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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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  #136  
Old 08-10-2011, 03:32 AM
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Default Re: Signature and Tutored Moves

Repost the move with those details added in and then I'll give my verdict.
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  #137  
Old 08-10-2011, 03:53 AM
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Default Re: Signature and Tutored Moves

[-] Chansey, Female.
Ability: Serene Grace.
Signature Move: The Holy Egg
Description: The egg hold by Chansey since she's born stores much pure happiness and her patient's energy. She heals people in Pokemon Center, helping Nurse Joy with her work, taking care the wounded Pokemon, make Chansey really happy and her egg feels the happiness and her pure heart. Everytime a Pokemon or a person is happy when Chansey treats them, the egg gains more power.
Type: Normal | BP: 50 | Accuracy: 50 | Energy Modifier: 6
Classification: Special
Effects: This move hits all foes on the field (Chansey lifts her egg up. Her egg floats, shines,
and shoots some kind of beam to the foes.). The more round has passed, the more accuracy and power this move gains.
For each round passed, the BP & Acc of this move increases by 10. The Max BP is 150 and Max Acc is 100. The move starts to count when Chansey is called to the field and is reset when she is withdrawn.
Usage Gap: After Chansey uses the move, she can't use this move again if each turn/round, she is hit. But once she is not hit (using Protect or the enemy is not attacking or the enemy's attack misses), she is able to use this move again. However, reset the turn count.
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  #138  
Old 08-10-2011, 04:59 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Foxamivalth View Post
[-] Chansey, Female.
Ability: Serene Grace.
Signature Move: The Holy Egg
Description: The egg hold by Chansey since she's born stores much pure happiness and her patient's energy. She heals people in Pokemon Center, helping Nurse Joy with her work, taking care the wounded Pokemon, make Chansey really happy and her egg feels the happiness and her pure heart. Everytime a Pokemon or a person is happy when Chansey treats them, the egg gains more power.
Type: Normal | BP: 50 | Accuracy: 50 | Energy Modifier: 6
Classification: Special
Effects: This move hits all foes on the field (Chansey lifts her egg up. Her egg floats, shines,
and shoots some kind of beam to the foes.). The more round has passed, the more accuracy and power this move gains.
For each round passed, the BP & Acc of this move increases by 10. The Max BP is 150 and Max Acc is 100. The move starts to count when Chansey is called to the field and is reset when she is withdrawn.
Usage Gap: After Chansey uses the move, she can't use this move again if each turn/round, she is hit. But once she is not hit (using Protect or the enemy is not attacking or the enemy's attack misses), she is able to use this move again. However, reset the turn count.
Approved.
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  #139  
Old 08-10-2011, 06:27 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Foxamivalth View Post
[-] Chansey, Female.
Ability: Serene Grace.
Signature Move: The Holy Egg
Description: The egg hold by Chansey since she's born stores much pure happiness and her patient's energy. She heals people in Pokemon Center, helping Nurse Joy with her work, taking care the wounded Pokemon, make Chansey really happy and her egg feels the happiness and her pure heart. Everytime a Pokemon or a person is happy when Chansey treats them, the egg gains more power.
Type: Normal | BP: 50 | Accuracy: 50 | Energy Modifier: 6
Classification: Special
Effects: This move hits all foes on the field (Chansey lifts her egg up. Her egg floats, shines,
and shoots some kind of beam to the foes.). The more round has passed, the more accuracy and power this move gains.
For each round passed, the BP & Acc of this move increases by 10. The Max BP is 150 and Max Acc is 100. The move starts to count when Chansey is called to the field and is reset when she is withdrawn.
Usage Gap: After Chansey uses the move, she can't use this move again if each turn/round, she is hit. But once she is not hit (using Protect or the enemy is not attacking or the enemy's attack misses), she is able to use this move again. However, reset the turn count.
Approved.
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  #140  
Old 08-12-2011, 01:24 PM
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Default Re: Signature and Tutored Moves


