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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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  #286  
Old 10-10-2011, 02:25 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post
@ Fedora: Yes I will indicate the target area.

@paperfairy: They are basically unable to fly and are impacted by ground type moves.

I shall edit in those clarifications.

Approved then {1/2}

EDIT: Now that my Chatot's approved...


Accela the Chatot [F]
Ability: Tangled Feet
Signature Move: Mimictation
Description:
Spoiler:
Chatot are masters of vocal imitation. Accela is an incredibly fast learner and can imitate the voices of people she hears merely ony once. In battle, she uses this to her advantage, being a bird of the average power. Accela hears her opponent's trainer as they make commands throughout the battle, always listening. Then, when she feels it's a good time, she imitates the trainer's voice in a loud fashion, calling out one of the commands that the trainer gave the opponent Pokemon sometime in the battle. This makes her opponent use that command rather than the other one they were given. Sometimes this ends up confusing the Pokemon, and because this Chatot is smart, she knows she can't use this attack often or it'll become useless.
Type: Flying
Base Power: N/A
Accuracy: 95
Classification: Status
Energy Modifier: 5
Effects:
Forces opponent to use command Accela cried out instead of the one they were given, after this attack is used.
Commands can only be ones that have been already used by or given by the opponent in battle.
Pokemon with the ability Soundproof are unaffected by this attack.
Has 10% chance of confusing opponent.
If opponent is confused, this attack has no effect.
Usage Gap:Must wait 5 actions between use.


Clever, creative, and well thought out. Take a close look guys, this is what I like to see. Approved {1/2}

EDIT 2: Okay these have been in the works for awhile...:


Shayda the Ariados [F]
Ability: Insomnia
Signature Move: Backlash Redirect
Description:
Spoiler:
Ariados are capable of learning Psychic. Shayda has tapped into this odd power of hers to give her the edge in battle. Whenever an oncoming projectile attack is aimed at her, she concentrates hard on the attack and focuses her newly tapped psychic power into it. Using her sharp mind, she then redirects the attack away from herself preventing any harm done to her, and sometimes she is strong enough to force it back at the attacker. She can’t use this massive psychic ability often though, for risk of causing some serious damage to herself.
Type: Psychic
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 8
Effects:
Shayda prevents all damage from projectile attacks such as Flamethrower, Thunderbolt, Ice Beam, etc.
There is a 50% chance of the attack being redirected back at the attacker. In this case, the power of the attack is reduced by 50%. Effects of the attack if any, still remain. Eg: possibility of burn from Flamethrower. In a double or triple battle, if the attack is redirected at a target for damage, target is chosen randomly.
Usage Gap: 2 round recharge


Approved {1/2}


Yuka the Froslass[F]
Ability: Snow Cloak
Signature Move: Frozen Veil
Description:
Spoiler:
Yuka is an incredibly ominous Froslass and there is nothing she loves more than making the competition nervous. Thus, in her time she has practice flash freezing large areas, with icy clear pillars of ice that imitate mirrors and make wonderful reflections. She’s managed to create up to 6 mirrors at once, and is able to hide in them, creating the illusion of her being in six places at once. She can move from mirror to mirror without detection thanks to her ghostly powers. However, the icy mirrors only last so long and are shattered by powerful attacks. Knowing it will give her position away, she cannot attack while she is hiding in her mirrors. If she is hit inside these mirrors, it will always hurt doubly.
Type: Ice
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 10
Effects:
Yuka creates 6 Ice Mirrors [HP 15, Type ICE] and Yuka hides in the mirrors.
Ref rolls between 1-6 to see which mirror Yuka is actually hiding in. Then Ref rolls from 1-6 again to see which mirror is hit. Rolls change based on how many mirrors are still on the field.
Yuka can only use Status attacks that do not target her opponent[s] while in these mirrors.
If Yuka is hit while in a mirror, it will always result in a critical hit.
Yuka can leave the mirrors of her own accord after 4 mirrors have been destroyed. If Yuka does this, she is guaranteed to be hit by an attack following, unless it is Hailing.
Usage Gap: Once per battle.


Been watching early Naruto lately? :3

It's not bad, per se, but I don't quite see the point of it save to buff herself repeatedly. Approved regardless. {1/2}



Tova the Torkoal [F]
Ability: White Smoke
Signature Move: Furnace Charge
Description:
Spoiler:

Tova is basically a living furnace. As a living furnace, she knows a thing or two about fuel consumption and how it affects her energy levels. Knowing this, she figured out a way to amplify her fire attacks to literally burn the competition away. She sits and stockpiles energy inside her shell, getting hotter and hotter the longer she waits. The longer she waits, the more powerful the next fire attack will become. After letting loose her inferno of fiery pain, Tova must wait to use another fire attack, and to build up more heat.
Type: Fire
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 3
Effects:
Stockpiles energy to increase fire attacks. Fire attack BP is raised based on the following:
1: 25% BP increase. Cannot use fire attacks for one action afterwards.
2: 50% BP increase. Cannot use fire attacks for two actions afterwards.
3: 75% BP increase. Cannot use fire attacks for three actions afterwards.
4: 100% BP increase. Cannot use fire attacks for four actions afterwards.
This move is included with Fire attack restrictions mentioned above.
Lowers evasion by one stage when this is used. Stock pile is removed after a fire attack has been used.
Usage Gap: Based on above effect.


Again, excellent, creative, and designed around the Pokemon. Approved {1/2}
See dark red and bold.
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  #287  
Old 10-10-2011, 02:33 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post
@ Fedora: Yes I will indicate the target area.

@paperfairy: They are basically unable to fly and are impacted by ground type moves.

