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03-17-2011, 10:41 PM
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Join Date: Apr 2008
Location: Kanto
Posts: 2,151
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Re: Signature Moves

[Dino] Ivysaur (Male)
Ability: Overgrow
Signature Move: Flower Power
Description: Ivysaur grows a bunch of flowers on its bulb. The flowers are different colors; red, brown, green and yellow. They are not that big, just an inch or two wide, but Ivysaur grows a lot of them.
Type: Grass | Damage: - | Accuracy: - | Classification: - | Energy Cost: 7%
Effects: Increase Sp. ATK by 2.
Usage Gap: Once every round.
*prepares for disapproval*
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03-17-2011, 11:09 PM
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Join Date: May 2010
Location: t(//_^ t)
Posts: 3,875
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Re: Signature Moves
Quote:
Originally Posted by Silver Slasher

[Dino] Ivysaur (Male)
Ability: Overgrow
Signature Move: Flower Power
Description: Ivysaur grows a bunch of flowers on its bulb. The flowers are different colors; red, brown, green and yellow. They are not that big, just an inch or two wide, but Ivysaur grows a lot of them.
Type: Grass | Damage: - | Accuracy: - | Classification: - | Energy Cost: 7%
Effects: Increase Sp. ATK by 2.
Usage Gap: Once every round.
*prepares for disapproval*
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Well... I'm glad that you already prepared yourself ^^;
1- Needs a MUCH longer description. Like, much much!
2- You need a classification: Physical, Special, or Status.
Not Approved.
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03-18-2011, 04:10 AM
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Join Date: Mar 2004
Location: Manchester, Connecticut
Posts: 3,991
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Re: Signature Moves
Quote:
Originally Posted by Silver Slasher

[Dino] Ivysaur (Male)
Ability: Overgrow
Signature Move: Flower Power
Description: Ivysaur grows a bunch of flowers on its bulb. The flowers are different colors; red, brown, green and yellow. They are not that big, just an inch or two wide, but Ivysaur grows a lot of them.
Type: Grass | Damage: - | Accuracy: - | Classification: - | Energy Cost: 7%
Effects: Increase Sp. ATK by 2.
Usage Gap: Once every round.
*prepares for disapproval*
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Not approved, reasons stated above.
__________________
Or yet in wise old Ravenclaw
If you've a ready mind
Where those of wit and learning
Will always find their kind.
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03-18-2011, 09:33 AM
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Join Date: Jan 2007
Location: India
Posts: 4,698
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Re: Signature Moves
Please do not apply for Signature Moves at present, because there might be a change in their functioning. For details, click here.
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03-18-2011, 05:51 PM
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Dungeon Master
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Join Date: Nov 2006
Location: FLAMING RATTATA!!!
Posts: 7,788
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Re: Signature and Tutored Moves
Apparently mine was skipped because it was the last post on the page before this one. I reposted it after changing what needed to be changed. So I guess that means that I'll have to wait for it to be approved now?
__________________
Crystal Momoyia 
Lv100 @ 7896
~Links~
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03-18-2011, 05:59 PM
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ASB Official
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Join Date: Dec 2006
Location: Y'all stay off my property!
Posts: 8,467
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Re: Signature and Tutored Moves
Quite. Also, for the sake of simplicity I'm going to lock this thread until the issue is resolved. If you have questions, please feel free to ask in the referendum thread.
__________________
URPG/ASB Stats
98% of teens won't stand up for God. Repost this if you think that statistic is the most laughable thing ever.
My new AIM username is GrayFedora12. Do not respond or click on links from any IMs from LordKhajmer.
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04-15-2011, 07:30 AM
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Join Date: Mar 2004
Location: Manchester, Connecticut
Posts: 3,991
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Re: Signature and Tutored Moves
Signature moves are open again. All previously accepted moves are no longer accepted, and users must reapply under the new application.
__________________
Or yet in wise old Ravenclaw
If you've a ready mind
Where those of wit and learning
Will always find their kind.
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04-15-2011, 08:23 AM
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Drasconis Deviantus
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Join Date: Jan 2007
Location: Voids of my mind
Posts: 6,522
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Re: Signature and Tutored Moves
Kinda glad I waited. Though since this one of mine gets rather technical, I'm prepared for a lot of changing to be done. >_<
Asharas the Charmander [F]
Ability: Blaze
Signature move: Flare Blaze
Description: The flames of a Charmander and evolutions yet to come always burn brighter when fierce battles have been faced. Ashe was one such Pokemon who would face her own opponents who had a type advantage over her. Over and over again, until the peak of her power was reached and skill of her fire attacks hit high. Once her Blaze ability activated, she took it one step further, unleashing even more power against her opponents in a literal blaze of glory. Water type's steamed, rock types melted under the intense heat and so on and so forth. However Ashe would go without taking some of her own recoil damage every time a fire attack was used due to the intensity. This was always a do or die tactic.
Type: Fire
Base Power: N/A
Accuracy: 100%
Classification: Status
Energy Modifier: 15%? [I’m not sure what a high energy usage is so...I’ll say 18% if that's not high enough]
Effects:
-All Fire attacks used that cause 'not very effective' damage become 'normal damage'. 'Normal damage' becomes Super Effective. Super Effective damage as they were.
-All fire attacks used cause 3% recoil damage to remaining health. (Should 2 Fire attacks be used in one round means -7% health for each fire attack in total) This is added to the recoil value if the fire type attack already does recoil damage (Eg. Flare Blitz)
-All fire attacks have a chance of burning if they did not have it previously before.
-Flash Fire Ability is bypassed, however, 2% more recoil damage occurs as a result.
-Flash Fire bypass does normal damage to opponent.
-Can only use when the 'Blaze' ability activates after being commanded to.
-Lasts 3 Rounds and if Asharas is by some whim of a miracle still standing by the end of it, ALL her stats drop by 3 levels. [Including Evasion]
Usage Gap: Once per battle.
__________________
Code:
VPP STATS
Paired with: Sandstorm Lavastone <3

