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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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  #76  
Old 04-28-2011, 04:48 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post
Cayci the Joltik [F]
Signature Move: Singe Volt
Description: Joltik and 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
Approved. (1/3)
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  #77  
Old 05-01-2011, 12:34 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by saraibre ryu View Post
cayci the joltik [f]
signature move: singe volt
description: joltik and 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
(2/3)
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  #78  
Old 05-16-2011, 12:29 AM
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Default Re: Signature and Tutored Moves

ERRYBODY APPROVED! [/late to the party]
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  #79  
Old 05-23-2011, 12:11 AM
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Default Re: Signature and Tutored Moves

Going to give this another try.

[Batty] Woobat (Female)

Signature Move: Twin Tornadoes
Description: Most Woobats aren't the greatest at flying. But Batty has practiced flying more then most Woobats. To use Twin Tornadoes, he flaps his wings faster and faster until they are going at the speed of sound. As he does this, two tornados a few inches tall grow until they are three feet tall. When they are three feet tall, Batty hurls them at the opponent. Batty is small, therefore his strength at throwing the tornadoes makes it possible for the opponent to dodge it. Batty gets very tired by all this, therefore his speed goes down by one stage.
Type: Flying
Base Power: 90
Accuracy: 80
Classification: Special
Energy Modifier: 0
Effects: Lowers Batty's Speed by one stage.
Usage Gap: Once every other round.
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Last edited by Fushigidane; 05-23-2011 at 11:40 AM.
  #80  
Old 05-23-2011, 01:34 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Fushigidane View Post
Going to give this another try.

[Batty] Woobat (Female)

Signature Move: Twin Tornadoes
Description: Most Woobats aren't the greatest at flying. But Batty has practiced flying more then most Woobats. To use Twin Tornadoes, he flaps his wings faster and faster until they are going at the speed of sound. As he does this, two tornados a few inches tall grow until they are three feet tall. When they are three feet tall, Batty hurls them at the opponent. Batty is small, therefore his strength at throwing the tornadoes makes it possible for the opponent to dodge it. Batty gets very tired by all this, therefore his speed goes down by one stage.
Type: Flying
Base Power: 100
Accuracy: 80
Classification: Special
Energy Modifier: 0
Effects: Lowers Speed by one stage.
Usage Gap: Once every other round.
1- You mention that Batty is small, yet the BP is 100... XD Make it 85/90ish.

2- In Effects, make sure to specify who's Speed is lowered. :)

3- *tornadoes, xDD

So, pending.
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  #81  
Old 05-23-2011, 11:40 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by 3m0d0ll View Post
1- You mention that Batty is small, yet the BP is 100... XD Make it 85/90ish.

2- In Effects, make sure to specify who's Speed is lowered. :)

3- *tornadoes, xDD

So, pending.
I edited my post.
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  #82  
Old 05-23-2011, 05:26 PM
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Default Re: Signature and Tutored Moves

In the future please repost. Anyway given the changes made, approved by me.
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  #83  
Old 05-23-2011, 07:01 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Fushigidane View Post
Going to give this another try.

[Batty] Woobat (Female)

Signature Move: Twin Tornadoes
Description: Most Woobats aren't the greatest at flying. But Batty has practiced flying more then most Woobats. To use Twin Tornadoes, he flaps his wings faster and faster until they are going at the speed of sound. As he does this, two tornados a few inches tall grow until they are three feet tall. When they are three feet tall, Batty hurls them at the opponent. Batty is small, therefore his strength at throwing the tornadoes makes it possible for the opponent to dodge it. Batty gets very tired by all this, therefore his speed goes down by one stage.
Type: Flying
Base Power: 90
Accuracy: 80
Classification: Special
Energy Modifier: 0
Effects: Lowers Batty's Speed by one stage.
Usage Gap: Once every other round.
As Khaj FEDORA said, please re-post next time. And Approved. (2/3)
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  #84  
Old 05-23-2011, 10:14 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Fushigidane View Post
Going to give this another try.

[Batty] Woobat (Female)

Signature Move: Twin Tornadoes
Description: Most Woobats aren't the greatest at flying. But Batty has practiced flying more then most Woobats. To use Twin Tornadoes, he flaps his wings faster and faster until they are going at the speed of sound. As he does this, two tornados a few inches tall grow until they are three feet tall. When they are three feet tall, Batty hurls them at the opponent. Batty is small, therefore his strength at throwing the tornadoes makes it possible for the opponent to dodge it. Batty gets very tired by all this, therefore his speed goes down by one stage.
Type: Flying
Base Power: 90
Accuracy: 80
Classification: Special
Energy Modifier: 0
Effects: Lowers Batty's Speed by one stage.
Usage Gap: Once every other round.
Approved. (3/3)
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  #85  
Old 05-24-2011, 07:42 PM
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Default Re: Signature and Tutored Moves