I shall edit in those clarifications.

EDIT: Now that my Chatot's approved...


Accela the Chatot [F]
Ability: Tangled Feet
Signature Move: Mimictation
Description:
Spoiler:
Chatot are masters of vocal imitation. Accela is an incredibly fast learner and can imitate the voices of people she hears merely ony once. In battle, she uses this to her advantage, being a bird of the average power. Accela hears her opponent's trainer as they make commands throughout the battle, always listening. Then, when she feels it's a good time, she imitates the trainer's voice in a loud fashion, calling out one of the commands that the trainer gave the opponent Pokemon sometime in the battle. This makes her opponent use that command rather than the other one they were given. Sometimes this ends up confusing the Pokemon, and because this Chatot is smart, she knows she can't use this attack often or it'll become useless.
Type: Flying
Base Power: N/A
Accuracy: 95
Classification: Status
Energy Modifier: 5
Effects:
Forces opponent to use command Accela cried out instead of the one they were given, after this attack is used.
Commands can only be ones that have been already used by or given by the opponent in battle.
Pokemon with the ability Soundproof are unaffected by this attack.
Has 10% chance of confusing opponent.
If opponent is confused, this attack has no effect.
Usage Gap:Must wait 5 actions between use.


EDIT 2: Okay these have been in the works for awhile...:


Shayda the Ariados [F]
Ability: Insomnia
Signature Move: Backlash Redirect
Description:
Spoiler:
Ariados are capable of learning Psychic. Shayda has tapped into this odd power of hers to give her the edge in battle. Whenever an oncoming projectile attack is aimed at her, she concentrates hard on the attack and focuses her newly tapped psychic power into it. Using her sharp mind, she then redirects the attack away from herself preventing any harm done to her, and sometimes she is strong enough to force it back at the attacker. She can’t use this massive psychic ability often though, for risk of causing some serious damage to herself.
Type: Psychic
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 8
Effects:
Shayda prevents all damage from projectile attacks such as Flamethrower, Thunderbolt, Ice Beam, etc.
There is a 50% chance of the attack being redirected back at the attacker. In this case, the power of the attack is reduced by 50%. Effects of the attack if any, still remain. Eg: possibility of burn from Flamethrower. In a double or triple battle, if the attack is redirected at a target for damage, target is chosen randomly.
Usage Gap: 2 round recharge



Yuka the Froslass[F]
Ability: Snow Cloak
Signature Move: Frozen Veil
Description:
Spoiler:
Yuka is an incredibly ominous Froslass and there is nothing she loves more than making the competition nervous. Thus, in her time she has practice flash freezing large areas, with icy clear pillars of ice that imitate mirrors and make wonderful reflections. She’s managed to create up to 6 mirrors at once, and is able to hide in them, creating the illusion of her being in six places at once. She can move from mirror to mirror without detection thanks to her ghostly powers. However, the icy mirrors only last so long and are shattered by powerful attacks. Knowing it will give her position away, she cannot attack while she is hiding in her mirrors. If she is hit inside these mirrors, it will always hurt doubly.
Type: Ice
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 10
Effects:
Yuka creates 6 Ice Mirrors [HP 15, Type ICE] and Yuka hides in the mirrors.
Ref rolls between 1-6 to see which mirror Yuka is actually hiding in. Then Ref rolls from 1-6 again to see which mirror is hit. Rolls change based on how many mirrors are still on the field.
Yuka can only use Status attacks that do not target her opponent[s] while in these mirrors.
If Yuka is hit while in a mirror, it will always result in a critical hit.
Yuka can leave the mirrors of her own accord after 4 mirrors have been destroyed. If Yuka does this, she is guaranteed to be hit by an attack following, unless it is Hailing.
Usage Gap: Once per battle.



Tova the Torkoal [F]
Ability: White Smoke
Signature Move: Furnace Charge
Description:
Spoiler:

Tova is basically a living furnace. As a living furnace, she knows a thing or two about fuel consumption and how it affects her energy levels. Knowing this, she figured out a way to amplify her fire attacks to literally burn the competition away. She sits and stockpiles energy inside her shell, getting hotter and hotter the longer she waits. The longer she waits, the more powerful the next fire attack will become. After letting loose her inferno of fiery pain, Tova must wait to use another fire attack, and to build up more heat.
Type: Fire
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 3
Effects:
Stockpiles energy to increase fire attacks. Fire attack BP is raised based on the following:
1: 25% BP increase. Cannot use fire attacks for one action afterwards.
2: 50% BP increase. Cannot use fire attacks for two actions afterwards.
3: 75% BP increase. Cannot use fire attacks for three actions afterwards.
4: 100% BP increase. Cannot use fire attacks for four actions afterwards.
This move is included with Fire attack restrictions mentioned above.
Lowers evasion by one stage when this is used. Stock pile is removed after a fire attack has been used.
Usage Gap: Based on above effect.
Approve all of them.
These are all very nice sig moves.
[2/2]
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  #288  
Old 10-10-2011, 02:34 AM
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Saraibre Ryu Offline
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Join Date: Jan 2007
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Lord Fedora View Post
See dark red and bold.
I haven't actually watched Naruto in ages...I was actually thinking more towards the boss of the Hellrealm level in Folklore...though thanks for reminding me. XD

I'll wait to get those all approved before I post the other ones.

EDIT: I was totaly Dino'd just now.