Neon the Jolteon
Level100: 6576
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04-15-2011, 10:37 AM
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Join Date: Mar 2004
Location: Manchester, Connecticut
Posts: 3,991
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Re: Signature and Tutored Moves
Quote:
Originally Posted by Saraibre Ryu
Kinda glad I waited. Though since this one of mine gets rather technical, I'm prepared for a lot of changing to be done. >_<
Asharas the Charmander [F]
Ability: Blaze
Signature move: Flare Blaze
Description: The flames of a Charmander and evolutions yet to come always burn brighter when fierce battles have been faced. Ashe was one such Pokemon who would face her own opponents who had a type advantage over her. Over and over again, until the peak of her power was reached and skill of her fire attacks hit high. Once her Blaze ability activated, she took it one step further, unleashing even more power against her opponents in a literal blaze of glory. Water type's steamed, rock types melted under the intense heat and so on and so forth. However Ashe would go without taking some of her own recoil damage every time a fire attack was used due to the intensity. This was always a do or die tactic.
Type: Fire
Base Power: N/A
Accuracy: 100%
Classification: Status
Energy Modifier: 15%? [I’m not sure what a high energy usage is so...I’ll say 18% if that's not high enough]
Effects:
-All Fire attacks used that cause 'not very effective' damage become 'normal damage'. 'Normal damage' becomes Super Effective. Super Effective damage as they were.
-All fire attacks used cause 3% recoil damage to remaining health. (Should 2 Fire attacks be used in one round means -7% health for each fire attack in total) This is added to the recoil value if the fire type attack already does recoil damage (Eg. Flare Blitz)
-All fire attacks have a chance of burning if they did not have it previously before.
-Flash Fire Ability is bypassed, however, 2% more recoil damage occurs as a result.
-Flash Fire bypass does normal damage to opponent.
-Can only use when the 'Blaze' ability activates after being commanded to.
-Lasts 3 Rounds and if Asharas is by some whim of a miracle still standing by the end of it, ALL her stats drop by 3 levels. [Including Evasion]
Usage Gap: Once per battle.
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Interestingly interesting. Approved. (1/3)
__________________
Or yet in wise old Ravenclaw
If you've a ready mind
Where those of wit and learning
Will always find their kind.
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04-15-2011, 12:29 PM
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Join Date: Jun 2008
Location: Ponyville, riding Rarity
Posts: 2,106
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Re: Signature and Tutored 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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04-15-2011, 12:45 PM
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ASB Official
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Join Date: Aug 2008
Location: The Land of Night and Magic
Posts: 2,757
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Re: Signature and Tutored Moves

