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Go Back   Pokemon Forum - Pokemon Elite 2000 » Pokemon RPG's » Anime-Style Battling League » ASB: Headquarters

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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  #1  
Old 02-25-2011, 01:20 AM
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Default Signature and Tutored Moves

Signature and Tutored Move Registration

Signature Moves

A forewarning; it is suggested that you get some experience of how the ASB system works before applying to have Signature Moves on your Pokémon. It will be obvious to approvers if you don’t know what you are doing when applying for a signature move, which will make us likely to reject it straight away.

Signature moves, as stated before, are unique moves to your Pokémon that you can express your creativity through. The normal layout for signature moves is:

Signature Move:
Description:
Type:
Base Power:
Accuracy:
Classification:
Energy Modifier:
Impact:
Priority:
Effects:
Usage Gap:

Signature Move: This is where you put the name of your signature move. You can call it anything you want, as long as it isn't offensive.
Description: Here you tell us, in some detail, exactly how your Pokémon carries out its signature move. Their must be sufficient detail for approvers to accept the Signature Move and if the description is too similar to that of a move that already exists in Pokémon, it will not be accepted.
Type: The type that the signature move is, i.e. Fire. Signature moves are allowed to have two types.
Base Power: The basis for how much damage is dealt.
Accuracy: How accurate the signature move is, in percentage.
Classification: The type of damage the signature move does, i.e. Physical, Special or Status. Status is used for those moves that do not cause damage.
Impact: Which Pokémon does this move impact? Look to Compendium for good examples.
Priority: Moves with higher priority move faster than those with lower.
Energy Modifier: More or less, the energy cost for the signature move to be used. Unless the attack has special effects and/or is a status attack, this is zero.
Effects: The effects, if any, to the opposing Pokémon, the Pokémon that uses the signature move or the environment in general.
Usage Gap: The amount of time that must progress in the battle before the Pokémon can use the move again.

Rules Regarding Signature Moves

- The description must be extremely believable. You must elaborate on your points and tell us exactly how the Pokémon carries out the move. Canon evidence can improve your chances of getting the Signature Move approved.
- The type must be believable to the description and to the type of the Pokémon. It wouldn't make much sense if a Pokémon like Kingler could perform a Fire type signature move, unless it had acceptable reasoning in the description.
- The limit to how accurate a damaging signature move can be is 95%, due to the irregularity of the move, as it is not something the Pokémon would perform normally. Also, the more powerful a signature move, the less accurate it is likely to be. Status Signature Moves can be 100%, however.
- The usage gap is based on how many rounds or actions it will take a Pokémon to perform the move. The more powerful a signature move, the longer the usage gap should be.

Once you feel that your signature move is workable and likely to be accepted, you must post it here in the normal format, just replacing the word none with your Signature Move. For example,

Quote:
[Darkness] Umbreon (F)
Signature Move: Unholy Rites
Description: Darkness is highly thankful that she was lucky enough to become a denizen of the dark. So, at any time during the battle, she lies down flat on the ground, with her head facing skywards, as if to pray to the unnamed Dark Deity that may be listening. If she manages to catch the attention of this Dark Deity, it grants her unusual and powerful black magic to channel against her opponent in an offering to it. With the black magic flowing through her body, she releases a jet black ray, addling with the body and mind of the victim. The Dark Deity, now appeased with it's offering, will refuse to grant this power again.
Type: Dark | Accuracy: 75% | Base Power: 130 | Energy Modifier: 8
Effects: None
Usage Gap: Once per Battle.
If you no longer wish to have your Pokémon with a Signature Move, or merely wish to replace it with a new one, all you have to do is repost your Pokémon with its new Signature Move and wait for approval.

Tutored Moves

Now Available!

If you were to visit the The Move Tutor in the Downtown Market, you can teach your Pokémon up to two moves they do not have in their move-sets for a nominal fee.