Quote:
Originally Posted by Dino View Post
Approve all of them.
These are all very nice sig moves.
[2/2]
That includes the one for Mara?
__________________
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  #289  
Old 10-10-2011, 02:38 AM
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Default Re: Signature and Tutored Moves


[Fluffy]Garchomp(M)
Ability: Sand Veil
Signature Move: Let's Play!
Spoiler:
Let's Play!
Description: Although most Garchomp are vicious killing machines, Fluffy just really likes to play. He was always the odd one out at the Adoption Center, preferring to play with the baby Pokemon. When he evolved, he learned that he would be able to use this in battle. Fluffy comes up to the opponent, looking like he simply wants to play a game. In doing this, they let their guard down for just enough time for him to strike. However, this comes with repercussions; he can't use this tactic again, and it also requires him to retract his claws until he gets up to them.
Type: Normal.
Base Power: -
Accuracy: 100
Classification: Status
Energy Modifier: 10
Effects: Next action by Fluffy gets ACC+2 and ATK+2 then ATK-1 after that, opponent has DEF-2 and SPDEF-2 for that action.
Usage Gap: Once a battle.


Sorry if this sounds trolly, it was random based on his nickname. xD
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Last edited by White Knight; 10-10-2011 at 02:45 AM.
  #290  
Old 10-10-2011, 03:07 AM
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Posts: 6,530
Default Re: Signature and Tutored Moves

Here's another set. I'm waiting for my Archeops before I post his~


Sonja the Swoobat [F]
Ability: Simple
Signature Move: Sonic Amp
Description:
Spoiler:
Sonja is a Swoobat and Swoobat’s like making pleasant sounds. Sonja, being incredibly friendly as she is, wants to help others by making their wonderful sounds even more wonderful. This helps with being a Psychic type. Sonja gets with her partner, making sure she is a priority before anyone else can interrupt her, and uses her powers and knowledge of sound to amplify the effect of sound based moves. She has even been able to bypass those without ears because of her amplification; however that takes a bit more energy.
Type: Psychic
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 4 [8 for those with Soundproof]
Effects:
Increases the effects of sound based moves:
Screech, Metal Sound, Growl lower their targeted stat by an additional 1 stage.
Accuracy of Sing, Supersonic, and Grasswhistle is changed to 85%
BP of Round, Bug Buzz, Hyper Voice, Echoed Voice, Uproar, Snarl is increased by 50%.
Bypasses Soundproof. If so, none of the above effects are applied.
This can only be used on a partner and not on self.
Usage Gap: Once per round




Heatlash the Charizard [M] *my second one without a Sig Move just so you know*
Ability: Blaze
Signature Move: Pyro Scar
Description:
Spoiler:
Heatlash didn’t get his name from being a tame quiet Charizard. No, this winged dragon was an extremely temperamental and vicious. In every battle, he was not happy unless his opponent received one of his burns. Win or lose didn’t matter, what mattered was that if he left a burn. Concentrating an extremely hot flame, he shoots it at his opponent, leaving them with a painful sear. This flame is so hot however that Heatlash takes some of the heat as well.
Type: Fire
Base Power: 40
Accuracy: 90
Classification: Special
Energy Modifier: 5
Effects:
Guaranteed to cause a burn, no matter type, bypasses Water Veil [Double Energy Mod in the case of water veil and Fire types]
Causes 5% damage to Heatlash
Usage Gap: Four action recharge



Cowaru the Rufflet [M]
Ability: Sheer Force
Signature Move: Morale Ruffle
Description:
Spoiler:
Rufflet never back down from a fight, no matter how big or menacing their opponent is. Cowaru gets an extra rush of excitement when he faces an opponent that he knows is of a higher stage in evolution from him. Refusing to back down, he psyches himself up for the battle and feels empowered. However, Cowaru loses his moxie if he faces an opponent of a weaker stage than him, therefore weakening his power. He may be a little ball of feathers, but by Rufflet he’s gonna make sure he’s remembered as the rough tuft battlin’ machine.
Type: Flying
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 9
Effects:
Lasts for the entire battle.
This Signature move will be removed if Cowaru evolves into a Braviary.
The following happens based on the opponent after use:
Cowaru vs Basic Pokémon: Nothing
Cowaru vs Baby Pokémon: Lower Attack by two stages and defends by one stage
Cowaru vs Stage 1 Pokémon: Raise attack by two stages, defense by two
Cowaru vv Stage 2 Pokémon: Raise attack by three stages, defense by two
Usage Gap: Once per battle



Willa the Houndoom [F]
Ability: Flash Fire
Signature Move: Howl Grim
Description:
Spoiler:
It’s believed that the call of a Houndoom was the forbidding omen of the Grim Reaper coming. Willa loves ghost stories and scaring the living hell out of her opponents was something she wanted to take advantage of. By howling a most eerie and bone chilling of howls, combining it with her dark nature, Willa invokes a sense of nervous paranoia onto her foes. Though this doesn’t affect those who are already close to the dead side, those who are within ear shot feel the bone chilling fear pass through them, friend and foe alike. Those who are affected become extremely paranoid and nervous, possibly too much so that they are unable to use commands.
Type: Dark
Base Power: N/A
Accuracy:85% [Reduced to 50% against Dark types]
Classification: Status
Energy Modifier: 6
Effects:
Sound based move that causes all that hear it to have a 20% chance of flinching instead of carrying out their command for the next three rounds.
Sound based moves that are used against affected Pokémon increase the chance to 30% for the next action only.
Ghost Pokémon are immune to this attack. Dark types are less likely to be affected by this attack.
Soundproof blocks this attack.
Usage Gap: Once every two rounds if attempt was unsuccessful. Once every five rounds of attempt was successful.