[Pichen] Pichu (M)
Ability: Static
Signature Move: You've Called Down the Thunder
Description: and this Pichu is not happy with you. Whenever he is especially T.O.'ed, Pichen can use his tail as a lightningrod to draw a huge thunderstorm near. He lifts his tail skyward, his cheeks crackle and glow, and clouds gather. Though he never uses this to directly hurt the foe, the summoned storm shoots lightning from the sky for 2-5 rounds, even after the rain has wandered off. The lightning bolts strike randomly, with a 55% chance, per every round, that the foe will be struck. This move also makes it rain while it is in effect. Pichen cannot use this move again because of how much electricity he uses.
Type: Electric
Base Power: 20 BP for each bolt.
Accuracy: 55 for each bolt.
Classification: Special?
Energy Modifier: 15%
Effects: Makes it rain for however long the attack lasts.
Usage Gap: Once per battle.

[Alnara] Riolu (F)
Ablity: Inner Focus
Signature Move: Strong Heart
Description: Alnara has, well, a strong heart. She is bold and she knows how to face up to her fears. She is a brave warrior, and her bravery can help her out at times. Whenever she is in trouble (below 50% health) she can utter a prayer to Arceus to increase the attribute she values most: her bravery. If Arceus hears her, she gains +2 on all of her attack stats. However, Arceus, being fair, also decreases her defenses by 1 point. Once Alnara uses this move, the effects stay for the rest of the battle and cannot be negated by Haze, etc. Opponents also cannot copy these changes with Snatch, Psych Up, etc. She can only do this once per battle.
Type: Fighting
Base Power: Zip, zilch, nadda.
Accuracy: N/A
Classification: Status
Energy Modifier: 13%
Effects: Boosts ATK and SATK by two points each. Decreases DEF and SDEF by a point apiece. These changes cannot be negated or copied.
Usage Gap: Once per battle.

[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
Base Power: For foes she can lift very high (100 lbs or below): 100 BP
For foes she cannot lift very high (101-200 lbs): 70 BP
Accuracy: 90%
Classification: Physical
Energy Modifier: 18%
Effects: Boosts ATK and SATK by two points each. Decreases DEF and SDEF by a point apiece. These changes cannot be negated or copied.
Last edited by Velocity; 04-19-2011 at 08:18 PM.
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04-15-2011, 02:15 PM
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Join Date: Jun 2009
Location: If you knew you would stalk me!
Posts: 702
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Re: Signature and Tutored Moves

[Excalibur] Escavalier, Male
Ability: Shell Armor
Signature Move: Colorful Lance [Color]
Description: When used in battle, Excalibur spreads it's lances to the sides and they change colors. While you say to use this move you have to choose a specific color with it. The color depends on the type. When they changed the color, Excalibur rushes forward and attacks the opponent no matter what. Although, it can be blocked by Protect, Detect, Substitute or any other move like that.
Type: ???
(Type is based on specific color called by the trainer. There are more then one type per color, so even the trainer doesn't know what type it'll get.)
Here are the colors and their types:
Blue: Water, Dragon, Flying and Ice. (1/4)
Red: Fire, Fighting, Poison and Psychic. (1/4)
Green: Grass and Bug. (1/2)
White: Normal and Steel. (1/2)
Black: Dark, Ghost and Rock. (1/3)
Brown: Ground and Electric. (1/2)
Base Power: 80
Accuracy: Always hit.
Classification: Physical
Energy Modifier: 15%
Effects: No effects while using this move.
Usage Gap: Three times.
EDIT: I'll add more at the description later.
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04-15-2011, 05:36 PM
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Dungeon Master
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Join Date: Nov 2006
Location: FLAMING RATTATA!!!
Posts: 7,788
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Re: Signature and Tutored Moves

