the speed and resilience of his foe, it will surely die out as a species. So a predator adapts.

For Hammuhyd, his adaption was a keener eye than most of his kind. Indeed, a very, very keen eye. He has a knack of picking out details, some almost invisible to the (typically) untrained eye of his kindred species. Of course, it would have to be taken a step further to be useful: Just because a sharp eye exists doesn't mean it will serve a purpose unless its trained to spot certain things. In this case, the most important, most vulnerable, and most dangerous to hit spot on the targets body, using similar characteristics, a good grasp on biology, and a predator's instincts to pick them out.

In battle, in order to use this, Hammuhyd must pick a singular target. It doesn't exactly appear as if he's doing anything other than vigorously inspecting the foe he targets-he doesn't move himself, but rather, simply examines exactly who his foe is-and where it would best be nailed. It would appear that there aren't any immediate consequences: He just looked at you. In all aspects, it would appear as if he wasted a turn doing nothing. However, his immediate next move proves this theory ultimately wrong: the next attack he does homes in on his target, almost magnetically, and automatically hits that hugely vulnerable critical point. It doesn't end there: For a good time afterwards, that point is going to stick in Hammuhyd's head and he will have a terribly easier time hitting them, further allowing for his opponent to hate on the Land Shark as he attempts to brutally shred you into his next Christmas ribbons. Clones might interfere at first, but Hammuhyd's training can allow for him to identify the real one...It's a bit more tedious, though.

Type: Normal (Why would it be anything else?)
BP:...You're joking, right?
Accuracy: 100%
Classification: Status
Energy Mod: +9% to the next used attack. On top of that, +2% for each clone of the target on the field, if any.
Priority: 0
Effect: Next action, Hammuhyd is guaranteed to land a critical hit on the enemy with any physical move (IE, Earthquake, Dragon Rush). This effect does not work if the move is a status move or a special move, but the energy cost still applies. This effect identifies clones on the field and will target the real user, regardless of the move used after Predator's Ocular. After Predator's Ocular is used, Hammuhyd also has his critical hit level raised by two (Like if it used Focus Energy). this effect is also regardless of the move used after Predator's Ocular, but this effect immediately wears off once the opponent leaves the field.
Usage Gap: 2 Rounds after the opponent targeted leaves the field.


...OK, hoping for approval. Or alternatively, what I should edit to gain approval.
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  #472  
Old 02-12-2013, 02:01 AM
Neku Sakuraba's Avatar
Neku Sakuraba Offline
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Default Re: Signature and Tutored Moves

Thanks for pointing that out, Velo. First, I originally meant status moves like you said. Also, moves like Growl, Leer, whatever else that changes stats. I wasn't sure if those were status or not for some reason, given I can derp. A lot at some points. Anyways, moves that don't exactly require the user to move around a lot like Scratch and the such. Second, Dig would cause the tunnel to collapse a little bit, trapping the Dig user more. I wasn't sure if that should be in there, given it would completely be a game breaker. Anyways, listed below is the edited version. Tell me if I should change more!


[Sabaku Doragon] Trapinch (M)
Ability: Hyper Cutter
Obtained: [Fedora's Birthday]
Signature Move: Desert Pit
Spoiler:
Trapinch naturally dig pits in the desert to trap it's prey at the bottom. This had helped in the wild until Lord Fedora took him, gave him to Jenn who which gave it to me until he had trouble with battles. He seemed to not be able to attack his enemies like he could inside pits. So, he developed a plan.

Sabaku Doragon (S.D.) digs a pit as he would in the wild. However, this one can be gotten out of. SD just loves to watch his opponents crawl out in pain. Back to the move. He then proceeds to cover up the pit to hid it. Taunting the opponent so he/she/it could come towards him, the cover breaks, trapping the foe. Now, for a while, SD can attack without missing.

