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Old 05-10-2012, 09:42 PM
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Velocity Offline
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Join Date: Aug 2008
Location: The Land of Night and Magic
Posts: 2,758
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by narphoenix View Post
[Athena] Spinirak (F)
Ability: Insomnia
Obtained: Dinosauria


Signature Move: Tesla Tangle
Description: Spinarak and Ariados are capable of using Electroweb. Athena experimented with the electric silk and figured out how to amplify the current through the web until it became much stronger than it was before. Of course, not being an electric type, Athena can't make the electricity hurt, but it can definitely cause difficulty for the opponent who wants to move, only to be spasming or to be falling flat on their faces.
Type: Electric
Base Power: N/A
Accuracy: 95%
Classification:Status
Energy Modifier: 8%
Effect: Single Target is PRZ. Full paralysis chance modified from 25% to 33%.
Priority: 0
Usage Gap: None
Can't see anything wrong with this, but what does the paralysis chance increase to as the paralysis progresses through its three other stages? Pending.

Quote:
Originally Posted by sammy0295 View Post

Nitro
Nidoking
Ability: Poison Point
Spoiler:
Signature Move: RampRage
Description: Nitro is quick to anger in battle and slow to cool off. It takes very little to make him snap and when he does, it is not a good idea to stay in his way. When this happens he becomes more powerful and acquires a glowing red aura. He attacks his opponent, focusing only on doing as much damage as he can. He uses any means available; fist, tail, horn, ect. Unfortunately, such recklessness lowers his defenses, and causes recoil damage.
| 140 BP | 80% ACC | | Impact: Singular Target | Priority: 0 | 9% NRG
Effects: Nitro receives 1/4 recoil damage
Nitro receives +3 ATK, -3 DEF effective before damage is calculated. At the end of the first round this is used it is reduced to +2, -2. At then end of the next round; +1, -1; then the last round +0, -0.
25% chance to poison
Usage Gap: 6 Rounds

1/0/0/0/0/0


I assume you mean that the NRG modifier is 9%, as opposed to the total cost! Make that more specific and you're approv'd, mister. [1/2]



Rasha
Gengar
Ability: Levitate
Spoiler:
Signature Move: Boo!
Description: Gengar are known to take the form of shadows in order to startle others. Rasha is particularly mischievous and this is one of her favorite methods for wreaking havoc. She has adapted this skill to be useful in battle. She melts into shadow and finds her way to the shadow of her target. She bursts out of the shadow, startling her opponent and attacks, firing a deep purple ball of ghostly energy from her hands.
| 70 BP | 90% ACC | | Impact: Singular Target | Priority: 0 | 7+%NRG
Effects: Rasha can stay in her shadow form if she so desires. To do so makes her unable to be attacked and unable to attack. Any move used against her will fail. Each action she stays in the shadows cost 1% NRG.
60% chance to cause target to flinch.
Usage Gap: 3 Rounds (each consecutive use per battle lowers chance of flinching by 10%)

0/0/0/0/0/0


Approv'd. [1/2]



Jade
Steelix
Ability: Rock Head
Spoiler:
Signature Move: Bǎoh y
Description: Jade, so name because of her rare green eyes, has made a point of living up to her name. In Chinese mythology jade is said to have the ability to purify and grant immortality. With that in mind, Jade focuses her energy to create a shield. She is enveloped in a faintly glowing green light. This shield temporarily protects her from status effects and being knocked out.
| - BP | 100% ACC | | Impact: User | Priority: 0 | 9% NRG
Effects: This effect will end after two rounds.
Jade is shielded from all major status effects and confusion, and previously inflicted conditions are cured. She will not be KO'd if her HP reaches 0 while the shield is up. She will continue to fight. In this state, all NRG used is doubled. If her NRG reaches 0 as well she will be KO'd regardless of the shield. After the shield wears off, if her HP had previously reached 0, she will be KO'd. While the shield is up she is unable to heal herself using any method, though chills are allowed.
Usage Gap: Once Per Battle

0/0/0/0/0/0


Heh, this one's pretty neat! Although I think the NRG cost should be boosted to at least 13%. Safeguard, which is the same except for the KO-related effects, has an Energy cost of 8%, after all. Pending.
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