[Surge] Houndour (♂)
Ability: Flash Fire
Signature Move: Ice-Flamethrower
Description: Due to scientific experiments done onto Surge when he was just an egg, his DNA was slightly altered. Not only did the experiments leave him with unnatural cobalt blue eyes, he was also able to learn ice-type moves. Instead of learning the different type of moves, he learned how to infuse the elements of fire and ice, thus creating the Ice-Flamethrower. It is similar to the original fire-type move, but instead of hot orange flames Surge shoots out blue flames from his jaws. Other than being able to be an ice-type move, it's just like any other Flamethrower when it comes to power and accuracy.
Type: Fire/Ice
Base Power: 90
Accuracy: 100
Classification: Special
Energy Modifier: 11
Effects: 50/50 chance of being either a fire-type move or an ice-type. If it ends up being fire-type, there is a 10% chance of slightly burning the opponent. On the flip side, there is a 10% chance of freezing the opponent if the attack's element is ice.
Usage Gap: Once every 5 rounds
__________________
Crystal Momoyia 
Lv100 @ 7896
~Links~
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04-15-2011, 06:16 PM
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Join Date: May 2010
Location: t(//_^ t)
Posts: 3,875
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Re: Signature and Tutored Moves
Quote:
Originally Posted by Saraibre Ryu
Kinda glad I waited. Though since this one of mine gets rather technical, I'm prepared for a lot of changing to be done. >_<
Asharas the Charmander [F]
Ability: Blaze
Signature move: Flare Blaze
Description: The flames of a Charmander and evolutions yet to come always burn brighter when fierce battles have been faced. Ashe was one such Pokemon who would face her own opponents who had a type advantage over her. Over and over again, until the peak of her power was reached and skill of her fire attacks hit high. Once her Blaze ability activated, she took it one step further, unleashing even more power against her opponents in a literal blaze of glory. Water type's steamed, rock types melted under the intense heat and so on and so forth. However Ashe would go without taking some of her own recoil damage every time a fire attack was used due to the intensity. This was always a do or die tactic.
Type: Fire
Base Power: N/A
Accuracy: 100%
Classification: Status
Energy Modifier: 15%? [I’m not sure what a high energy usage is so...I’ll say 18% if that's not high enough]
Effects:
-All Fire attacks used that cause 'not very effective' damage become 'normal damage'. 'Normal damage' becomes Super Effective. Super Effective damage as they were.
-All fire attacks used cause 3% recoil damage to remaining health. (Should 2 Fire attacks be used in one round means -7% health for each fire attack in total) This is added to the recoil value if the fire type attack already does recoil damage (Eg. Flare Blitz)
-All fire attacks have a chance of burning if they did not have it previously before.
-Flash Fire Ability is bypassed, however, 2% more recoil damage occurs as a result.
-Flash Fire bypass does normal damage to opponent.
-Can only use when the 'Blaze' ability activates after being commanded to.
-Lasts 3 Rounds and if Asharas is by some whim of a miracle still standing by the end of it, ALL her stats drop by 3 levels. [Including Evasion]
Usage Gap: Once per battle.
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Approved (2/3).
Quote:
Originally Posted by Mawile_rocks
 [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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You want the BP to be 5..?
Quote:
Originally Posted by aeoneeveemoon

[Pichen] Pichu (M)
Ability: Static
Signature Move: You've Called Down the Thunder
Description: and this Pichu is not happy with you. Whenever he is especially T.O.'ed, Pichen can use his tail as a lightningrod to draw a huge thunderstorm near. He lifts his tail skyward, his cheeks crackle and glow, and clouds gather. Though he never uses this to directly hurt the foe, the summoned storm shoots lightning from the sky for 2-5 rounds, even after the rain has wandered off. The lightning bolts strike randomly, with a 55% chance, per every round, that the foe will be struck. This move also makes it rain while it is in effect. Pichen cannot use this move again because of how much electricity he uses.
Type: Electric
Base Power: 20 BP for each bolt.
Accuracy: 55 for each bolt.
Classification: Special?
Energy Modifier: 15%
Effects: Makes it rain for however long the attack lasts.
Usage Gap: Once per battle.
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Approved (1/3).
Quote:

[Alnara] Riolu (F)
Ablity: Inner Focus
Signature Move: Strong Heart
Description: Alnara has, well, a strong heart. She is bold and she knows how to face up to her fears. She is a brave warrior, and her bravery can help her out at times. Whenever she is in trouble (below 50% health) she can utter a prayer to Arceus to increase the attribute she values most: her bravery. If Arceus hears her, she gains +2 on all of her attack stats. However, Arceus, being fair, also decreases her defenses by 1 point. Once Alnara uses this move, the effects stay for the rest of the battle and cannot be negated by Haze, etc. Opponents also cannot copy these changes with Snatch, Psych Up, etc. She can only do this once per battle.
Type: Fighting
Base Power: Zip, zilch, nadda.
Accuracy: N/A
Classification: Status
Energy Modifier: 13%
Effects: Boosts ATK and SATK by two points each. Decreases DEF and SDEF by a point apiece. These changes cannot be negated or copied.
Usage Gap: Once per battle.
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Approved (1/3).
Quote:

[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
Base Power: For foes she can lift very high (100 lbs or below): 100 BP
For foes she cannot lift very high (101-200 lbs): 70 BP
Accuracy: 90%
Classification: Physical
Energy Modifier: 18%
Effects: Boosts ATK and SATK by two points each. Decreases DEF and SDEF by a point apiece. These changes cannot be negated or copied.
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I suggest you make the BP for foes she cannot lift very high 50, rather than 70. Pending.
Quote:
Originally Posted by Hitmonfighter

[Excalibur] Escavalier, Male
Ability: Shell Armor
Signature Move: Colorful Lance [Color]
Description: When used in battle, Excalibur spreads it's lances to the sides and they change colors. While you say to use this move you have to choose a specific color with it. The color depends on the type. When they changed the color, Excalibur rushes forward and attacks the opponent no matter what. Although, it can be blocked by Protect, Detect, Substitute or any other move like that.
Type: ???
(Type is based on specific color called by the trainer. There are more then one type per color, so even the trainer doesn't know what type it'll get.)
Here are the colors and their types:
Blue: Water, Dragon, Flying and Ice. (1/4)
Red: Fire, Fighting, Poison and Psychic. (1/4)
Green: Grass and Bug. (1/2)
White: Normal and Steel. (1/2)
Black: Dark, Ghost and Rock. (1/3)
Brown: Ground and Electric. (1/2)
Base Power: 80
Accuracy: Always hit.
Classification: Physical
Energy Modifier: 15%
Effects: No effects while using this move.
Usage Gap: Three times.
EDIT: I'll add more at the description later.
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Approved (1/3).
Quote:
Originally Posted by Crystal Momoyia

[Surge] Houndour (♂)
Ability: Flash Fire
Signature Move: Ice-Flamethrower
Description: Due to scientific experiments done onto Surge when he was just an egg, his DNA was slightly altered. Not only did the experiments leave him with unnatural cobalt blue eyes, he was also able to learn ice-type moves. Instead of learning the different type of moves, he learned how to infuse the elements of fire and ice, thus creating the Ice-Flamethrower. It is similar to the original fire-type move, but instead of hot orange flames Surge shoots out blue flames from his jaws. Other than being able to be an ice-type move, it's just like any other Flamethrower when it comes to power and accuracy.
Type: Fire/Ice
Base Power: 90
Accuracy: 100
Classification: Special
Energy Modifier: 11
Effects: 50/50 chance of being either a fire-type move or an ice-type. If it ends up being fire-type, there is a 10% chance of slightly burning the opponent. On the flip side, there is a 10% chance of freezing the opponent if the attack's element is ice.
Usage Gap: Once every 5 rounds
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Approved (1/3).
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04-15-2011, 06:32 PM
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Join Date: Mar 2004
Location: Manchester, Connecticut
Posts: 3,991
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Re: Signature and Tutored Moves
[QUOTE=Hitmonfighter;3280364]
Quote:
Originally Posted by Hitmonfighter

