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04-14-2012, 01:10 AM
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Join Date: Aug 2008
Location: Post-Apocalyptic Berlin
Posts: 3,526
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Re: Signature and Tutored Moves

[Nacht] Honchkrow ( Male)
Ability: Super Luck
Obtained: Adoption Center
Evolved: Evolution Dojo
Sig Move: Master's Call
Being a Honchkrow, Nacht has the ability to summon a few of his Murkrow cronies to do his dirty work. Letting out a sharp and loud cry, Nacht spreads his wings as if summoning his followers. Several are always nearby, and will hear his call. Anywhere from two to five Murkow will appear around him, ready to do his bidding. The Murkrow will snap and claw at the opponent for up to five actions, inflicting damage. Once their master is satisfied, they will flee and never return again.
Type: Dark
BP: 25
Accuracy: 95%
Classification: Physical
Energy Modifier: 13% (Can raise if this is not enough)
Effect: *Roll 1-5 where 1,2 = 2 Murkrow. 3 = 3 Murkrow, ect.* *Roll 1-5, where 1 = one action, 2 = 2 actions, ect.* These Murkrow attack the foe for up to five actions, dealing 5% damage each at the end of every action. If these Murkrow are the target of an attack, they disappear instantly.
Usage Gap: Once per battle
Target: Singular Foe
Priority: 2
Just wanted to see if I could actually make something worthwhile. Tell me what I need to change, if anything!!
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04-14-2012, 01:35 AM
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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
Quote:
Originally Posted by 5TailedDemonLizard

[Nacht] Honchkrow ( Male)
Ability: Super Luck
Obtained: Adoption Center
Evolved: Evolution Dojo
Sig Move: Master's Call
Being a Honchkrow, Nacht has the ability to summon a few of his Murkrow cronies to do his dirty work. Letting out a sharp and loud cry, Nacht spreads his wings as if summoning his followers. Several are always nearby, and will hear his call. Anywhere from two to five Murkow will appear around him, ready to do his bidding. The Murkrow will snap and claw at the opponent for up to five actions, inflicting damage. Once their master is satisfied, they will flee and never return again.
Type: Dark
BP: 25
Accuracy: 95%
Classification: Physical
Energy Modifier: 13% (Can raise if this is not enough)
Effect: *Roll 1-5 where 1,2 = 2 Murkrow. 3 = 3 Murkrow, ect.* *Roll 1-5, where 1 = one action, 2 = 2 actions, ect.* These Murkrow attack the foe for up to five actions, dealing 5% damage each at the end of every action. If these Murkrow are the target of an attack, they disappear instantly.
Usage Gap: Once per battle
Target: Singular Foe
Priority: 2
Just wanted to see if I could actually make something worthwhile. Tell me what I need to change, if anything!!
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I'm confused as to why the BP is 25 when the Murkrow always deal 5% damage. Does this attack deal damage independently of the Murkrow or something? Provided it doesn't, everything else is fine.
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04-14-2012, 01:42 AM
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Join Date: Aug 2008
Location: Post-Apocalyptic Berlin
Posts: 3,526
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Re: Signature and Tutored Moves
Quote:
Originally Posted by Velocity
I'm confused as to why the BP is 25 when the Murkrow always deal 5% damage. Does this attack deal damage independently of the Murkrow or something? Provided it doesn't, everything else is fine.
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I honestly don't know why I put that there. I think I was writing something else. The Murkrow are the only things that deal damage, so should the BP be 0?
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04-14-2012, 03:34 AM
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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
Quote:
Originally Posted by 5TailedDemonLizard
I honestly don't know why I put that there. I think I was writing something else. The Murkrow are the only things that deal damage, so should the BP be 0?
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It should be something like N/A.
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04-14-2012, 03:50 AM
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Join Date: Aug 2008
Location: Post-Apocalyptic Berlin
Posts: 3,526
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Re: Signature and Tutored Moves