[Clobberin' Time] Rampardos (M)
Ability: Mold Breaker
Signature Move: Smash Tail
Description: Nobody ever really thinks about a Rampardos' tail. All their attention is focused on their big old heads. Clobberin' Time, however, realized one day how strong, stiff, and hard that stubby tail of his was. He tried it out on some Geodudes, and it was an extremely useful weapon. He uses it in battles nowadays, like so: he runs at an opponent, like he's going to charge. However, instead of hitting the foe with his head, he pivots hard and whacks his opponent with his tail, using that stiff tail and all the momentum he's gathered. Most of the time he can land devastating hits like this with impunity, but there are certain hard-bodied Pokemon that can injure him if he hits them.
Type: Fighting
Base Power: 120
Accuracy: 80
Classification: Physical
Energy Modifier: 0
Effects: Does 25% of damage dealt in recoil if Clobberin' Time uses the move on a Rock Type, or a Pokemon with the Abilities Rough Skin, Light Metal, Rock Head, or Sturdy. Does 50% recoil damage if the target is Steel Type, or has the Abilities Heavy Metal or Battle Armor.
Usage Gap: Five rounds.
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  #141  
Old 08-12-2011, 08:05 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Velocity View Post

[Clobberin' Time] Rampardos (M)
Ability: Mold Breaker
Signature Move: Smash Tail
Description: Nobody ever really thinks about a Rampardos' tail. All their attention is focused on their big old heads. Clobberin' Time, however, realized one day how strong, stiff, and hard that stubby tail of his was. He tried it out on some Geodudes, and it was an extremely useful weapon. He uses it in battles nowadays, like so: he runs at an opponent, like he's going to charge. However, instead of hitting the foe with his head, he pivots hard and whacks his opponent with his tail, using that stiff tail and all the momentum he's gathered. Most of the time he can land devastating hits like this with impunity, but there are certain hard-bodied Pokemon that can injure him if he hits them.
Type: Fighting
Base Power: 120
Accuracy: 80
Classification: Physical
Energy Modifier: 0
Effects: Does 25% of damage dealt in recoil if Clobberin' Time uses the move on a Rock Type, or a Pokemon with the Abilities Rough Skin, Light Metal, Rock Head, or Sturdy. Does 50% recoil damage if the target is Steel Type, or has the Abilities Heavy Metal or Battle Armor.
Usage Gap: Five rounds.
A perfect signature move, if you ask me. Approved. (1/2)
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  #142  
Old 08-13-2011, 01:58 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post
Changes made in RED

Chila the Shiny Cinccino [F]
Ability: Technician
Signature Move: Clean Sweep
Description: Chila, is well, a Cinccino. They are clean creatures, and Chila in particular, is also clean in another sense: fighting. She likes a fair fight, and anything hindering her opponent, she doesn't like. Therefore, using her wonderful tail power, she beats those hinderances out of her opponent, and the more problems they have, the more it hurts, but they'll be fine afterwards...in some sense. Chila uses her wonderful...cleanly powers to hurt and heal her opponent at the same time...of, well some kind. It seems the utter battering literally knocks the sick out of them, or a slap really does snap them out of it. Sometimes Chila hits so hard that everything comes out at once and it was like nothing happened to her opponent. All the rodent wants in a fair fight after all.

Type: Normal
Base Power: 50
Accuracy: 100
Classification: Physical
Energy Modifier: 6
Effects: Power increases by 1.2 the for each status effect the target has. Status effects of the target are removed after the attack has been used. Target recieves Safeguard like effect for the next 2 rounds. Critical hit ratio rises when more than 3 status afflictions are stacked on opponent. [Rises as much as 1 Focus Energy would raise a Crit Ratio]
Usage Gap: Every four actions.

Sound a bit better?
Approved.
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  #143  
Old 08-13-2011, 02:30 AM
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Default Re: Signature and Tutored Moves

[-] Aron, Male.
Ability: Rock Head.
Signature Move: Burning Palm
Description: Aron knows that his body is made of steel and can't even receive a scratch from battle. He is proud of his metal body. Each time he trains, he feels his body becomes hotter and hotter as he run faster. So he decides to try running with one front leg (or arm) trailling on the ground. As he run, the arm is getting hotter from the friction with the ground. And he tries to smash a rock with that arm. And now he realize how strong that move can be.
Type: Steel | BP: 120 | Accuracy: 90 | Energy Modifier: 4
Classification: Physical
Effects: A recoil damage that cause the user suffer 30% damage he deals to the enemy. If this move is used to a Fire-type Pokemon, the user is burned immediately (stats: BRN)!
Usage Gap: Once per round.
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  #144  
Old 08-13-2011, 02:46 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Velocity View Post

