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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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  #436  
Old 08-21-2012, 11:27 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Dino View Post
Sabi
Holy Cow
Anyway, all of these receive my approval.
[1/2]
Except...

If you write at what point that this occurs, it will receive my approval. Does it occur when the attack is made, or after it wears off? Just need that clarification.
Pending


Latio-Nytro
Pending
As Justin said, you have a Spore like attack with higher priority. You still have the same energy mod as Spore.
I think you either need to drop the accuracy or raise the energy mod more.

(Also, on a second note. The way that you have filled out the form is somewhat unprofessional (with the sarcasm and language). I suggest for you next sig move that you please try to have a more professional looking one. Not to pick on you, but just my opinion on that part)
For Asharas, that would happen at the end of the effects of the attack. So when the effects wear off.

And I'll probably post others for some edits later on XD
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  #437  
Old 08-22-2012, 12:39 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Latio-Nytro View Post
Pandora (Female Froslass)
Moody
Sig Move: N/A
Tutor Move: N/A
Adopted from the Adoption Center.
Evolved at the Evolution Dojo
Changed Ability from Snow Cloak to Moody at the Pokemon Development Facility.

NEW SIGGY: Flash Freeze
Spoiler:
Description: How does one weaponize freezing breath in a battle? Froslass, by nature, can freeze pray with -58 degree farenheit breath.

However, before she DID battle with anyone, she figured out that she REALLY hated such moves that got to her before she could move herself. Priority Moves, they were called, like Aqua Jet, Quick Attack, Vaccum Wave...She was irritated by such annoyances. Especially Shadow Sneak, a Ghost-Type Move that quite frankly hurt a lot. How did she overcome them? Simple. By being faster, immobilizing them, and proceeding to oblitherate it. She honed her icy breath, channeling it forward to freeze targets at speeds to prevent Priority moves being a factor. It took a few weeks, but sucess was inevitable when she got a Pokemon starting to use Quick Attack (with little visible warning beforehand) Frozen before it moved. Sucess.

This move is simple to describe: Pandora unleashes frosty breath from her mouth (*Le gasp!*) at speeds that outstrip such annoyances as Quick Attack. Whatever her target is, it will be frozen, immobile, a sitting duck: Perfect for rapid hits with any kind of attack. She loves this move...Though it makes her think of food, considering this IS the way all Froslass find and immobilize prey.

Type: Ice
Base Power: What is this nonsense? Flash Freeze is of no power.
Accuracy: 90%
Classification: Status.
Energy Mod: 7%
Priority: 2
Effect: Target is Frozen. Really. That's it.
Usage Gap: She can't use this for two rounds after the Pokemon targeted Thaws out-or just two rounds if she misses. For anything resembling a justification, Froslass kind of control the cold they release-if it's unsatisfactorily done (misses), Pandora may recharge quicker, but she'll want to keep the Pokemon Frozen if it hits.


Pandora, you must have a SIGNATURE MOVE! This shall be it.
Accuracy is now 90%. Also, upon Dino's suggestion, I edited it to sound less sarcastic and more professional (and aimed for a more realistic time span for Pandora to master the trick-it's now weeks instead of days, though like this needed to be pointed out). Can Pandora finally have a Signature Move?
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  #438  
Old 08-22-2012, 03:38 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post
For Asharas, that would happen at the end of the effects of the attack. So when the effects wear off.

And I'll probably post others for some edits later on XD
Be sure to include that to remove ambiguity.
[1/2]

Quote:
Originally Posted by Latio-Nytro View Post
Accuracy is now 90%. Also, upon Dino's suggestion, I edited it to sound less sarcastic and more professional (and aimed for a more realistic time span for Pandora to master the trick-it's now weeks instead of days, though like this needed to be pointed out). Can Pandora finally have a Signature Move?
lol
After being so patient and compliant.
You will be rewarded with this...