[Nacht] Honchkrow ( Male)
Ability: Super Luck
Obtained: Adoption Center
Evolved: Evolution Dojo
Sig Move: Master's Call
Being a Honchkrow, Nacht has the ability to summon a few of his Murkrow cronies to do his dirty work. Letting out a sharp and loud cry, Nacht spreads his wings as if summoning his followers. Several are always nearby, and will hear his call. Anywhere from two to five Murkow will appear around him, ready to do his bidding. The Murkrow will snap and claw at the opponent for up to five actions, inflicting damage. Once their master is satisfied, they will flee and never return again.
Type: Dark
BP: N/A
Accuracy: 95%
Classification: Physical
Energy Modifier: 13%
Effect: *Roll 1-5 where 1,2 = 2 Murkrow. 3 = 3 Murkrow, ect.* *Roll 1-5, where 1 = one action, 2 = 2 actions, ect.* These Murkrow attack the foe for up to five actions, dealing 5% damage per Murkrow at the end of every action. If these Murkrow are the target of an attack, they disappear instantly.
Usage Gap: Once per battle
Target: Singular Foe
Priority: 2
Made that change, everything look okay?
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04-14-2012, 03:53 AM
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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
Quote:
Originally Posted by 5TailedDemonLizard

[Nacht] Honchkrow ( Male)
Ability: Super Luck
Obtained: Adoption Center
Evolved: Evolution Dojo
Sig Move: Master's Call
Being a Honchkrow, Nacht has the ability to summon a few of his Murkrow cronies to do his dirty work. Letting out a sharp and loud cry, Nacht spreads his wings as if summoning his followers. Several are always nearby, and will hear his call. Anywhere from two to five Murkow will appear around him, ready to do his bidding. The Murkrow will snap and claw at the opponent for up to five actions, inflicting damage. Once their master is satisfied, they will flee and never return again.
Type: Dark
BP: N/A
Accuracy: 95%
Classification: Physical
Energy Modifier: 13%
Effect: *Roll 1-5 where 1,2 = 2 Murkrow. 3 = 3 Murkrow, ect.* *Roll 1-5, where 1 = one action, 2 = 2 actions, ect.* These Murkrow attack the foe for up to five actions, dealing 5% damage per Murkrow at the end of every action. If these Murkrow are the target of an attack, they disappear instantly.
Usage Gap: Once per battle
Target: Singular Foe
Priority: 2
Made that change, everything look okay?
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Approv'd!
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04-15-2012, 01:53 AM
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Join Date: Nov 2010
Location: My neural circuits
Posts: 683
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Re: Signature and Tutored Moves
[Sol] Volcarona (m)
Ability: Flame Body
Move: Solar Soul
Volcarona used to be used as suns when volcanic ash blocked the sky. Sol can call on this power once in a battle: he can increase the heat of his body and glow, acting a sun for the battle. Of course, should the opponent touch Sol, they could very easily get burned; after all, Sol is literally burning up.
Type: Fire
BP: n/a
Accuracy: n/a
Classifcation: Status
Energy Mod: 15%
Effect:
a. Uncancelable sun until Sol is returned to his ball (healthy or fainted)
b. Flame Body buff to 50% burn chance.
Usage Gap: Once a Battle
Target: Field
Priority: 0
__________________
Avatar by Velocity!
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04-15-2012, 02:05 AM
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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
Quote:
Originally Posted by narphoenix
[Sol] Volcarona (m)
Ability: Flame Body
Move: Solar Soul
Volcarona used to be used as suns when volcanic ash blocked the sky. Sol can call on this power once in a battle: he can increase the heat of his body and glow, acting a sun for the battle. Of course, should the opponent touch Sol, they could very easily get burned; after all, Sol is literally burning up.
Type: Fire
BP: n/a
Accuracy: n/a
Classifcation: Status
Energy Mod: 15%
Effect:
a. Uncancelable sun until Sol is returned to his ball (healthy or fainted)
b. Flame Body buff to 50% burn chance.
Usage Gap: Once a Battle
Target: Field
Priority: 0
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Hm, simple yet inventive. I like it! Approv'd.
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04-25-2012, 10:24 PM
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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
Obelisk the Rhyperior [M]
Ability: Solid Rock
Sig Move: Shale Shot
Description:Obelisk learned the ways of long range warfare after he leared the usefulness of Rock Blast and Rock Wrecker. However Rhyperior are slow and Obelisk was a Pokemon that was one hell of a sharpshooter, and wanted some edge on his flying, much more speedier foes. By putting in a sharp piece of shale in his hands, and keeping thm for the right moment, Obelisk uses his sharpshooting skills to fire that sharp piece of shale into the opponent at incredible speeds that may stagger his opponent. The shot is so fast that it outspeeds the average speed of avians and those faster than him, and often quite precise.
Type: Rock
Base Power: 80
Accuracy: 100%
Classification: Physical
Energy Modifier: 2
Impact: Single Target
Priority: +1
Effects: 25% chance of causing flinching
Usage Gap: Once per 2 rounds
__________________
Code:
VPP STATS
Paired with: Sandstorm Lavastone <3