Type: Ground
BP: ---
Accuracy: 100%
Classification: Special
Energy Mod: 15
Impact: Single Target
Priority: 2
Effects: SD creates a hole to trap the opponent in. Once the foe falls into the hole, he/she/it is trapped for four actions. No moves can be used except for the following:

-Moonlight
-Sunny Day
-Rain Dance
-Hail
-Recover
-Morning Sun
-Chill

In short, any move that is a status move. As well as ones that can lower stats. All moves that SD uses on the opponent successfully hit unless they have no effect on the Pokemon. This move cannot be used on other Ground type Pokemon, seeing as they could dig a tunnel out of there. This does not work on Flying type Pokemon either unless they are somehow grounded.
Usage Gap: Once per battle
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  #473  
Old 02-13-2013, 06:41 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Typhlosion Explosion View Post

Volcano [Cyndaquil] (M)
Ability: Blaze
Obtained: Starter

Signature Move: Solar Punch
Spoiler:

Cyndaquil love basking in the sun, for hours even. This one learned how to make use of it. When the conditions are normal, or it is sunny, Volcano can absorb the sun and concentrate it to maximum levels, releasing the energy with his fists. This speedy punch is close-range, meaning Volcano is left vulnerable if it misses. If the attack misses, Volcano's defenses are lowered two stages for one turn. May cause flinching.

Type: Grass
Base Power: 75
Accuracy: 90%
Classification: Physical
Energy Modifier: 5
Impact: Adjacent opponent(s).
Priority: None [0]
Effects: Defenses are lowered two stages if the attack misses for one turn. Add 25 base power in Sunny weather. Cannot be used during Rain, Hail, or Sandstorm weather.
1-90: No Flinch
91-100: Flinch
Usage Gap: None. The move cannot be used in Rain.



Gobi [Krookodile] (F)
Ability: Moxie
Obtained: UPD

Signature Move: Sky Claw
Spoiler:

The desert is known for it's sandstorms and sand streams. But what's the cause for such raging sand? Fierce winds. Gobi remembers the hardships of stinging sands. She slowly mastered the winds with her claws, able to take down any opponent with them. Gobi, now a Krookodile, knows how to use the wind, and she's not afraid to.

Type: Flying
Base Power: 75
Accuracy: 95%
Classification: Physical
Energy Modifier: 15
Impact: Adjacent opponent(s).
Priority: None [0]
Effects: Gobi slashes her opponents with claws of flying energy. The force may scare the target into flinching. Add 20 base power if in a Sandstorm.
1-80: No Flinch
81-100: Flinch
Usage Gap: Every other round.
both approved. [2/2]

Quote:
Originally Posted by Neku Sakuraba View Post
Thanks for pointing that out, Velo. First, I originally meant status moves like you said. Also, moves like Growl, Leer, whatever else that changes stats. I wasn't sure if those were status or not for some reason, given I can derp. A lot at some points. Anyways, moves that don't exactly require the user to move around a lot like Scratch and the such. Second, Dig would cause the tunnel to collapse a little bit, trapping the Dig user more. I wasn't sure if that should be in there, given it would completely be a game breaker. Anyways, listed below is the edited version. Tell me if I should change more!


[Sabaku Doragon] Trapinch (M)
Ability: Hyper Cutter
Obtained: [Fedora's Birthday]
Signature Move: Desert Pit
Spoiler:
Trapinch naturally dig pits in the desert to trap it's prey at the bottom. This had helped in the wild until Lord Fedora took him, gave him to Jenn who which gave it to me until he had trouble with battles. He seemed to not be able to attack his enemies like he could inside pits. So, he developed a plan.

Sabaku Doragon (S.D.) digs a pit as he would in the wild. However, this one can be gotten out of. SD just loves to watch his opponents crawl out in pain. Back to the move. He then proceeds to cover up the pit to hid it. Taunting the opponent so he/she/it could come towards him, the cover breaks, trapping the foe. Now, for a while, SD can attack without missing.

