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Old 05-20-2012, 08:20 PM
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Velocity Offline
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Join Date: Aug 2008
Location: The Land of Night and Magic
Posts: 2,759
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by narphoenix View Post
Going for two at once, and the second is not typical in the slightest:

[Deborah] Breloom(Female)
Ability: Poison Heal
Obtained: Starter
Evolved: Evolution Dojo


Signature Move: Pop Poison

Description: Breloom can use Toxic from the spores in their caps. But let's face it, it's accuracy sucks. Deborah found a way to physically pop the opponent with her cap, releasing the Toxic spores; unfortunately, this also poisons Deborah, because she's simply too close.

Type: Poison
Base Power: N/A
Accuracy: 100%
Classification:Status
Energy Modifier: 7%
Effect: Single Target and Deborah are TXC. Activates physical abilities (Rough Skin, Effect Spore...) If Deborah uses this attack on someone not affected by poison, she is still TXC.
Priority: 0
Usage Gap: None

Can't see any reason whatsoever to disapprove this. Its energy cost would have to be higher ordinarily, but you balanced it pretty well. [1/2]

[Solomon] Starmie
Ability: Natural Cure
Obtained: Starter
Evolved: Evolution Dojo

Signature Move: Afferent Anticipation

Description: Starmie are psychics, regardless of how often this fact is overlooked. Solomon was trained in his psychic ability so that he may understand the opponent trainer. He takes a turn to psychically analyze the opponent: when he is finished, he has an idea of what the opponent will do for a short period of time

Type: Psychic
Base Power: N/A
Accuracy: 100%
Classification:Status
Energy Modifier: 9%
Effect: Opponent(s) posts moves before narphoenix for four rounds or however long Solomon is still in play
Priority: 0
Usage Gap: Once every 4 rounds
Heh, that's pretty neat. Raise the Energy cost to 12 and add a period to the end of your final sentence and you're good. :D
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