Much like everything else, you must update this information here at the Registration Headquarters. To update the assignment of a Tutored Move to your Pokémon, you must use the following format:

Quote:
[Chomp] Garchomp (M)
Signature Move: None
Tutored Move: Dragon Dance
Rules Regarding Tutored Moves
- It must have been approved by the owner of The Move Tutor
- You must get approval of the Tutored Move before you can use it in battle.

Originally written by Elbub.
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Last edited by paperfairy; 10-10-2011 at 02:13 PM.
  #2  
Old 03-09-2011, 07:50 PM
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Default Re: Signature Moves

Ahem. Hope you don't mind the copypasta. Please approve ASAP, because my meme-team is lacking the meme part.

Quote:

Pokemon Name: Smugleaf
Species: Snivy (Male)

Signature Move: Trollface
Description: Since it's discovery in Unova Snivy has been known for it's smug smile and almost taunting demeanor. A self-centered and narcissistic Pokemon, NES2's Snivy takes the cake when it comes to smugness. NES2 has learned to use this to his advantage during battle however, making Smugleaf's rudeness an asset. Channeling his inner jerk, Smugleaf can drive his opponent into reckless attack by making "yo mama" joke or some other rude comment towards his opponent in the enigmatic language of Pokemon. When effected by this attack, the opponent will not be able to control his rage at Smugleaf's "trolling" and will fly into a psychopathic rage for 2 rounds in which he will wreck anything in the vicinity of him, including his own allies.
Type: Dark / Damage: 0 / Accuracy: 100 /Classification: Status Move / Cost 10
Effect: Pokemon cannot aim it's own attacks for five turns and may damage any Pokemon at random, including itself.
Usage Gap: Once per Battle

Ability: Overgrow

----------



Name: THE CHOSEN ONE
Species: Rattata (Male)

Signature Move: TOP PERCENTAGE
Description: NES2's Rattata isn't any ordinary Rattata. He is literally in the top percentage of Rattata, the Pokemon that the Seven Sages foretold would defeat Arceus and ascend to the level of a deity, the Chosen One of Legend. NES2's Rattata can make this status known through a powerful aura it emits, instilling a great fear and awe in any Pokemon that beholds it's true nature. This move will paralyze the Pokemon who beholds it instantly, stunning the Pokemon who sees Rattata's True Power.
Type: ??? / Damage: 0 / Accuracy: 100 / Classification: Status Move / Cost 10
Effect: Causes paralysis.
Usage Gap: None (It's a glorified Thunder Wave really, why would this need one?)

Ability: Guts

----------



Species: Mudkip (Male)

Signature Move: So I herd you liek mudkieps...
Description: Mudkip is naturally the most well known and "lieked" of the meme Pokemon, and in most eyes the original meme Pokemon. Mudkips are just naturally cool, and this move causes Infatuation in it's target regardless of the opponent Pokemon's gender or Oblivious Ability due to it's status as the first viral Pokemon meme. After all, who doesn't liek Mudkips nowadays?
Type: Normal / Damage: 0 / Accuracy 100% / Classification: Status Move / Cost 10
Effect: Causes Infatuation; ignores Gender and Abilities
Usage Gap: Once per Battle

Ability: Torrent
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Last edited by NES2; 03-12-2011 at 12:19 PM.
  #3  
Old 03-10-2011, 03:04 AM
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Default Re: Signature Moves

Quote:
Originally Posted by NES2 View Post
Ahem. Hope you don't mind the copypasta. Please approve ASAP, because my meme-team is lacking the meme part.
Snivy: by 5 turns, I assume you mean 5 rounds, which is ten actions. too long. needs to be nerfed.
Rattata: approved by me, but you need two more approvals before it's official.
Mudkip: approved by me, but you need two more approvals before it's official.

In addition, you need to assign Energy costs for all of these.
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  #4  
Old 03-10-2011, 11:42 AM
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Default Re: Signature Moves

[Evelyn] Eevee (female)
Signature Move: Temporary Evolution
Description: Evelyn, like all other Eevees, has unstable genetic makeup, allowing evolution into many different Pokemon. However, Evelyn's genetic makeup is more unstable than that of regular Eevees, allowing her to temporarily evolve once a battle. She will transform back into an Eevee at the end of the battle, though.