Type: Ground
BP: ---
Accuracy: 100%
Classification: Special
Energy Mod: 15
Impact: Single Target
Priority: 2
Effects: SD creates a hole to trap the opponent in. Once the foe falls into the hole, he/she/it is trapped for four actions. No moves can be used except for the following:

-Moonlight
-Sunny Day
-Rain Dance
-Hail
-Recover
-Morning Sun
-Chill

In short, any move that is a status move. As well as ones that can lower stats. All moves that SD uses on the opponent successfully hit unless they have no effect on the Pokemon. This move cannot be used on other Ground type Pokemon, seeing as they could dig a tunnel out of there. This does not work on Flying type Pokemon either unless they are somehow grounded.
Usage Gap: Once per battle
this is going to be a mess to referee. I need you to reword it in a MUCH simpler fashion... try your best to mimic the Compendium.

Quote:
Originally Posted by Latio-Nytro View Post
Hammuhyd (Male Gabite)
Sand Veil
Sig Move: N/A
Tutor Move: N/A
Obtained as Starter.
Evolved at the Evolution Dojo

NEW SIGGY: Predator's Ocular
Spoiler:
Description: A predator learns to survive by killing prey. Prey learn to survive by either being too tough to dare attack or too fast to dare hit. If a predator cannot adapt to the speed and resilience of his foe, it will surely die out as a species. So a predator adapts.

For Hammuhyd, his adaption was a keener eye than most of his kind. Indeed, a very, very keen eye. He has a knack of picking out details, some almost invisible to the (typically) untrained eye of his kindred species. Of course, it would have to be taken a step further to be useful: Just because a sharp eye exists doesn't mean it will serve a purpose unless its trained to spot certain things. In this case, the most important, most vulnerable, and most dangerous to hit spot on the targets body, using similar characteristics, a good grasp on biology, and a predator's instincts to pick them out.

In battle, in order to use this, Hammuhyd must pick a singular target. It doesn't exactly appear as if he's doing anything other than vigorously inspecting the foe he targets-he doesn't move himself, but rather, simply examines exactly who his foe is-and where it would best be nailed. It would appear that there aren't any immediate consequences: He just looked at you. In all aspects, it would appear as if he wasted a turn doing nothing. However, his immediate next move proves this theory ultimately wrong: the next attack he does homes in on his target, almost magnetically, and automatically hits that hugely vulnerable critical point. It doesn't end there: For a good time afterwards, that point is going to stick in Hammuhyd's head and he will have a terribly easier time hitting them, further allowing for his opponent to hate on the Land Shark as he attempts to brutally shred you into his next Christmas ribbons. Clones might interfere at first, but Hammuhyd's training can allow for him to identify the real one...It's a bit more tedious, though.

Type: Normal (Why would it be anything else?)
BP:...You're joking, right?
Accuracy: 100%
Classification: Status
Energy Mod: +9% to the next used attack. On top of that, +2% for each clone of the target on the field, if any.
Priority: 0
Effect: Next action, Hammuhyd is guaranteed to land a critical hit on the enemy with any physical move (IE, Earthquake, Dragon Rush). This effect does not work if the move is a status move or a special move, but the energy cost still applies. This effect identifies clones on the field and will target the real user, regardless of the move used after Predator's Ocular. After Predator's Ocular is used, Hammuhyd also has his critical hit level raised by two (Like if it used Focus Energy). this effect is also regardless of the move used after Predator's Ocular, but this effect immediately wears off once the opponent leaves the field.
Usage Gap: 2 Rounds after the opponent targeted leaves the field.


...OK, hoping for approval. Or alternatively, what I should edit to gain approval.
no. critical hits have a 6.25% chance of happening for a reason... focus energy has an EM of 3, and only 6 for a guaranteed critical is silly... higher EM or a bigger drawback.
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  #474  
Old 02-14-2013, 12:19 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by paperfairy View Post
no. critical hits have a 6.25% chance of happening for a reason... focus energy has an EM of 3, and only 6 for a guaranteed critical is silly... higher EM or a bigger drawback.
The EM was 9, but I'll assume that's just a typo. :P

Hammuhyd (Male Gabite)
Sand Veil
Sig Move: N/A
Tutor Move: N/A
Obtained as Starter.
Evolved at the Evolution Dojo

NEW SIGGY: Predator's Ocular
Spoiler:
Description: A predator learns to survive by killing prey. Prey learn to survive by either being too tough to dare attack or too fast to dare hit. If a predator cannot adapt to the speed and resilience of his foe, it will surely die out as a species. So a predator adapts.