[Clobberin' Time] Rampardos (M)
Ability: Mold Breaker
Signature Move: Smash Tail
Description: Nobody ever really thinks about a Rampardos' tail. All their attention is focused on their big old heads. Clobberin' Time, however, realized one day how strong, stiff, and hard that stubby tail of his was. He tried it out on some Geodudes, and it was an extremely useful weapon. He uses it in battles nowadays, like so: he runs at an opponent, like he's going to charge. However, instead of hitting the foe with his head, he pivots hard and whacks his opponent with his tail, using that stiff tail and all the momentum he's gathered. Most of the time he can land devastating hits like this with impunity, but there are certain hard-bodied Pokemon that can injure him if he hits them.
Type: Fighting
Base Power: 120
Accuracy: 80
Classification: Physical
Energy Modifier: 0
Effects: Does 25% of damage dealt in recoil if Clobberin' Time uses the move on a Rock Type, or a Pokemon with the Abilities Rough Skin, Light Metal, Rock Head, or Sturdy. Does 50% recoil damage if the target is Steel Type, or has the Abilities Heavy Metal or Battle Armor.
Usage Gap: Five rounds.
Approved. (2/2)

Quote:
Originally Posted by Foxamivalth View Post
[-] Aron, Male.
Ability: Rock Head.
Signature Move: Burning Palm
Description: Aron knows that his body is made of steel and can't even receive a scratch from battle. He is proud of his metal body. Each time he trains, he feels his body becomes hotter and hotter as he run faster. So he decides to try running with one front leg (or arm) trailling on the ground. As he run, the arm is getting hotter from the friction with the ground. And he tries to smash a rock with that arm. And now he realize how strong that move can be.
Type: Steel | BP: 120 | Accuracy: 90 | Energy Modifier: 4
Classification: Physical
Effects: A recoil damage that cause the user suffer 30% damage he deals to the enemy. If this move is used to a Fire-type Pokemon, the user is burned immediately (stats: BRN)!
Usage Gap: Once per round.
Approved. (1/2)
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  #145  
Old 08-13-2011, 03:11 AM
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Default Re: Signature and Tutored Moves


Cayci the Galvantula [F]
Ability: Compound Eyes
Signature Move: Singe Volt
Description: Galvantula and pre-evolution are masters of taking electricity out of any poor Pokemon that happens to get within their range, even the ground types. Cayci knew that Pokemon didn't like her kind or her evolutionary counterpart, ground types especially, and at any chance, the poor bug would of been squashed becauese of their leeching reputation. Thus, Cayci learned a way to concentrate a single strike of electricity, not having to be a big one, and target her smashing foe in the right spot to give them a nice nasty burn to keep them from hitting her too hard and something to think about next time their foe tried to squish them.
Type: Electric
Base Power: N/A
Accuracy: 90%
Classification: Status
Energy Modifier: 4
Effects: Causes Burn status, effects ground types [8 energy is consumed when used on ground types]. Cayci can't use an electric move until the next round.
Usage Gap: Once per round


I would like to change this Signature move to this:


Signature Move: Bioconduct Volt
Description:
Cayci was always going at it in overdrive and her species was always know for taking energy from others. However, in all her trials capturing others in her fine web, she started to pick up on their bioelectrical signals. Cayci began to try an pin point large bunches of nerves and sapping energy from them. Soon, she got quick with shooting electrified strands of sticky web, and reversing the electrical flow to sap enery from her opponents. This massive surge of energy however incinerated the thread soon afterwards, and Cayci found it harder to get ground types and found hersef burning out when used against Electric types. However, soon after she felt the pulsing resurgance of energy within her body, ready for another go.
Type: Electric
Base Power: 90
Accuracy: 90%
Classification: Special
Energy Modifier: 8 [16 for Ground types]
Effects: Converts all HP damage into Energy. Cayci has a 5% chance of being burned, if so, Cayci is burned for the next rounds, and recovers after that round. Super Effective against Electric types, by passes Volt absorb, effective against Ground types. [Double energy use when used against ground types] Using this attack against electric types has a 50% chance of burning Cayci intead of the previous 5% and for two rounds instead of one, then recovers. Energy drained is added to Cayci's energy level is added the round after this attack was used. Cayci cannot use this attack if burned. Cayci has -1 SPEED for next two actions.
Usage Gap: Once every 2 rounds