When transformed, Evelyn counts as the Eeveelution she is transformed into, not an Eevee. That means she can use moves her new form knows, but just for the battle Temporary Evolution is used in.
Type: Normal | Damage: 0 | Accuracy: 100% | Classification: Status | Energy Cost: 10
Effects: Transforms user into one of the seven Eeveelutions, chosen by owner of the user/RNG.
Usage Gap: Once per battle.

I hope this is OK, since this is pretty much what a Ditto can do, but with 7 possibilities instead of 648.

Also, if Evelyn evolves permenantly, this move has no effect.
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  #5  
Old 03-10-2011, 05:12 PM
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Default Re: Signature Moves

[Huff] (Male)
Ability: White Smoke
Signature Move: *huff* *huff* *huff*
Description: Huff is a particularly old Torkoal. Nobody had any intention of taking one at his old age, because of the age limit of Pokémon. They lived until 100 years old, and this Torkoal was 102. Now, Torkoal, from the age of 80 onwards produce four times the number of smoke. Of course, Huff has been producing a lot of smoke, and he's not ready to run out for a very long time. Huff was born with far too much smoke in his body, though.

During battle, he can pump out overwhelming amounts of smoke. The smoke a Torkoal produces is not necessarily as black as normal smoke, so anyone can see, it's just like mist. Huff uses this smoke to his advantage, and when he is ordered to use this signature move, he will wait for the opponent's Pokémon to move, and just when the move is about to strike, Huff will puff out a huge amount of smoke that will dampen the attack's damage by 1. The smoke will cause minor burns and the heat may damage the enemy a little.
Type: Fire | Damage: 4 | Accuracy: 80% | Classification: Special | Energy Cost: 9
Effects: Burns opposing Pokémon for 2 turns.
Usage Gap: Once per battle, so Huff can get more smoke into his system.
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  #6  
Old 03-10-2011, 06:33 PM
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Default Re: Signature Moves

Quote:
Originally Posted by IceKyurem View Post
[Evelyn] Eevee (female)
Signature Move: Temporary Evolution
Description: Evelyn, like all other Eevees, has unstable genetic makeup, allowing evolution into many different Pokemon. However, Evelyn's genetic makeup is more unstable than that of regular Eevees, allowing her to temporarily evolve once a battle. She will transform back into an Eevee at the end of the battle, though.

When transformed, Evelyn counts as the Eeveelution she is transformed into, not an Eevee. That means she can use moves her new form knows, but just for the battle Temporary Evolution is used in.
Type: Normal | Damage: 0 | Accuracy: 100% | Classification: Status | Energy Cost: 10
Effects: Transforms user into one of the seven Eeveelutions, chosen by owner of the user/RNG.
Usage Gap: Once per battle.

I hope this is OK, since this is pretty much what a Ditto can do, but with 7 possibilities instead of 648.

Also, if Evelyn evolves permenantly, this move has no effect.
Hmm. Once per battle, Eevee can use one of the attacks from its evolutions. This sounds interesting, perhaps if it were a random, or it were not random, the Energy cost would be higher. Also, would Eevee's stats change as well, or just its movepool?

Quote:
Originally Posted by Dark Moonlight View Post
[Huff] (Male)
Ability: White Smoke
Signature Move: *huff* *huff* *huff*
Description: Huff is a particularly old Torkoal. Nobody had any intention of taking one at his old age, because of the age limit of Pokémon. They lived until 100 years old, and this Torkoal was 102. Now, Torkoal, from the age of 80 onwards produce four times the number of smoke. Of course, Huff has been producing a lot of smoke, and he's not ready to run out for a very long time. Huff was born with far too much smoke in his body, though.