Gami the Druddigon [F]
Signature Move: Internal Mediation
Description: Dex Entry - Druddigon:
'It warms its body by absorbing sunlight with its wings. When its body temperature falls, it can no longer move.'
Gami figured if she gets slower with the cold, she could get faster in the sun. Sun is fun time for Gami and whenever she feels those warm rays on her backside, that's when she decides to let loose. By using the nice warm weather outside, she uses the energy to make herself faster and less of a target and wasn't expected to be hit much. However, in colder weather, she does slow down and is easier to hit, however, expecting such, she is prepared to defend herself. The effects last the entire battle.
Type: Dragon
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 8
Effects:
The following stats change under certain weather effects and change with the weather effects for the entire battle after use. Additional status changes still apply:
Intense sunlight: DEF & SP DEF -2 SPD & EVAD +2
Hailstorm: DEF & SP DEF +1 SPD & EVAD -2
Heavy Rain: DEF & SP DEF +2 SPD & EVAD -1
Sandstorm: DEF & SP DEF -1 SPD & EVAD +1
Should Gami come under FROZEN status, DEF, SP DEF, EVAD are all lowered by 2 stages. Speed will be lowered by 2 stages for one round if Gami should survive.
Usage Gap: Once per battle.
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  #86  
Old 05-25-2011, 05:07 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post
Gami the Druddigon [F]
Signature Move: Internal Mediation
Description: Dex Entry - Druddigon:
'It warms its body by absorbing sunlight with its wings. When its body temperature falls, it can no longer move.'
Gami figured if she gets slower with the cold, she could get faster in the sun. Sun is fun time for Gami and whenever she feels those warm rays on her backside, that's when she decides to let loose. By using the nice warm weather outside, she uses the energy to make herself faster and less of a target and wasn't expected to be hit much. However, in colder weather, she does slow down and is easier to hit, however, expecting such, she is prepared to defend herself. The effects last the entire battle.
Type: Dragon
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 8
Effects:
The following stats change under certain weather effects and change with the weather effects for the entire battle after use. Additional status changes still apply:
Intense sunlight: DEF & SP DEF -2 SPD & EVAD +2
Hailstorm: DEF & SP DEF +1 SPD & EVAD -2
Heavy Rain: DEF & SP DEF +2 SPD & EVAD -1
Sandstorm: DEF & SP DEF -1 SPD & EVAD +1
Should Gami come under FROZEN status, DEF, SP DEF, EVAD are all lowered by 2 stages. Speed will be lowered by 2 stages for one round if Gami should survive.
Usage Gap: Once per battle.

I love it, actually! Approved (1/3).
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  #87  
Old 06-16-2011, 08:40 PM
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Default Re: Signature and Tutored Moves

El Maremoto, the Seadra (F)

Signature Move: Aqua Typhoon
Description: Kingdra's PokÚdex entry states that whenever Kingdra awakes, it creates tornadoes. After Seadra awakes from sleeping, this move must be used. As her eyes snap open, she creates a typhoon from her snout. This torrent of water spirals up high in the sky, using any available water source (as long as there is one). The enemy takes a hit at first, then each turn loses 3 health [6 health if x2 weak, and 9 health if x4 weak]. This lasts for 5 rounds. During this period, no moves requiring a water source may be used. When it is finished, the water crashes back down to the arena and the opponent gets hit again (although weaker) by the wave. On this second hit, this takes up my move. Basically, an awesome version of Whirlpool.

In summary, hits opponent for 65 BP, damages opponent a little bit for 5 rounds, then another 40 BP attack.
Type: Water
Base Power: 65 on the first hit, 40 on the second.
Accuracy: 100%
Classification: Special Attack
Energy Modifier: 10 (only on the first attack, however).
Effects: Damages opponent for 5 rounds, no moves requiring water source can be used in this period.
Usage Gap: Once a battle.
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Last edited by SLC; 06-17-2011 at 03:27 PM.
  #88  
Old 06-16-2011, 09:08 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by SLC View Post
El Maremoto, the Seadra (F)

Signature Move: Aqua Typhoon
Description: Kingdra's PokÚdex entry states that whenever Kingdra awakes, it creates tornadoes. After Seadra awakes from sleeping, this move must be used. As her eyes snap open, she creates a typhoon from her snout. This torrent of water spirals up high in the sky, using any available water source (as long as there is one). The enemy takes a hit at first, then each turn loses 3 health [6 health if x2 weak, and 9 health if x4 weak]. This lasts for 5 rounds. During this period, no moves requiring a water source may be used. When it is finished, the water crashes back down to the arena and the opponent gets hit again (although weaker) by the wave. On this second hit, this takes up my move. Basically, an awesome version of Whirlpool.