Asura the Ninetales [F]
Ability: Flash Fire
Signature Move: Tails of Fate
Description:
Spoiler:
Ninetales have many ominous legends about them. What doesn’t help is their ability to learn some peculiar ghost type moves. What may be the most famous is that they were the reincarnation of nine saints who came together and were reborn as this Pokémon, and that they curse anyone who messes with those tails or mistreats them. As such, Asur knows just how to have karma work for her with cursing. Leaving herself open for an attack, Asura taps into that cursive power and puts it into those many tails of hers. After charging, she uses those tails to cause a random effect on her opponent. Having ‘cursed’ her foe she knows that her power is gone for the moment, until the effects of said curse wear off.
Type: Ghost
Base Power: N/A
Accuracy: 90
Classification: Status
Energy Modifier: 8
Effects:
Uses one action to charge power, and activates on the second action.
Only works if the opponent makes physical contact with Asura’s tails while this is being used.
Ref rolls from 1-9. The following effect happens for two rounds based on the roll:

1: Pokémon receives Curse status
2: Pokémon receives Burn status
3: Pokémon receives Sleep status
4: Pokémon receives Paralysis status
5: Pokémon receives Confusion status
6: Pokémon receives Attract status [Gender does not matter]
7: Pokémon receives Encore status
8: Pokémon receives Taunt status
9: Pokémon receives Torment status

Usage Gap: Every 3 rounds after use.



Ambra the Vespiquen [F]
Ability: Pressure
Signature Move: Hive Call
Description:
Spoiler:
Vespiquen are of course queens of their hive, and Ambra was never one to leave hers without some form of bodyguard. In one of her combs where she keeps her Combee for using Defend Order, Heal Order, or Attack Order, she has another swarm used for something else. She calls onto these small Combee, purely for the defense of herself or others. These Combee either take a hit for their queen, or the queen’s right hand from any damage effects. If the queen herself is under status effects, the small swarm may act out on their own in order to avenge their beloved leader.
Type: Bug
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 10
Effects:
Lasts the entire battle
If this move is used while not under a status effect, there is a 30% chance of the Hive Call swarm preventing the additional effects of attacks, or blocking the effects of moves such as Confuse Ray or Thunder Wave targeted at either Ambra or her adjacent partner Pokémon.

While Ambra is under a status effect, and after using this move of her own will once before coming under a status effect, she can’t use this move on her own. Instead, every round Ambra is under a status effect, there is a 10% chance of one of the following happening:
The Hive Call swarm attacks the Pokémon that inflicted the status effect on Ambra. [BP 20 Type Bug]
The Hive Call swarm swarms the Pokémon who inflicted the status, making a 50% chance of the Pokémon not competing an action that round.
Usage Gap: Once per battle
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  #291  
Old 10-10-2011, 03:08 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by White Knight View Post

[Fluffy]Garchomp(M)
Ability: Sand Veil
Signature Move: Let's Play!
Spoiler:
Let's Play!
Description: Although most Garchomp are vicious killing machines, Fluffy just really likes to play. He was always the odd one out at the Adoption Center, preferring to play with the baby Pokemon. When he evolved, he learned that he would be able to use this in battle. Fluffy comes up to the opponent, looking like he simply wants to play a game. In doing this, they let their guard down for just enough time for him to strike. However, this comes with repercussions; he can't use this tactic again, and it also requires him to retract his claws until he gets up to them.
Type: Normal.
Base Power: -
Accuracy: 100
Classification: Status
Energy Modifier: 10
Effects: Next action by Fluffy gets ACC+2 and ATK+2 then ATK-1 after that, opponent has DEF-2 and SPDEF-2 for that action.
Usage Gap: Once a battle.


Sorry if this sounds trolly, it was random based on his nickname. xD
Energy Mod needs to be at least 12.
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  #292  
Old 10-10-2011, 03:10 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post
I haven't actually watched Naruto in ages...I was actually thinking more towards the boss of the Hellrealm level in Folklore...though thanks for reminding me. XD

I'll wait to get those all approved before I post the other ones.

EDIT: I was totaly Dino'd just now.



That includes the one for Mara?
No. Just the one listed in that post there.
__________________

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  #293  
Old 10-10-2011, 03:19 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post
Here's another set. I'm waiting for my Archeops before I post his~


Sonja the Swoobat [F]
Ability: Simple
Signature Move: Sonic Amp
Description:
Spoiler:
Sonja is a Swoobat and Swoobat’s like making pleasant sounds. Sonja, being incredibly friendly as she is, wants to help others by making their wonderful sounds even more wonderful. This helps with being a Psychic type. Sonja gets with her partner, making sure she is a priority before anyone else can interrupt her, and uses her powers and knowledge of sound to amplify the effect of sound based moves. She has even been able to bypass those without ears because of her amplification; however that takes a bit more energy.
Type: Psychic
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 4 [8 for those with Soundproof]
Effects:
Increases the effects of sound based moves:
Screech, Metal Sound, Growl lower their targeted stat by an additional 1 stage.
Accuracy of Sing, Supersonic, and Grasswhistle is changed to 85%
BP of Round, Bug Buzz, Hyper Voice, Echoed Voice, Uproar, Snarl is increased by 50%.
Bypasses Soundproof. If so, none of the above effects are applied.
This can only be used on a partner and not on self.
Usage Gap: Once per round


How long does this buff last? Does it last even with a switch? Do all Sound moves used by a partner bypass Soundproof? Does this buff work on a SOundproof partner?