During battle, he can pump out overwhelming amounts of smoke. The smoke a Torkoal produces is not necessarily as black as normal smoke, so anyone can see, it's just like mist. Huff uses this smoke to his advantage, and when he is ordered to use this signature move, he will wait for the opponent's Pokémon to move, and just when the move is about to strike, Huff will puff out a huge amount of smoke that will dampen the attack's damage by 1. The smoke will cause minor burns and the heat may damage the enemy a little.
Type: Fire | Damage: 4 | Accuracy: 80% | Classification: Special | Energy Cost: 9
Effects: Burns opposing Pokémon for 2 turns.
Usage Gap: Once per battle, so Huff can get more smoke into his system.
Approved by me, but you'll need two more before its official.
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  #7  
Old 03-10-2011, 07:25 PM
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Default Re: Signature Moves

Quote:
Originally Posted by IceKyurem View Post
[Evelyn] Eevee (female)
Signature Move: Temporary Evolution
Description: Evelyn, like all other Eevees, has unstable genetic makeup, allowing evolution into many different Pokemon. However, Evelyn's genetic makeup is more unstable than that of regular Eevees, allowing her to temporarily evolve once a battle. She will transform back into an Eevee at the end of the battle, though.

When transformed, Evelyn counts as the Eeveelution she is transformed into, not an Eevee. That means she can use moves her new form knows, but just for the battle Temporary Evolution is used in.
Type: Normal | Damage: 0 | Accuracy: 100% | Classification: Status | Energy Cost: 10
Effects: Transforms user into one of the seven Eeveelutions, chosen by owner of the user/RNG.
Usage Gap: Once per battle.

I hope this is OK, since this is pretty much what a Ditto can do, but with 7 possibilities instead of 648.

Also, if Evelyn evolves permenantly, this move has no effect.
Hmm... no way I'm approving this if it's chosen by the owner, but by the RNG, that actually makes for an interesting wildcard attack, particularly since if you get the wrong type it can make things much worse. I'll approve the RNG controlled version.

Quote:
Originally Posted by Dark Moonlight View Post
[Huff] (Male)
Ability: White Smoke
Signature Move: *huff* *huff* *huff*
Description: Huff is a particularly old Torkoal. Nobody had any intention of taking one at his old age, because of the age limit of Pokémon. They lived until 100 years old, and this Torkoal was 102. Now, Torkoal, from the age of 80 onwards produce four times the number of smoke. Of course, Huff has been producing a lot of smoke, and he's not ready to run out for a very long time. Huff was born with far too much smoke in his body, though.

During battle, he can pump out overwhelming amounts of smoke. The smoke a Torkoal produces is not necessarily as black as normal smoke, so anyone can see, it's just like mist. Huff uses this smoke to his advantage, and when he is ordered to use this signature move, he will wait for the opponent's Pokémon to move, and just when the move is about to strike, Huff will puff out a huge amount of smoke that will dampen the attack's damage by 1. The smoke will cause minor burns and the heat may damage the enemy a little.
Type: Fire | Damage: 4 | Accuracy: 80% | Classification: Special | Energy Cost: 9
Effects: Burns opposing Pokémon for 2 turns.
Usage Gap: Once per battle, so Huff can get more smoke into his system.
Ditto what Paperfairy said.
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  #8  
Old 03-11-2011, 11:49 AM
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Default Re: Signature Moves

Quote:
Originally Posted by Paperfairy
Hmm. Once per battle, Eevee can use one of the attacks from its evolutions. This sounds interesting, perhaps if it were a random, or it were not random, the Energy cost would be higher. Also, would Eevee's stats change as well, or just its movepool?
No. Basically, Eevee would transform into one of its evolutions. It would stay like that for the entire battle. It would forget all moves it currently knows, in exchange for the movepool of its evolution. The stats would also change, but HP and energy count would stay the same.