For Hammuhyd, his adaption was a keener eye than most of his kind. Indeed, a very, very keen eye. He has a knack of picking out details, some almost invisible to the (typically) untrained eye of his kindred species. Of course, it would have to be taken a step further to be useful: Just because a sharp eye exists doesn't mean it will serve a purpose unless its trained to spot certain things. In this case, the most important, most vulnerable, and most dangerous to hit spot on the targets body, using similar characteristics, a good grasp on biology, and a predator's instincts to pick them out.

In battle, in order to use this, Hammuhyd must pick a singular target. It doesn't exactly appear as if he's doing anything other than vigorously inspecting the foe he targets-he doesn't move himself, but rather, simply examines exactly who his foe is-and where it would best be nailed. It would appear that there aren't any immediate consequences: He just looked at you. In all aspects, it would appear as if he wasted a turn doing nothing. However, his immediate next move proves this theory ultimately wrong: the next attack he does homes in on his target, almost magnetically, and automatically hits that hugely vulnerable critical point. It doesn't end there: For a good time afterwards, that point is going to stick in Hammuhyd's head and he will have a terribly easier time hitting them, further allowing for his opponent to hate on the Land Shark as he attempts to brutally shred you into his next Christmas ribbons. Clones might interfere at first, but Hammuhyd's training can allow for him to identify the real one...It's a bit more tedious, though.

Type: Normal (Why would it be anything else?)
BP:...You're joking, right?
Accuracy: 100%
Classification: Status
Energy Mod: +12% to the next used attack. On top of that, +2% for each clone of the target on the field, if any.
Priority: 0
Effect: Next action, Hammuhyd is guaranteed to land a critical hit on the enemy with any physical move (IE, Earthquake, Dragon Rush). This effect does not work if the move is a status move or a special move, but the energy cost will still apply. This effect identifies clones on the field and will target the real user, regardless of the move used after Predator's Ocular. After Predator's Ocular is used, Hammuhyd also has his critical hit level raised by two (Like if it used Focus Energy). This effect is also regardless of the move used after Predator's Ocular, but this effect immediately wears off once the opponent leaves the field.
Usage Gap: 2 Rounds after the opponent targeted leaves the field.


EM is now 12. Is it OK now?
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Last edited by Latio-Nytro; 02-14-2013 at 12:33 AM.
  #475  
Old 02-18-2013, 06:37 PM
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Location: New Bark Town
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Default Re: Signature and Tutored Moves


Leafia [Leafeon] (F)
Ability: Leaf Guard
Obtained: Quinn

Signature Move: Sun Cloak
Spoiler:

Leafeon are sun bathers. They bask in the sun for hours, warming their bodies while photosynthesizing. On sunny days, Leafeon love to go out in the sun.

When it's a really sunny day, with clear skies and warm temperatures, Leafia can take advantage of it. After long sun bathes, Leafia returns with a scorching, glowing body. This makes her harder to see, while increasing her Defense and Attack stats. The photosynthesis taking action raises the sugar in her bloodstream, increasing her speed. The glare from her body lower's the foe's accuracy as well.

Type: Grass
Base Power: -
Accuracy: 100%
Classification: Status
Energy Modifier: 8
Impact: Self
Priority: None [0]
Effects: The move can only be executed in sunny weather, but effects last until end of battle. Leafeon's Defense, Speed, and Attack stats are raised 3 stages, while Special Defense and Special Attack are lowered 3 stages. Opponent's accuracy is lowered by 1 stage. It has a 20% chance of burning the opponent if physical contact is made during sunny weather.
Usage Gap: Once per battle. Only during or after Sunny weather has occurred.
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Last edited by Typhlosion Explosion; 03-01-2013 at 12:30 AM.
  #476  
Old 02-28-2013, 04:46 PM
Micro's Avatar
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Join Date: Jun 2009
Location: If you knew you would stalk me!
Posts: 702
Default Re: Signature and Tutored Moves

I'd like to get some Sig. Moves. <.<


[Beta] - Beldum - (Genderless)
Ability: Clear Body
Sig. Move: Ω Spike (Omega Spike)