[Excalibur] Escavalier, Male
Ability: Shell Armor
Signature Move: Colorful Lance [Color]
Description: When used in battle, Excalibur spreads it's lances to the sides and they change colors. While you say to use this move you have to choose a specific color with it. The color depends on the type. When they changed the color, Excalibur rushes forward and attacks the opponent no matter what. Although, it can be blocked by Protect, Detect, Substitute or any other move like that.
Type: ???
(Type is based on specific color called by the trainer. There are more then one type per color, so even the trainer doesn't know what type it'll get.)
Here are the colors and their types:
Blue: Water, Dragon, Flying and Ice. (1/4)
Red: Fire, Fighting, Poison and Psychic. (1/4)
Green: Grass and Bug. (1/2)
White: Normal and Steel. (1/2)
Black: Dark, Ghost and Rock. (1/3)
Brown: Ground and Electric. (1/2)
Base Power: 80
Accuracy: Always hit.
Classification: Physical
Energy Modifier: 15%
Effects: No effects while using this move.
Usage Gap: Three times.
EDIT: I'll add more at the description later.
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Approved (2/3))
Quote:
Originally Posted by Crystal Momoyia

[Surge] Houndour (♂)
Ability: Flash Fire
Signature Move: Ice-Flamethrower
Description: Due to scientific experiments done onto Surge when he was just an egg, his DNA was slightly altered. Not only did the experiments leave him with unnatural cobalt blue eyes, he was also able to learn ice-type moves. Instead of learning the different type of moves, he learned how to infuse the elements of fire and ice, thus creating the Ice-Flamethrower. It is similar to the original fire-type move, but instead of hot orange flames Surge shoots out blue flames from his jaws. Other than being able to be an ice-type move, it's just like any other Flamethrower when it comes to power and accuracy.
Type: Fire/Ice
Base Power: 90
Accuracy: 100
Classification: Special
Energy Modifier: 11
Effects: 50/50 chance of being either a fire-type move or an ice-type. If it ends up being fire-type, there is a 10% chance of slightly burning the opponent. On the flip side, there is a 10% chance of freezing the opponent if the attack's element is ice.
Usage Gap: Once every 5 rounds
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Approved (2/3))
Quote:
Originally Posted by aeoneeveemoon

[Pichen] Pichu (M)
Ability: Static
Signature Move: You've Called Down the Thunder
Description: and this Pichu is not happy with you. Whenever he is especially T.O.'ed, Pichen can use his tail as a lightningrod to draw a huge thunderstorm near. He lifts his tail skyward, his cheeks crackle and glow, and clouds gather. Though he never uses this to directly hurt the foe, the summoned storm shoots lightning from the sky for 2-5 rounds, even after the rain has wandered off. The lightning bolts strike randomly, with a 55% chance, per every round, that the foe will be struck. This move also makes it rain while it is in effect. Pichen cannot use this move again because of how much electricity he uses.
Type: Electric
Base Power: 20 BP for each bolt.
Accuracy: 55 for each bolt.
Classification: Special?
Energy Modifier: 15%
Effects: Makes it rain for however long the attack lasts.
Usage Gap: Once per battle.
Approved (2/3))

[Alnara] Riolu (F)
Ablity: Inner Focus
Signature Move: Strong Heart
Description: Alnara has, well, a strong heart. She is bold and she knows how to face up to her fears. She is a brave warrior, and her bravery can help her out at times. Whenever she is in trouble (below 50% health) she can utter a prayer to Arceus to increase the attribute she values most: her bravery. If Arceus hears her, she gains +2 on all of her attack stats. However, Arceus, being fair, also decreases her defenses by 1 point. Once Alnara uses this move, the effects stay for the rest of the battle and cannot be negated by Haze, etc. Opponents also cannot copy these changes with Snatch, Psych Up, etc. She can only do this once per battle.
Type: Fighting
Base Power: Zip, zilch, nadda.
Accuracy: N/A
Classification: Status
Energy Modifier: 13%
Effects: Boosts ATK and SATK by two points each. Decreases DEF and SDEF by a point apiece. These changes cannot be negated or copied.
Usage Gap: Once per battle.
Approved (2/3))

[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
Base Power: For foes she can lift very high (100 lbs or below): 100 BP
For foes she cannot lift very high (101-200 lbs): 70 BP
Accuracy: 90%
Classification: Physical
Energy Modifier: 18%
Effects: Boosts ATK and SATK by two points each. Decreases DEF and SDEF by a point apiece. These changes cannot be negated or copied.
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Pending, see 3m0.
__________________
Or yet in wise old Ravenclaw
If you've a ready mind
Where those of wit and learning
Will always find their kind.
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