Heatlash the Charizard [M] *my second one without a Sig Move just so you know*
Ability: Blaze
Signature Move: Pyro Scar
Description:
Spoiler:
Heatlash didn’t get his name from being a tame quiet Charizard. No, this winged dragon was an extremely temperamental and vicious. In every battle, he was not happy unless his opponent received one of his burns. Win or lose didn’t matter, what mattered was that if he left a burn. Concentrating an extremely hot flame, he shoots it at his opponent, leaving them with a painful sear. This flame is so hot however that Heatlash takes some of the heat as well.
Type: Fire
Base Power: 40
Accuracy: 90
Classification: Special
Energy Modifier: 5
Effects:
Guaranteed to cause a burn, no matter type, bypasses Water Veil [Double Energy Mod in the case of water veil and Fire types]
Causes 5% damage to Heatlash
Usage Gap: Four action recharge


Approved. [1/2]


Cowaru the Rufflet [M]
Ability: Sheer Force
Signature Move: Morale Ruffle
Description:
Spoiler:
Rufflet never back down from a fight, no matter how big or menacing their opponent is. Cowaru gets an extra rush of excitement when he faces an opponent that he knows is of a higher stage in evolution from him. Refusing to back down, he psyches himself up for the battle and feels empowered. However, Cowaru loses his moxie if he faces an opponent of a weaker stage than him, therefore weakening his power. He may be a little ball of feathers, but by Rufflet he’s gonna make sure he’s remembered as the rough tuft battlin’ machine.
Type: Flying
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 9
Effects:
Lasts for the entire battle.
This Signature move will be removed if Cowaru evolves into a Braviary.
The following happens based on the opponent after use:
Cowaru vs Basic Pokémon: Nothing
Cowaru vs Baby Pokémon: Lower Attack by two stages and defends by one stage
Cowaru vs Stage 1 Pokémon: Raise attack by two stages, defense by two
Cowaru vv Stage 2 Pokémon: Raise attack by three stages, defense by two
Usage Gap: Once per battle


Please change to relate to original EXP levels. Makes everybody's job easier.


Willa the Houndoom [F]
Ability: Flash Fire
Signature Move: Howl Grim
Description:
Spoiler:
It’s believed that the call of a Houndoom was the forbidding omen of the Grim Reaper coming. Willa loves ghost stories and scaring the living hell out of her opponents was something she wanted to take advantage of. By howling a most eerie and bone chilling of howls, combining it with her dark nature, Willa invokes a sense of nervous paranoia onto her foes. Though this doesn’t affect those who are already close to the dead side, those who are within ear shot feel the bone chilling fear pass through them, friend and foe alike. Those who are affected become extremely paranoid and nervous, possibly too much so that they are unable to use commands.
Type: Dark
Base Power: N/A
Accuracy:85% [Reduced to 50% against Dark types]
Classification: Status
Energy Modifier: 6
Effects:
Sound based move that causes all that hear it to have a 20% chance of flinching instead of carrying out their command for the next three rounds.
Sound based moves that are used against affected Pokémon increase the chance to 30% for the next action only.
Ghost Pokémon are immune to this attack. Dark types are less likely to be affected by this attack.
Soundproof blocks this attack.
Usage Gap: Once every two rounds if attempt was unsuccessful. Once every five rounds of attempt was successful.


Is ACC reduced if there in any Dark type on the opponent's side of the field?


Asura the Ninetales [F]
Ability: Flash Fire
Signature Move: Tails of Fate
Description:
Spoiler:
Ninetales have many ominous legends about them. What doesn’t help is their ability to learn some peculiar ghost type moves. What may be the most famous is that they were the reincarnation of nine saints who came together and were reborn as this Pokémon, and that they curse anyone who messes with those tails or mistreats them. As such, Asur knows just how to have karma work for her with cursing. Leaving herself open for an attack, Asura taps into that cursive power and puts it into those many tails of hers. After charging, she uses those tails to cause a random effect on her opponent. Having ‘cursed’ her foe she knows that her power is gone for the moment, until the effects of said curse wear off.
Type: Ghost
Base Power: N/A
Accuracy: 90
Classification: Status
Energy Modifier: 8
Effects:
Uses one action to charge power, and activates on the second action.
Only works if the opponent makes physical contact with Asura’s tails while this is being used.
Ref rolls from 1-9. The following effect happens for two rounds based on the roll:

1: Pokémon receives Curse status
2: Pokémon receives Burn status
3: Pokémon receives Sleep status
4: Pokémon receives Paralysis status
5: Pokémon receives Confusion status
6: Pokémon receives Attract status [Gender does not matter]
7: Pokémon receives Encore status
8: Pokémon receives Taunt status
9: Pokémon receives Torment status

Usage Gap: Every 3 rounds after use.


Clarify Curse status. How long will Encore, Taunt, and Torment last? Wouldn't it be easier if Ninetails used one of these nine moves (Curse, Spore, Glare, etc) at random, with their ACC all at 90? lol cursive.


Ambra the Vespiquen [F]
Ability: Pressure
Signature Move: Hive Call
Description:
Spoiler:
Vespiquen are of course queens of their hive, and Ambra was never one to leave hers without some form of bodyguard. In one of her combs where she keeps her Combee for using Defend Order, Heal Order, or Attack Order, she has another swarm used for something else. She calls onto these small Combee, purely for the defense of herself or others. These Combee either take a hit for their queen, or the queen’s right hand from any damage effects. If the queen herself is under status effects, the small swarm may act out on their own in order to avenge their beloved leader.
Type: Bug
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 10
Effects:
Lasts the entire battle
If this move is used while not under a status effect, there is a 30% chance of the Hive Call swarm preventing the additional effects of attacks, or blocking the effects of moves such as Confuse Ray or Thunder Wave targeted at either Ambra or her adjacent partner Pokémon.