Hinoteko the Charizard [M]
Ability: Blaze
Signature Move: Draconian Drive
Description:
Hinoteko is an older Charizard, having been around to see other dragons rise and fall. At heart, he too knows to be a dragon and with the right amount of concentration and focus, he can boost the power of his known dragon attacks just as his fire moves. This may cost him a bit more but the power is worth the effort. After he stops using his inner draconian strength though, he must cool down a bit before using it again or risk serious damage to himself.
Type: Dragon
Base Power: N/A
Accuracy: 100%
Classification: Status
Energy Modifier: 6
Effects: All dragon type moves recieve a STAB at the cost of an additional 2% energy for each dragon attack used. Lasts until commanded to cease use. After use, dragon and fire attacks can't be used for two rounds. Effect stops when under Sleep, or Confusion status.
Usage Gap: Two rounds between use.
__________________
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Last edited by Saraibre Ryu; 08-13-2011 at 04:24 AM.
  #146  
Old 08-13-2011, 09:07 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post

Cayci the Galvantula [F]
Ability: Compound Eyes
Signature Move: Singe Volt
Description: Galvantula and pre-evolution are masters of taking electricity out of any poor Pokemon that happens to get within their range, even the ground types. Cayci knew that Pokemon didn't like her kind or her evolutionary counterpart, ground types especially, and at any chance, the poor bug would of been squashed becauese of their leeching reputation. Thus, Cayci learned a way to concentrate a single strike of electricity, not having to be a big one, and target her smashing foe in the right spot to give them a nice nasty burn to keep them from hitting her too hard and something to think about next time their foe tried to squish them.
Type: Electric
Base Power: N/A
Accuracy: 90%
Classification: Status
Energy Modifier: 4
Effects: Causes Burn status, effects ground types [8 energy is consumed when used on ground types]. Cayci can't use an electric move until the next round.
Usage Gap: Once per round


I would like to change this Signature move to this:


Signature Move: Bioconduct Volt
Description:
Cayci was always going at it in overdrive and her species was always know for taking energy from others. However, in all her trials capturing others in her fine web, she started to pick up on their bioelectrical signals. Cayci began to try an pin point large bunches of nerves and sapping energy from them. Soon, she got quick with shooting electrified strands of sticky web, and reversing the electrical flow to sap enery from her opponents. This massive surge of energy however incinerated the thread soon afterwards, and Cayci found it harder to get ground types and found hersef burning out when used against Electric types. However, soon after she felt the pulsing resurgance of energy within her body, ready for another go.
Type: Electric
Base Power: 90
Accuracy: 90%
Classification: Special
Energy Modifier: 8 [16 for Ground types]
Effects: Converts all HP damage into Energy. Cayci has a 5% chance of being burned, if so, Cayci is burned for the next rounds, and recovers after that round. Super Effective against Electric types, by passes Volt absorb, effective against Ground types. [Double energy use when used against ground types] Using this attack against electric types has a 50% chance of burning Cayci intead of the previous 5% and for two rounds instead of one, then recovers. Energy drained is added to Cayci's energy level is added the round after this attack was used. Cayci cannot use this attack if burned. Cayci has -1 SPEED for next two actions.
Usage Gap: Once every 2 rounds
I'm assuming the bolded part is a typo. And I just have one clarification question, it deals damage to the opponent's Energy rather than their HP, correct?

Quote:

Hinoteko the Charizard [M]
Ability: Blaze
Signature Move: Draconian Drive
Description:
Hinoteko is an older Charizard, having been around to see other dragons rise and fall. At heart, he too knows to be a dragon and with the right amount of concentration and focus, he can boost the power of his known dragon attacks just as his fire moves. This may cost him a bit more but the power is worth the effort. After he stops using his inner draconian strength though, he must cool down a bit before using it again or risk serious damage to himself.
Type: Dragon
Base Power: N/A
Accuracy: 100%
Classification: Status
Energy Modifier: 6
Effects: All dragon type moves recieve a STAB at the cost of an additional 2% energy for each dragon attack used. Lasts until commanded to cease use. After use, dragon and fire attacks can't be used for two rounds. Effect stops when under Sleep, or Confusion status.
Usage Gap: Two rounds between use.
Approved. (1/2)
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Last edited by Lord Fedora; 08-13-2011 at 09:10 AM.
  #147  
Old 08-13-2011, 10:21 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Lord Fedora View Post
I'm assuming the bolded part is a typo. And I just have one clarification question, it deals damage to the opponent's Energy rather than their HP, correct?
Yes the bolded part was a typo. It was meant to be 'round' not 'rounds'.