Quote:
Originally Posted by Lord Khajmer
Hmm... no way I'm approving this if it's chosen by the owner, but by the RNG, that actually makes for an interesting wildcard attack, particularly since if you get the wrong type it can make things much worse. I'll approve the RNG controlled version.
OK, it's RNG controlled.
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  #9  
Old 03-11-2011, 10:04 PM
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Default Re: Signature Moves

Quote:
Originally Posted by IceKyurem View Post
No. Basically, Eevee would transform into one of its evolutions. It would stay like that for the entire battle. It would forget all moves it currently knows, in exchange for the movepool of its evolution. The stats would also change, but HP and energy count would stay the same.

OK, it's RNG controlled.
You've got another approval from me. You just need one more.
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  #10  
Old 03-11-2011, 11:49 PM
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Default Re: Signature Moves

Quote:
Originally Posted by NES2 View Post
Ahem. Hope you don't mind the copypasta. Please approve ASAP, because my meme-team is lacking the meme part.
Snivy: The Effect makes no sense... 'Pokemon cannot aim it's own attacks for five turns and may damage any Pokemon at random, including itself.' So there is a 50% chance that the opponent attacks either the foe or itself? In double battles, a 25% chance, etc..? Correct? Also, as Paperfairy pointed out, 5 ROUNDS is way too long. Maybe one Round or 5 actions, BUT NOT FIVE ROUNDS. Not approved.
Rattata: Meh, it's fine. Approved.
Mudkip: Seems good, Approved by me. :)


Quote:
Originally Posted by IceKyurem View Post
[Evelyn] Eevee (female)
Signature Move: Temporary Evolution
Description: Evelyn, like all other Eevees, has unstable genetic makeup, allowing evolution into many different Pokemon. However, Evelyn's genetic makeup is more unstable than that of regular Eevees, allowing her to temporarily evolve once a battle. She will transform back into an Eevee at the end of the battle, though.

When transformed, Evelyn counts as the Eeveelution she is transformed into, not an Eevee. That means she can use moves her new form knows, but just for the battle Temporary Evolution is used in.
Type: Normal | Damage: 0 | Accuracy: 100% | Classification: Status | Energy Cost: 10
Effects: Transforms user into one of the seven Eeveelutions, chosen by owner of the user/RNG.
Usage Gap: Once per battle.

I hope this is OK, since this is pretty much what a Ditto can do, but with 7 possibilities instead of 648.

Also, if Evelyn evolves permanently, this move has no effect.
I Approve the RNG version. :)

Quote:
Originally Posted by Dark Moonlight View Post
[Huff] (Male)
Ability: White Smoke
Signature Move: *huff* *huff* *huff*
Description: Huff is a particularly old Torkoal. Nobody had any intention of taking one at his old age, because of the age limit of Pokémon. They lived until 100 years old, and this Torkoal was 102. Now, Torkoal, from the age of 80 onwards produce four times the number of smoke. Of course, Huff has been producing a lot of smoke, and he's not ready to run out for a very long time. Huff was born with far too much smoke in his body, though.

During battle, he can pump out overwhelming amounts of smoke. The smoke a Torkoal produces is not necessarily as black as normal smoke, so anyone can see, it's just like mist. Huff uses this smoke to his advantage, and when he is ordered to use this signature move, he will wait for the opponent's Pokémon to move, and just when the move is about to strike, Huff will puff out a huge amount of smoke that will dampen the attack's damage by 1. The smoke will cause minor burns and the heat may damage the enemy a little.
Type: Fire | Damage: 4 | Accuracy: 80% | Classification: Special | Energy Cost: 9
Effects: Burns opposing Pokémon for 2 turns.
Usage Gap: Once per battle, so Huff can get more smoke into his system.
Ineresting. VAARY interesting... I LIKE IT! :'D Approved.
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  #11  
Old 03-12-2011, 09:46 AM
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Default Re: Signature Moves

I'm not sure whether I should post it here or not, but I see a problem with my Eevee's signature move. What if Temporary Evolution was the first move used in round? What moveset would I choose from? Or would I just pick a move from each moveset?

Or maybe I should make it so that evolution happens at the end of the round, with using the move preparing for temporary evolution. What do the officals/mods think to that?