Spoiler:
Signature Move: Ω Spike (Omega Spike)
Description: Beta puts most of his power in his back claw, making them longer, sharper and turn into a different color. Then the three nails come together into the middle of the circle it is on, to become a spike. Beta then charges at the opponent as quick as possible, while rotating to point the spike at the opponent. (Much like a bee.) If it hits an opponent it'll get a chance to get a status effect, depending on the color the spike got. After the spike hits or misses, it'll turn normal into a claw again, making the nails seperated again and the color/length of it normal color/size.
The colors and effects are as following.
-Purple=Poison
-Yellow=Paralysis
-Red=Burn
-Pink=Infatuation
-Cyan=Freeze
-Black=Sleep
-Brown=Confusion
-White=No Effect
Even though the opponent get hits by one of the colored spikes, it doesn't instantly mean it's inflicted by the effect.
Type: Steel
Base Power: 75
Accuracy: 90%
Classification: Physical
Energy Modifier: 11%
Impact: Single Target
Priority: None. (0)
Effects: All effects except for "No Effect", have a 50% chance of inflicting the status.
0-11: Poison
12-22: Paralysis
23-33: Burn
34-44: Infatuation
45-55: Freeze
56-66: Sleep
67-77: Confusion
78-100: No Effect
Usage Gap: One round after the move has been used.



[Delta] - Ferroseed - (Male)
Ability: Iron Barbs
Sig. Move: Souldrinker (2 Forms, Charge Souldrinker and Spit Souldrinker)

Spoiler:
Signature Move: Souldrinker
Description: There are two phases of Souldrinker, the first is charging and the second is spitting it out.
-Charging phase: Delta starts by spinning as fast as he can. While he is spinning his, spikes will withdraw for him to swallow. Because of that, his spike based attacks and his ability: Iron Barbs, won't work until the spikes restored. The spikes will restore after 2 rounds of the charging phase. While he has the souldrinking seed stored, his shell will glow a bit of light.
-Spitting phase: Delta now finishes his move by bouncing into the air while spinning vertically, then he aims at the opponent and spits the shining green seed out of the top hole of his shell. If the seed hits the opponent it'll grow green vines with silver thorns out of it, which will wrap around the opponent. Then it'll act like a Leech Seed, however instead of draining any HP, it'll drain Energy. It will also restore a bit of Delta's energy for the energy drained off the opponent on each turn. The seed doesn't work if there is a Leech Seed already on the opponent. The spitting phase can be used whenever the trainer wants.
Type: Grass
Base Power: ---
Accuracy: 90%
Classification: Status
Energy Modifier: Charging Phase: 7%, Spitting Phase 10%.
Impact: Single Target.
Priority: None (0)
Effects:
-After charging it, it doesn't have to be spit out for the next attack. He can store the seed and wait until the trainer commands him to. Also the spikes he withdraws causes him to not be able to use attacks which has to use his spikes. Also his Iron Barbs ability won't work. This effect will stay until two rounds after using it.
-After spitting it, it will leave a Souldrinking seed on the target, which is basically the same as a Leech Seed, but it'll drain energy instead of HP. It also restores energy instead of HP. If there's a Leech Seed on it, the attack doesn't work and the seed will be wasted, the otherway around is the same, if the Souldrinking seed is planted on the target, Leech Seed will not work on the target.
Usage Gap: One time to charge and one time to spit in the whole match.
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Last edited by Micro; 02-28-2013 at 05:00 PM.
  #477  
Old 02-28-2013, 07:34 PM
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Default Re: Signature and Tutored Moves

Hnng your names are so cool want to steal but can't. ;-;


Gracie [Togepi] (F)
Ability: Serene Grace
Obtained: Adoption Center

Signature Move: Trinity Strike
Spoiler:

Togepi are the true epitome of the idiom, "Big things come in small packages." These energy-filled spike balls can whip up something horrid for their enemies if given the right circumstances. This Togepi is no exception. This little twirling fairy can summon magic-like powers from her shell, but only if she is happy with her trainer.