While Ambra is under a status effect, and after using this move of her own will once before coming under a status effect, she can’t use this move on her own. Instead, every round Ambra is under a status effect, there is a 10% chance of one of the following happening:
The Hive Call swarm attacks the Pokémon that inflicted the status effect on Ambra. [BP 20 Type Bug]
The Hive Call swarm swarms the Pokémon who inflicted the status, making a 50% chance of the Pokémon not competing an action that round.
Usage Gap: Once per battle


BP is 20 Bug... is Vesipquen the attacking Pokémon for stats? Or a Combee? 50% is pretty high for EVERY round a status is in play.
see bold.
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  #294  
Old 10-10-2011, 03:37 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by paperfairy View Post
see bold.
Swoobat: It's acts like a Helping Hand for sound based moves and the buff only works for the one action. Yes it will always bypass Soundproof, though without the other benefits added, and only for that action. Yes it does work on partners with Soundproof because Sonic Amp is not a sound based move, it's an amplifacation of the partner's sound based attack.


Cowaru the Rufflet [M]
Ability: Sheer Force
Signature Move: Morale Ruffle
Description:
Spoiler:
Rufflet never back down from a fight, no matter how big or menacing their opponent is. Cowaru gets an extra rush of excitement when he faces an opponent that he knows is of a higher stage in evolution from him. Refusing to back down, he psyches himself up for the battle and feels empowered. However, Cowaru loses his moxie if he faces an opponent of a weaker stage than him, therefore weakening his power. He may be a little ball of feathers, but by Rufflet he’s gonna make sure he’s remembered as the rough tuft battlin’ machine.
Type: Flying
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 9
Effects:
Lasts for the entire battle.
This Signature move will be removed if Cowaru evolves into a Braviary.
The following happens based on the opponent after use:
Cowaru vs EXP 3, 4 or 8 Pokémon: Nothing
Cowaru vs EXP 2 Pokémon: Lower Attack by two stages and defends by one stage
Cowaru vs EXP 6 or 7 Pokémon: Raise attack by two stages, defense by two
Cowaru vs EXP 9 Pokémon: Raise attack by three stages, defense by two
Usage Gap: Once per battle


Edited with EXP, I think I did that right.

Houndoom: It has a 50% chance of affecting Dark types. The move isn't lowered to 50% for all Pokemon [should it be a double/triple/multi battle] So for example, say there is Willa, and a Charizard on my Side, and an Absol and a Shuckle on my opponents side.

When the move is used, Charizard and Shuckle have an 85% chance of being affected, whereas Absol only has 50%. I wasn't too sure how to put that.

Ninetales: I did put the effect last for 2 rounds, whatever one the target may be affected with. Then they go away. Curse as in a Ghost type using Curse status. And it would but there is a 10% chance that the tails do nothing. XD


Vespiquen: It would be the swarm of small Combee doing the attacking while Ambra is under a status effect. I can lower that percentage, I was seeing how far I could push it.
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  #295  
Old 10-10-2011, 03:47 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post
Swoobat: It's acts like a Helping Hand for sound based moves and the buff only works for the one action. Yes it will always bypass Soundproof, though without the other benefits added, and only for that action. Yes it does work on partners with Soundproof because Sonic Amp is not a sound based move, it's an amplifacation of the partner's sound based attack.

approved. [1/2]


Cowaru the Rufflet [M]
Ability: Sheer Force
Signature Move: Morale Ruffle
Description:
Spoiler:
Rufflet never back down from a fight, no matter how big or menacing their opponent is. Cowaru gets an extra rush of excitement when he faces an opponent that he knows is of a higher stage in evolution from him. Refusing to back down, he psyches himself up for the battle and feels empowered. However, Cowaru loses his moxie if he faces an opponent of a weaker stage than him, therefore weakening his power. He may be a little ball of feathers, but by Rufflet he’s gonna make sure he’s remembered as the rough tuft battlin’ machine.
Type: Flying
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 9
Effects:
Lasts for the entire battle.
This Signature move will be removed if Cowaru evolves into a Braviary.
The following happens based on the opponent after use:
Cowaru vs EXP 3, 4 or 8 Pokémon: Nothing
Cowaru vs EXP 2 Pokémon: Lower Attack by two stages and defends by one stage
Cowaru vs EXP 6 or 7 Pokémon: Raise attack by two stages, defense by two
Cowaru vs EXP 9 Pokémon: Raise attack by three stages, defense by two
Usage Gap: Once per battle


Edited with EXP, I think I did that right.

approved. [1/2]

Houndoom: It has a 50% chance of affecting Dark types. The move isn't lowered to 50% for all Pokemon [should it be a double/triple/multi battle] So for example, say there is Willa, and a Charizard on my Side, and an Absol and a Shuckle on my opponents side.

When the move is used, Charizard and Shuckle have an 85% chance of being affected, whereas Absol only has 50%. I wasn't too sure how to put that.
approved. [1/2]

Ninetales: I did put the effect last for 2 rounds, whatever one the target may be affected with. Then they go away. Curse as in a Ghost type using Curse status. And it would but there is a 10% chance that the tails do nothing. XD
You need to declare HP for Curse in ASB. You'd have to declare right now for future Curses.

Vespiquen: It would be the swarm of small Combee doing the attacking while Ambra is under a status effect. I can lower that percentage, I was seeing how far I could push it.