Neon the Jolteon
Level100: 6576
Last edited by Saraibre Ryu; 04-25-2012 at 10:54 PM.
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04-25-2012, 10:50 PM
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ASB Official
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Join Date: Aug 2010
Location: In your dumpster
Posts: 1,340
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Re: Signature and Tutored Moves
Quote:
Originally Posted by Saraibre Ryu
Obelisk the Rhyperior [M]
Ability: Solid Rock
Sig Move: Shale Shot
Description:Obelisk learned the ways of long range warfare after he leared the usefulness of Rock Blass and Rock Wrecker. However Rhyperior are slow and Obelisk was a Pokemon that was one hell of a sharpshooter, and wanted some edge on his flying, much more speedier foes. By putting in a sharp piece of shale in his hands, and keeping thm for the right moment, Obelisk uses his sharpshooting skills to fire that sharp piece of shale into the opponent at incredible speeds that may stagger his opponent. The shot is so fast that it outspeeds the average speed of avians and those faster than him, and often quite precise.
Type: Rock
Base Power: 80
Accuracy: 100%
Classification: Physical
Energy Modifier: 2
Impact: Single Target
Priority: +1
Effects: 25% chance of causing flinching
Usage Gap: Once per 2 rounds
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Approved.
[1/2]
(Since your going to be posting this you might want to fix *Rock Blast)
Last edited by Dino; 04-25-2012 at 10:55 PM.
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04-25-2012, 10:53 PM
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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
Quote:
Originally Posted by Dino
Approved.
(Since your going to be posting this you might want to fix *Rock Blast)
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I totally did not notice that...darn you typo...
Still need the usual 2 approvals for the move to be legally used?
__________________
Code:
VPP STATS
Paired with: Sandstorm Lavastone <3

Neon the Jolteon
Level100: 6576
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04-25-2012, 11:00 PM
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ASB Official
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Join Date: Aug 2010
Location: In your dumpster
Posts: 1,340
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Re: Signature and Tutored Moves
Quote:
Originally Posted by Saraibre Ryu
I totally did not notice that...darn you typo...
Still need the usual 2 approvals for the move to be legally used?
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Yes, I do believe that is still the case.
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04-26-2012, 12:22 AM
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Join Date: Nov 2010
Location: My neural circuits
Posts: 683
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Re: Signature and Tutored Moves
Would be nice if I got my second approval...
__________________
Avatar by Velocity!
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04-26-2012, 01:16 AM
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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
Quote:
Originally Posted by Saraibre Ryu
Obelisk the Rhyperior [M]
Ability: Solid Rock
Sig Move: Shale Shot
Description:Obelisk learned the ways of long range warfare after he leared the usefulness of Rock Blast and Rock Wrecker. However Rhyperior are slow and Obelisk was a Pokemon that was one hell of a sharpshooter, and wanted some edge on his flying, much more speedier foes. By putting in a sharp piece of shale in his hands, and keeping thm for the right moment, Obelisk uses his sharpshooting skills to fire that sharp piece of shale into the opponent at incredible speeds that may stagger his opponent. The shot is so fast that it outspeeds the average speed of avians and those faster than him, and often quite precise.
Type: Rock
Base Power: 80
Accuracy: 100%
Classification: Physical
Energy Modifier: 2
Impact: Single Target
Priority: +1
Effects: 25% chance of causing flinching
Usage Gap: Once per 2 rounds
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Approv'd.
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04-26-2012, 03:07 AM
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ASB Official
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Join Date: Aug 2010
Location: In your dumpster
Posts: 1,340
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Re: Signature and Tutored Moves
Quote:
Originally Posted by narphoenix
[Sol] Volcarona (m)
Ability: Flame Body
Move: Solar Soul
Volcarona used to be used as suns when volcanic ash blocked the sky. Sol can call on this power once in a battle: he can increase the heat of his body and glow, acting a sun for the battle. Of course, should the opponent touch Sol, they could very easily get burned; after all, Sol is literally burning up.
Type: Fire
BP: n/a
Accuracy: n/a
Classifcation: Status
Energy Mod: 15%
Effect:
a. Uncancelable sun until Sol is returned to his ball (healthy or fainted)
b. Flame Body buff to 50% burn chance.
Usage Gap: Once a Battle
Target: Field
Priority: 0
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Approved.
[2/2]
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