Summoning her fairy magic, Togepi can lash out an attack with tremendous power. The opponent receives three intense lashings from an invisible force. Such an attack leaves her tired however, enabling her to use only low powered moves for a short while after this attack.

Type: Normal
Base Power: 100
Accuracy: 100%
Classification: Special
Energy Modifier: -
Impact: Any opponent on the field
Priority: None [0]
Effects: Slashes the opponent three times, with the damage of all three slashes adding up to 100 BP. The user may not use moves over 40 BP for two rounds after the use of this attack. The user will be sluggish after the use of this move, causing the Evasion and Speed stats to lower two stages for two rounds. 25% chance of flinching.
Usage Gap: Every three rounds.
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Last edited by Typhlosion Explosion; 03-01-2013 at 05:24 PM.
  #478  
Old 03-01-2013, 12:13 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Latio-Nytro View Post
The EM was 9, but I'll assume that's just a typo. :P

Hammuhyd (Male Gabite)
Sand Veil
Sig Move: N/A
Tutor Move: N/A
Obtained as Starter.
Evolved at the Evolution Dojo

NEW SIGGY: Predator's Ocular
Spoiler:
Description: A predator learns to survive by killing prey. Prey learn to survive by either being too tough to dare attack or too fast to dare hit. If a predator cannot adapt to the speed and resilience of his foe, it will surely die out as a species. So a predator adapts.

For Hammuhyd, his adaption was a keener eye than most of his kind. Indeed, a very, very keen eye. He has a knack of picking out details, some almost invisible to the (typically) untrained eye of his kindred species. Of course, it would have to be taken a step further to be useful: Just because a sharp eye exists doesn't mean it will serve a purpose unless its trained to spot certain things. In this case, the most important, most vulnerable, and most dangerous to hit spot on the targets body, using similar characteristics, a good grasp on biology, and a predator's instincts to pick them out.

In battle, in order to use this, Hammuhyd must pick a singular target. It doesn't exactly appear as if he's doing anything other than vigorously inspecting the foe he targets-he doesn't move himself, but rather, simply examines exactly who his foe is-and where it would best be nailed. It would appear that there aren't any immediate consequences: He just looked at you. In all aspects, it would appear as if he wasted a turn doing nothing. However, his immediate next move proves this theory ultimately wrong: the next attack he does homes in on his target, almost magnetically, and automatically hits that hugely vulnerable critical point. It doesn't end there: For a good time afterwards, that point is going to stick in Hammuhyd's head and he will have a terribly easier time hitting them, further allowing for his opponent to hate on the Land Shark as he attempts to brutally shred you into his next Christmas ribbons. Clones might interfere at first, but Hammuhyd's training can allow for him to identify the real one...It's a bit more tedious, though.

Type: Normal (Why would it be anything else?)
BP:...You're joking, right?
Accuracy: 100%
Classification: Status
Energy Mod: +12% to the next used attack. On top of that, +2% for each clone of the target on the field, if any.
Priority: 0
Effect: Next action, Hammuhyd is guaranteed to land a critical hit on the enemy with any physical move (IE, Earthquake, Dragon Rush). This effect does not work if the move is a status move or a special move, but the energy cost will still apply. This effect identifies clones on the field and will target the real user, regardless of the move used after Predator's Ocular. After Predator's Ocular is used, Hammuhyd also has his critical hit level raised by two (Like if it used Focus Energy). This effect is also regardless of the move used after Predator's Ocular, but this effect immediately wears off once the opponent leaves the field.
Usage Gap: 2 Rounds after the opponent targeted leaves the field.


EM is now 12. Is it OK now?
I'm on the fence so I am going to wait until I hear another officials say.
Sorry. Pending.

Quote:
Originally Posted by Typhlosion Explosion View Post

Leafia [Leafeon] (F)
Ability: Leaf Guard
Obtained: Quinn

Signature Move: Sun Cloak
Spoiler:

Leafeon are sun bathers. They bask in the sun for hours, warming their bodies while photosynthesizing. On sunny days, Leafeon love to go out in the sun.