You don't understand. PSN Vesipquen vs my Skarmory. SMall combee attack my Skarmory. Please calculate damage using Compendium.
see bold.
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  #296  
Old 10-10-2011, 04:13 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by paperfairy View Post
see bold.
Ah okay. I'll just remove that second part out. ^^'


Ambra the Vespiquen [F]
Ability: Pressure
Signature Move: Hive Call
Description:
Spoiler:
Vespiquen are of course queens of their hive, and Ambra was never one to leave hers without some form of bodyguard. In one of her combs where she keeps her Combee for using Defend Order, Heal Order, or Attack Order, she has another swarm used for something else. She calls onto these small Combee, purely for the defense of herself or others. These Combee either take a hit for their queen, or the queen’s right hand from any damage effects. If the queen herself is under status effects, the small swarm may act out on their own in order to avenge their beloved leader.
Type: Bug
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 10
Effects:
Lasts the entire battle
If this move is used while not under a status effect, there is a 30% chance of the Hive Call swarm preventing the additional effects of attacks, or blocking the effects of moves such as Confuse Ray or Thunder Wave targeted at either Ambra or her adjacent partner Pokémon.

While Ambra is under a status effect, and after using this move of her own will once before coming under a status effect, she can’t use this move on her own. Instead, every round Ambra is under a status effect, there is a 10% chance of one of the following happening:
The Hive Call swarm swarms the Pokémon who inflicted the status, making the Pokémon not competing an action that round.
Usage Gap: Once per battle



Asura the Ninetales [F]
Ability: Flash Fire
Signature Move: Tails of Fate
Description:
Spoiler:
Ninetales have many ominous legends about them. What doesn’t help is their ability to learn some peculiar ghost type moves. What may be the most famous is that they were the reincarnation of nine saints who came together and were reborn as this Pokémon, and that they curse anyone who messes with those tails or mistreats them. As such, Asur knows just how to have karma work for her with cursing. Leaving herself open for an attack, Asura taps into that cursive power and puts it into those many tails of hers. After charging, she uses those tails to cause a random effect on her opponent. Having ‘cursed’ her foe she knows that her power is gone for the moment, until the effects of said curse wear off.
Type: Ghost
Base Power: N/A
Accuracy: 90
Classification: Status
Energy Modifier: 8
Effects:
Uses one action to charge power, and activates on the second action.
Only works if the opponent makes physical contact with Asura’s tails while this is being used.
Ref rolls from 1-9. The following effect happens for two rounds based on the roll:

1: Pokémon receives Curse status [10HP]
2: Pokémon receives Burn status
3: Pokémon receives Sleep status
4: Pokémon receives Paralysis status
5: Pokémon receives Confusion status
6: Pokémon receives Attract status [Gender does not matter]
7: Pokémon receives Encore status
8: Pokémon receives Taunt status
9: Pokémon receives Torment status

Usage Gap: Every 3 rounds after use.




Edited both.

Also:

Quote:
Originally Posted by Saraibre Ryu View Post
@ Fedora: Yes I will indicate the target area.

@paperfairy: They are basically unable to fly and are impacted by ground type moves.

I shall edit in those clarifications.
To answer questions about this sig move since I need one more approval:
Quote:
Originally Posted by Saraibre Ryu View Post

Mara the Mandibuzz [F]
Ability: Overcoat
Signature Move: Body Knuckle
Description:
Spoiler:
Mandibuzz know bones. Mara knows a bit more than the rest, having picked the best bones based on their strengths and weaknesses. To get through those bones, she's also had to pick [and eat] a lot of muscles and nerves. Naturally, being a predator, she keeps this knowledge in mind with living competitors. When in battle, she looks at her opponent to find a good point to strike, be it the arms, legs, or torso, even the head. Depending on where she hits her opponent, depends on what she does to them, being paralysis for hitting their legs, or whatever they use to move, removing special attack if hit in the head, attack if in the arms, or flinching if in the torso. The effects only last based on how hard her opponent was hit however.
Type: Dark
Base Power: 40
Accuracy: 100
Classification: Physical
Energy Modifier: 6
Effects:
A 50% chance of the following effects if aimed at the following areas [Area will be designated when attack is made]:
Head: Lowers Special Attack by two stages
Torso: Causes flinching
Arms: Lowers Attack by two stages
Legs/Limb used for Movement: Paralysis
Wings: Unable to become airbourne and is affected by ground type attacks

Effects last based on the following:
5-8% Damage: Two rounds
9-20% Damage: Three rounds
21-35% Damage: Four rounds
35%+ Damage: Five rounds

** All Pokemon in the Amorphous egg group, with the exception of the Ralts evolutionary line, and the Tynamo line and Wobbuffet, are immune to any effects of this attack. Ditto and all ghost types, are also immune to these effects.
Usage Gap: One round recharge after effects have worn off. If Pokemon is unaffected, must wait two actions before use again.
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  #297  
Old 10-10-2011, 04:20 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post
Ah okay. I'll just remove that second part out. ^^'


Ambra the Vespiquen [F]
Ability: Pressure
Signature Move: Hive Call
Description:
Spoiler:
Vespiquen are of course queens of their hive, and Ambra was never one to leave hers without some form of bodyguard. In one of her combs where she keeps her Combee for using Defend Order, Heal Order, or Attack Order, she has another swarm used for something else. She calls onto these small Combee, purely for the defense of herself or others. These Combee either take a hit for their queen, or the queen’s right hand from any damage effects. If the queen herself is under status effects, the small swarm may act out on their own in order to avenge their beloved leader.
Type: Bug
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 10
Effects:
Lasts the entire battle
If this move is used while not under a status effect, there is a 30% chance of the Hive Call swarm preventing the additional effects of attacks, or blocking the effects of moves such as Confuse Ray or Thunder Wave targeted at either Ambra or her adjacent partner Pokémon.