In summary, hits opponent for 65 BP, damages opponent a little bit for 5 rounds, then another 65 BP attack.
Type: Water
Base Power: 65 on the first hit, 40 on the second.
Accuracy: 100%
Classification: Special Attack
Energy Modifier: 10 (only on the first attack, however).
Effects: Damages opponent for 5 rounds, no moves requiring water source can be used in this period.
Usage Gap: Once a battle.
These parts

Quote:
The enemy takes a hit at first, then each turn loses 3 health [6 health if x2 weak, and 9 health if x4 weak]
Quote:
In summary, hits opponent for 65 BP, damages opponent a little bit for 5 rounds, then another 65 BP attack.
are a bit confusing. :I Could you clarify?
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  #89  
Old 06-17-2011, 03:29 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by 3m0d0ll View Post
These parts

are a bit confusing. :I Could you clarify?
The first bit means that for 5 rounds after this is used, the enemy takes a small bit of damage, similar to Fire Spin, Whirlpool (I think) and Twister (I think).

The second bit means that the opponent is hit of 65 BP. Then this 'Fire Spin'-like attack commences for 5 turns. On the turn this ends, instead of taking HP away, the opponent is hit for a 40 BP move.

EDIT: Got told to repost this with correct terminology by 3m0. Some of it has been slightly changed, too. We talked on AIM.

Signature Move: Aqua Typhoon
Description: Kingdra's PokÚdex entry states that whenever Kingdra awakes, it creates tornadoes. After Seadra awakes from sleeping, this move must be used. As her eyes snap open, she creates a typhoon from her snout. This torrent of water spirals up high in the sky, using any available water source (as long as there is one). The enemy takes a hit at first, then each round loses 3 health [6 health if x2 weak, and 9 health if x4 weak]. This lasts for 5 rounds. During this period, no moves requiring a water source may be used, such as Surf. When it is finished, the water crashes back down to the arena and the opponent gets hit again (although less powerfully) by the wave. On this second hit, this takes up my action. Basically, an awesome version of Whirlpool.

In summary, hits opponent for 65 BP, damages opponent a little bit for 5 rounds, then another 40 BP attack.

Type: Water
Base Power: 65 on the first hit, 40 on the second.
Accuracy: 100%
Classification: Special Attack
Energy Modifier: N/A
Effects: Damages opponent for 5 rounds, no moves requiring water source can be used in this period.
Usage Gap: Once a battle.

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Last edited by SLC; 06-17-2011 at 03:56 PM.
  #90  
Old 06-17-2011, 04:04 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by SLC View Post
The first bit means that for 5 rounds after this is used, the enemy takes a small bit of damage, similar to Fire Spin, Whirlpool (I think) and Twister (I think).

The second bit means that the opponent is hit of 65 BP. Then this 'Fire Spin'-like attack commences for 5 turns. On the turn this ends, instead of taking HP away, the opponent is hit for a 40 BP move.

EDIT: Got told to repost this with correct terminology by 3m0. Some of it has been slightly changed, too. We talked on AIM.

Signature Move: Aqua Typhoon
Description: Kingdra's PokÚdex entry states that whenever Kingdra awakes, it creates tornadoes. After Seadra awakes from sleeping, this move must be used. As her eyes snap open, she creates a typhoon from her snout. This torrent of water spirals up high in the sky, using any available water source (as long as there is one). The enemy takes a hit at first, then each round loses 3 health [6 health if x2 weak, and 9 health if x4 weak]. This lasts for 5 rounds. During this period, no moves requiring a water source may be used, such as Surf. When it is finished, the water crashes back down to the arena and the opponent gets hit again (although less powerfully) by the wave. On this second hit, this takes up my action. Basically, an awesome version of Whirlpool.

In summary, hits opponent for 65 BP, damages opponent a little bit for 5 rounds, then another 40 BP attack.

Type: Water
Base Power: 65 on the first hit, 40 on the second.
Accuracy: 100%
Classification: Special Attack
Energy Modifier: N/A
Effects: Damages opponent for 5 rounds, no moves requiring water source can be used in this period.
Usage Gap: Once a battle.


Okay! So would the duration of this move be as such:
Code:
R1: *move is used, 60 BP*
R2-R4: *3/6/9% Health is taken from foe*
R5: *40 BP*
If yes, then Approved, but if it's like:
Code:
R1: *move is used, 60 BP*
R2-R6: *3/6/9% Health is taken from foe*
R7: *40 BP*
Then not Approved and change it to the first scenario. :P (1/3)
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