When it's a really sunny day, with clear skies and warm temperatures, Leafia can take advantage of it. After long sun bathes, Leafia returns with a scorching, glowing body. This makes her harder to see, while increasing her Defense and Attack stats. The photosynthesis taking action raises the sugar in her bloodstream, increasing her speed. The glare from her body lower's the foe's accuracy as well.

Type: Grass
Base Power: -
Accuracy: 100%
Classification: Status
Energy Modifier: -
Impact: Self
Priority: None [0]
Effects: The move can only be executed in sunny weather, but effects last until end of battle. Leafeon's Defense, Speed, and Attack stats are raised 3 stages, while Special Defense and Special Attack are lowered 3 stages. Opponent's accuracy is lowered by 1 stage. It has a 20% chance of burning the opponent if physical contact is made during sunny weather.
Usage Gap: Once per battle. Only during or after Sunny weather has occurred.
Since your move has no BP and no Energy Mod, whenever you use it, the move will cost 0 energy. Add an Energy Mod, it doesn't have to be extremely large because of the detrimental drop in Special.
Pending.

Quote:
Originally Posted by Typhlosion Explosion View Post
Hnng your names are so cool want to steal but can't. ;-;


Gracie [Togepi] (F)
Ability: Serene Grace
Obtained: Adoption Center

Signature Move: Trinity Strike
Spoiler:

Togepi are the true epitome of the idiom, "Big things come in small packages." These energy-filled spike balls can whip up something horrid for their enemies if given the right circumstances. This Togepi is no exception. This little twirling fairy can summon magic-like powers from her shell, but only if she is happy with her trainer.

Summoning her fairy magic, Togepi can lash out an attack with tremendous power. The opponent receives three intense lashings from an invisible force. Such an attack leaves her tired however, enabling her to use only low powered moves for a short while after this attack.

Type: Normal
Base Power: 100
Accuracy: 100%
Classification: Special
Energy Modifier: -
Impact: Any opponent on the field
Priority: None [0]
Effects: Slashes the opponent three times. The user may not use moves over 40 BP for two rounds after the use of this attack. The user will be sluggish after the use of this move, causing the Evasion and Speed stats to lower two stages for two rounds. 25% chance of flinching.
Usage Gap: Every three rounds.
I'm going to wait for more input on this one as well.
Pending.

Quote:
Originally Posted by Micro View Post
I'd like to get some Sig. Moves. <.<


[Beta] - Beldum - (Genderless)
Ability: Clear Body
Sig. Move: Ω Spike (Omega Spike)

Spoiler:
Signature Move: Ω Spike (Omega Spike)
Description: Beta puts most of his power in his back claw, making them longer, sharper and turn into a different color. Then the three nails come together into the middle of the circle it is on, to become a spike. Beta then charges at the opponent as quick as possible, while rotating to point the spike at the opponent. (Much like a bee.) If it hits an opponent it'll get a chance to get a status effect, depending on the color the spike got. After the spike hits or misses, it'll turn normal into a claw again, making the nails seperated again and the color/length of it normal color/size.
The colors and effects are as following.
-Purple=Poison
-Yellow=Paralysis
-Red=Burn
-Pink=Infatuation
-Cyan=Freeze
-Black=Sleep
-Brown=Confusion
-White=No Effect
Even though the opponent get hits by one of the colored spikes, it doesn't instantly mean it's inflicted by the effect.
Type: Steel
Base Power: 75
Accuracy: 90%
Classification: Physical
Energy Modifier: 11%
Impact: Single Target
Priority: None. (0)
Effects: All effects except for "No Effect", have a 50% chance of inflicting the status.
0-11: Poison
12-22: Paralysis
23-33: Burn
34-44: Infatuation
45-55: Freeze
56-66: Sleep
67-77: Confusion
78-100: No Effect
Usage Gap: One round after the move has been used.