Until I get an answer, I am not going to use the move, but I am going to register it into my stats.
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Last edited by IceKyurem; 03-12-2011 at 09:59 AM.
  #12  
Old 03-12-2011, 12:23 PM
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Default Re: Signature Moves

OK, first off, I nerfed the move to 2 rounds like you wanted. The move is more of a novelty anyways, so how long it lasts really doesn't matter.
As for those percentages, yes you would be correct. It's basically confusion in a single battle, and whatever you described in a double battle. If you can recheck the move and see if it's ready now, that would be great.

Also, two approves and one to go!
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  #13  
Old 03-12-2011, 09:22 PM
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Default Re: Signature Moves

Quote:
Originally Posted by IceKyurem View Post
I'm not sure whether I should post it here or not, but I see a problem with my Eevee's signature move. What if Temporary Evolution was the first move used in round? What moveset would I choose from? Or would I just pick a move from each moveset?

Or maybe I should make it so that evolution happens at the end of the round, with using the move preparing for temporary evolution. What do the officals/mods think to that?

Until I get an answer, I am not going to use the move, but I am going to register it into my stats.
I would say maybe add a one move cooldown-that is, you have to wait a move after using it, like with Hyper Beam or Giga Impact in the games.

Quote:
Originally Posted by NES2 View Post
OK, first off, I nerfed the move to 2 rounds like you wanted. The move is more of a novelty anyways, so how long it lasts really doesn't matter.
As for those percentages, yes you would be correct. It's basically confusion in a single battle, and whatever you described in a double battle. If you can recheck the move and see if it's ready now, that would be great.

Also, two approves and one to go!
Approved by me. The main issue I had was the length of the move, which the others pointed out so I felt no need to. Since you fixed it, I can dig it.
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Last edited by Lord Fedora; 03-14-2011 at 02:05 AM.
  #14  
Old 03-13-2011, 03:59 PM
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Default Re: Signature Moves

[Kesh] Hreacross (M)
Ability: Guts
Sig move: Spin Flip

Description: Being a Heracross, Kesh is adept at lifting foes with his horn. He has mastered a varition on this: he runs along the ground, horn down. When Kesh hits the foe, he lifts up, sending the opponent spinning into the air. The foe is Confused from this spinning, and is slightly damaged. The downside is that this move cannot be used against enemies 199.0 lbs (54.0 kgs) in weight or higher. Kesh is tired out by this, and his Speed and Defense is lowered.
Type: Normal | Damage: 5 | Accuracy: 95% | Classification: Physical | Energy Cost: 12%
Effects: Confuses foe, damages foe. -1 Defense, Speed on Kesh.
Usage Gap: Every two turns.
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Last edited by Mawile-Danmaku; 03-13-2011 at 11:33 PM.
  #15  
Old 03-13-2011, 06:54 PM
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Default Re: Signature Moves


[FreakyBalloon] Drifloon (F)
Ability: Aftermath
Signature Move: Drift and Pull
Description: We all know that Drifloon are generally freaky little critters who have a creeper streak and seem to have a general good time when kidnapping children. Well, Freaky has learned how to apply her abductory knowledge to other Pokemon. She drifts towards them, looking harmless, then wraps her two little heart-tipped strings around them. She then lifts into the air and, when the weight finally becomes too much, she'll drop them to the ground, causing injury to the Pokemon. This attack, however, leaves her very tired and lowers her speed for 3 rounds. This move cannot effect Pokemon she can't lift (over 200 lbs)
Type: Flying | Damage: For foes she can lift very high (100 lbs or below): 10% for foes she cannot lift very high (101-200 lbs): 7% | Accuracy: 90% | Classification: Physical | Energy Cost: 100 lbs or below: 10% 101 lbs-200 lbs 13%
Effects: Freaky's Speed drops by one for 3 rounds
Usage Gap: Twice per battle; 4 rounds. It tuckers the poor balloon out!
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