To answer your question, no the attack deals damage to the foes HP, hence why it was put 'Converts all HP damage into Energy'.
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  #148  
Old 08-13-2011, 10:31 AM
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Default Re: Signature and Tutored Moves

Ah. Sorry, that was the part that confused me. Approved regardless, I was just curious. (1/2)
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  #149  
Old 08-13-2011, 11:46 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Foxamivalth View Post
[-] Aron, Male.
Ability: Rock Head.
Signature Move: Burning Palm
Description: Aron knows that his body is made of steel and can't even receive a scratch from battle. He is proud of his metal body. Each time he trains, he feels his body becomes hotter and hotter as he run faster. So he decides to try running with one front leg (or arm) trailling on the ground. As he run, the arm is getting hotter from the friction with the ground. And he tries to smash a rock with that arm. And now he realize how strong that move can be.
Type: Steel | BP: 120 | Accuracy: 90 | Energy Modifier: 4
Classification: Physical
Effects: A recoil damage that cause the user suffer 30% damage he deals to the enemy. If this move is used to a Fire-type Pokemon, the user is burned immediately (stats: BRN)!
Usage Gap: Once per round.
Approved (2/2)

Quote:
Originally Posted by Saraibre Ryu View Post
Signature Move: Bioconduct Volt
Description:
Cayci was always going at it in overdrive and her species was always know for taking energy from others. However, in all her trials capturing others in her fine web, she started to pick up on their bioelectrical signals. Cayci began to try an pin point large bunches of nerves and sapping energy from them. Soon, she got quick with shooting electrified strands of sticky web, and reversing the electrical flow to sap enery from her opponents. This massive surge of energy however incinerated the thread soon afterwards, and Cayci found it harder to get ground types and found hersef burning out when used against Electric types. However, soon after she felt the pulsing resurgance of energy within her body, ready for another go.
Type: Electric
Base Power: 90
Accuracy: 90%
Classification: Special
Energy Modifier: 8 [16 for Ground types]
Effects: Converts all HP damage into Energy. Cayci has a 5% chance of being burned, if so, Cayci is burned for the next rounds, and recovers after that round. Super Effective against Electric types, by passes Volt absorb, effective against Ground types. [Double energy use when used against ground types] Using this attack against electric types has a 50% chance of burning Cayci intead of the previous 5% and for two rounds instead of one, then recovers. Energy drained is added to Cayci's energy level is added the round after this attack was used. Cayci cannot use this attack if burned. Cayci has -1 SPEED for next two actions.
Usage Gap: Once every 2 rounds


Hinoteko the Charizard [M]
Ability: Blaze
Signature Move: Draconian Drive
Description:
Hinoteko is an older Charizard, having been around to see other dragons rise and fall. At heart, he too knows to be a dragon and with the right amount of concentration and focus, he can boost the power of his known dragon attacks just as his fire moves. This may cost him a bit more but the power is worth the effort. After he stops using his inner draconian strength though, he must cool down a bit before using it again or risk serious damage to himself.
Type: Dragon
Base Power: N/A
Accuracy: 100%
Classification: Status
Energy Modifier: 6
Effects: All dragon type moves recieve a STAB at the cost of an additional 2% energy for each dragon attack used. Lasts until commanded to cease use. After use, dragon and fire attacks can't be used for two rounds. Effect stops when under Sleep, or Confusion status.
Usage Gap: Two rounds between use.
Galvantula: I'm a little wary... it's like a REALLY STRONG Leech Life, and because you can use it so often, there's not much stopped you from just spamming the move to keep your energy up. I would approve it if there wasn't a 100% absorption rate, which seems more realistic, or if the BP was lower. In either case, if I were you, I would wait to see what 3m0d0ll and/or Elbub say, but that could be a while. pending

Charizard: Awesome. Approved (2/2)
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Will always find their kind.
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  #150  
Old 08-14-2011, 05:34 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Paperfairy View Post
Approved (2/2)



Galvantula: I'm a little wary... it's like a REALLY STRONG Leech Life, and because you can use it so often, there's not much stopped you from just spamming the move to keep your energy up. I would approve it if there wasn't a 100% absorption rate, which seems more realistic, or if the BP was lower. In either case, if I were you, I would wait to see what 3m0d0ll and/or Elbub say, but that could be a while. pending

Charizard: Awesome. Approved (2/2)
Well the energy addition doesn't actually take any effect until the round after I use this. So, such as an example
*uses attack in round one*
*round two finishes, then energy is added*
*after energy is added, move can't be used two rounds afterwards*
So if Cayci used the attack in round one, she wouldn't be able to use it again until two rounds AFTER the energy was added, which is one round after she used the attack. So...that would be the beginning of round 5.
Just to be extremely clear.
I don't consider being able to use it that often.
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