[Delta] - Ferroseed - (Male)
Ability: Iron Barbs
Sig. Move: Souldrinker (2 Forms, Charge Souldrinker and Spit Souldrinker)

Spoiler:
Signature Move: Souldrinker
Description: There are two phases of Souldrinker, the first is charging and the second is spitting it out.
-Charging phase: Delta starts by spinning as fast as he can. While he is spinning his, spikes will withdraw for him to swallow. Because of that, his spike based attacks and his ability: Iron Barbs, won't work until the spikes restored. The spikes will restore after 2 rounds of the charging phase. While he has the souldrinking seed stored, his shell will glow a bit of light.
-Spitting phase: Delta now finishes his move by bouncing into the air while spinning vertically, then he aims at the opponent and spits the shining green seed out of the top hole of his shell. If the seed hits the opponent it'll grow green vines with silver thorns out of it, which will wrap around the opponent. Then it'll act like a Leech Seed, however instead of draining any HP, it'll drain Energy. It will also restore a bit of Delta's energy for the energy drained off the opponent on each turn. The seed doesn't work if there is a Leech Seed already on the opponent. The spitting phase can be used whenever the trainer wants.
Type: Grass
Base Power: ---
Accuracy: 90%
Classification: Status
Energy Modifier: Charging Phase: 7%, Spitting Phase 10%.
Impact: Single Target.
Priority: None (0)
Effects:
-After charging it, it doesn't have to be spit out for the next attack. He can store the seed and wait until the trainer commands him to. Also the spikes he withdraws causes him to not be able to use attacks which has to use his spikes. Also his Iron Barbs ability won't work. This effect will stay until two rounds after using it.
-After spitting it, it will leave a Souldrinking seed on the target, which is basically the same as a Leech Seed, but it'll drain energy instead of HP. It also restores energy instead of HP. If there's a Leech Seed on it, the attack doesn't work and the seed will be wasted, the otherway around is the same, if the Souldrinking seed is planted on the target, Leech Seed will not work on the target.
Usage Gap: One time to charge and one time to spit in the whole match.
Omega Spike
[1/2]

Souldrinker
You never mentioned how long the charging phase is. You also should make a list of what you consider "spike" moves so we can have an exact reference.
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  #479  
Old 03-01-2013, 12:32 AM
Typhlosion Explosion's Avatar
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Join Date: Apr 2011
Location: New Bark Town
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Typhlosion Explosion View Post

Leafia [Leafeon] (F)
Ability: Leaf Guard
Obtained: Quinn

Signature Move: Sun Cloak
Spoiler:

Leafeon are sun bathers. They bask in the sun for hours, warming their bodies while photosynthesizing. On sunny days, Leafeon love to go out in the sun.

When it's a really sunny day, with clear skies and warm temperatures, Leafia can take advantage of it. After long sun bathes, Leafia returns with a scorching, glowing body. This makes her harder to see, while increasing her Defense and Attack stats. The photosynthesis taking action raises the sugar in her bloodstream, increasing her speed. The glare from her body lower's the foe's accuracy as well.

Type: Grass
Base Power: -
Accuracy: 100%
Classification: Status
Energy Modifier: 8
Impact: Self
Priority: None [0]
Effects: The move can only be executed in sunny weather, but effects last until end of battle. Leafeon's Defense, Speed, and Attack stats are raised 3 stages, while Special Defense and Special Attack are lowered 3 stages. Opponent's accuracy is lowered by 1 stage. It has a 20% chance of burning the opponent if physical contact is made during sunny weather.
Usage Gap: Once per battle. Only during or after Sunny weather has occurred.
Asked Jenn, said 8 was reasonable. So the EM is now 8. c:

(Also, I think I made it sound like Trinity Strike did 100 BP per slash, when the total BP is 100 from all slashes ^^;)
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Last edited by Typhlosion Explosion; 03-01-2013 at 12:34 AM.
  #480  
Old 03-01-2013, 01:27 AM
Dino's Avatar
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Posts: 1,345
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Typhlosion Explosion View Post
Asked Jenn, said 8 was reasonable. So the EM is now 8. c:

(Also, I think I made it sound like Trinity Strike did 100 BP per slash, when the total BP is 100 from all slashes ^^;)

Okay then, you may want to change the wording for Trinity Strike as to avoid further confusion.
Both of yours now get a approval.

[1/2]
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