While Ambra is under a status effect, and after using this move of her own will once before coming under a status effect, she can’t use this move on her own. Instead, every round Ambra is under a status effect, there is a 10% chance of one of the following happening:
The Hive Call swarm swarms the Pokémon who inflicted the status, making the Pokémon not competing an action that round.
Usage Gap: Once per battle


The small Combee ATK was fine, you just need to define stats for the swarm as well as more specific stats for the attack.


Asura the Ninetales [F]
Ability: Flash Fire
Signature Move: Tails of Fate
Description:
Spoiler:
Ninetales have many ominous legends about them. What doesn’t help is their ability to learn some peculiar ghost type moves. What may be the most famous is that they were the reincarnation of nine saints who came together and were reborn as this Pokémon, and that they curse anyone who messes with those tails or mistreats them. As such, Asur knows just how to have karma work for her with cursing. Leaving herself open for an attack, Asura taps into that cursive power and puts it into those many tails of hers. After charging, she uses those tails to cause a random effect on her opponent. Having ‘cursed’ her foe she knows that her power is gone for the moment, until the effects of said curse wear off.
Type: Ghost
Base Power: N/A
Accuracy: 90
Classification: Status
Energy Modifier: 8
Effects:
Uses one action to charge power, and activates on the second action.
Only works if the opponent makes physical contact with Asura’s tails while this is being used.
Ref rolls from 1-9. The following effect happens for two rounds based on the roll:

1: Pokémon receives Curse status [10HP]
2: Pokémon receives Burn status
3: Pokémon receives Sleep status
4: Pokémon receives Paralysis status
5: Pokémon receives Confusion status
6: Pokémon receives Attract status [Gender does not matter]
7: Pokémon receives Encore status
8: Pokémon receives Taunt status
9: Pokémon receives Torment status

Usage Gap: Every 3 rounds after use.


Approved. [1/2]


Edited both.

Also:



To answer questions about this sig move since I need one more approval:
Mara is approved. [2/2]
__________________
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If you've a ready mind
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  #298  
Old 10-10-2011, 04:30 AM
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Default Re: Signature and Tutored Moves


Ambra the Vespiquen [F]
Ability: Pressure
Signature Move: Hive Call
Description:
Spoiler:
Vespiquen are of course queens of their hive, and Ambra was never one to leave hers without some form of bodyguard. In one of her combs where she keeps her Combee for using Defend Order, Heal Order, or Attack Order, she has another swarm used for something else. She calls onto these small Combee, purely for the defense of herself or others. These Combee either take a hit for their queen, or the queen’s right hand from any damage effects. If the queen herself is under status effects, the small swarm may act out on their own in order to avenge their beloved leader.
Type: Bug
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 10
Effects:
Lasts the entire battle
If this move is used while not under a status effect, there is a 30% chance of the Hive Call swarm preventing the additional effects of attacks, or blocking the effects of moves such as Confuse Ray or Thunder Wave targeted at either Ambra or her adjacent partner Pokémon.

While Ambra is under a status effect, and after using this move of her own will once before coming under a status effect, she can’t use this move on her own. Instead, every round Ambra is under a status effect, there is a 10% chance of one of the following happening:
The Hive Call swarm attacks the Pokémon that inflicted the status effect on Ambra. [Combee, Type: Bug/Flying Attack type: Bug BP: 20 Physical]
The Hive Call swarm swarms the Pokémon who inflicted the status, making a 50% chance of the Pokémon not competing an action that round.
Usage Gap: Once per battle


That what you need for stats?
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Last edited by Saraibre Ryu; 10-10-2011 at 04:37 AM.
  #299  
Old 10-10-2011, 04:35 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post

Ambra the Vespiquen [F]
Ability: Pressure
Signature Move: Hive Call
Description:
Spoiler:
Vespiquen are of course queens of their hive, and Ambra was never one to leave hers without some form of bodyguard. In one of her combs where she keeps her Combee for using Defend Order, Heal Order, or Attack Order, she has another swarm used for something else. She calls onto these small Combee, purely for the defense of herself or others. These Combee either take a hit for their queen, or the queen’s right hand from any damage effects. If the queen herself is under status effects, the small swarm may act out on their own in order to avenge their beloved leader.
Type: Bug
Base Power: N/A
Accuracy: 100
Classification: Status
Energy Modifier: 10
Effects:
Lasts the entire battle
If this move is used while not under a status effect, there is a 30% chance of the Hive Call swarm preventing the additional effects of attacks, or blocking the effects of moves such as Confuse Ray or Thunder Wave targeted at either Ambra or her adjacent partner Pokémon.

While Ambra is under a status effect, and after using this move of her own will once before coming under a status effect, she can’t use this move on her own. Instead, every round Ambra is under a status effect, there is a 10% chance of one of the following happening:
The Hive Call swarm attacks the Pokémon that inflicted the status effect on Ambra. [Combee, HP 10 Type: Bug/Flying Attack type: Bug BP: 20]
The Hive Call swarm swarms the Pokémon who inflicted the status, making a 50% chance of the Pokémon not competing an action that round.
Usage Gap: Once per battle


That what you need for stats?
Is Combee's attack Physical or Special?

Does your placing an HP there imply that Combee sticks around after the attack? Can the swarm be targeted and destroyed?
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If you've a ready mind
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  #300  
Old 10-10-2011, 04:39 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by paperfairy View Post
Is Combee's attack Physical or Special?

Does your placing an HP there imply that Combee sticks around after the attack? Can the swarm be targeted and destroyed?
Whoops...I didn't plan to HP in there...I'm just so distracted right now.

Okay I've made another edit. It just makes an attack. >< I THINK I GOT IT NOW...
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