[1/2]

Now just bug the other officials to death... :D
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  #439  
Old 10-10-2012, 11:46 PM
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Default Re: Signature and Tutored Moves


Marm
Mienfoo (F)
Ability: Regenerator
Obtained: Here
Signature Attack: Xingyiquan
Spoiler:
Meinfoo and Meinshao are among the most practiced fighting types in regards to special attacks and concentration; while that is convenient against many durable foes their physical strength still is their most potent offense. Xingyiquan is a very precise technique designed to use bursts of energy combined with physical blows in order to overwhelm defensive foes while drawing from the user's more powerful strength. Most Meinfoo and Meinshao choose not to master the technique due to the time involved to do so and that the irregular energy bursts can quickly exhaust the user.
Type: Fighting
Base Power: 130
Accuracy: 90%
Classification: Physical (direct contact)
Energy Modifier: 0
Impact: Single Target
Priority: 0
Effects: Damage based on Target's Special Defense, -2 Attack for user
Usage Gap: Once per round


Galdandy
Castform (M)
Obtained: see Marm
Ability: Forecast
Signature Attack: Lee Wave
Spoiler:
Tired of being at the mercy of the weather, Galdandy developed a technique loosely based on Tailwind and Clear Smog to ensure that he sees clear skies. Galdandy whips up a powerful gust which blasts towards the upper atmosphere, causing severe turbulence (above all but the highest flying pokemon). The initial blast is not powerful enough to cause any harm to Pokemon but will blow away whatever they may have placed one the field as well as providing a quick distraction from the battle. The following turbulence prevents clouds from gathering while causing enough disruption to weaken the sun's rays.
Type: Flying
Base Power: N/A
Accuracy:N/A
Classification: Status
Energy Modifier: 10%
Impact: Entire Field
Priority: 0
Effects: Removes all Weather Conditions, Entry Hazards, Stat Modifiers, Room Effects (Trick Room, Gravity, Tailwind,Reflect, ect.), Minor Status Conditions (Leech Seed, Confusion, Aqua Ring, Partial Trapping, Taunt, ect.) and whatever the referee may choose to include. This does not apply to major status conditions and Perish Song. Prevents a change in weather for the remainder of the round it is used in as well as the following round.
Usage Gap: Once per round followed by a two round cooldown beginning after weather can be activated again.


Merle
Hoppip (F)
Obtained: see Galdandy
Ability: Chlorophyll
Signature Move: Drift
Spoiler:
Generally Hoppip, Skiploom, and Jumpluff follow the strongest breeze though with a little effort they can sense and ride the various weaker air currents around them. Merle is particularly sensitive to these currents and with a little concentration can ride even the most minute of air currents, harmlessly drifting away from most oncoming attacks as they displace the air around them.
Type: Flying
Base Power: N/A
Accuracy: N/A
Classification: Status
Energy Modifier: 8%
Impact: User
Priority: 4
Effects: During the action following this action, if conditions give an action targeting the user a possibility of missing they will miss. Attempts to use this after Drift, Protect, Wide Guard, Detect, Quick Guard or Endure have successfully been used will fail, and all of the previously listed actions will fail if attempted to be used after this action has been successfully used. Hurricane, Gust, Twister, Leaf Tornado, and whatever else the referee deems fit are not affected by this action. This action fails if used while under the effects of Telekinesis or Gravity.
Usage Gap: Technically none, but will fail during conditions stated in the effects.
  #440  
Old 10-11-2012, 11:20 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Rajaion Tagami View Post

Marm
Mienfoo (F)
Ability: Regenerator
Obtained: Here
Signature Attack: Xingyiquan
Spoiler:
Meinfoo and Meinshao are among the most practiced fighting types in regards to special attacks and concentration; while that is convenient against many durable foes their physical strength still is their most potent offense. Xingyiquan is a very precise technique designed to use bursts of energy combined with physical blows in order to overwhelm defensive foes while drawing from the user's more powerful strength. Most Meinfoo and Meinshao choose not to master the technique due to the time involved to do so and that the irregular energy bursts can quickly exhaust the user.
Type: Fighting
Base Power: 130
Accuracy: 90%
Classification: Physical (direct contact)
Energy Modifier: 0
Impact: Single Target
Priority: 0
Effects: Damage based on Target's Special Defense, -2 Attack for user
Usage Gap: Once per round


Galdandy
Castform (M)
Obtained: see Marm
Ability: Forecast
Signature Attack: Lee Wave
Spoiler:
Tired of being at the mercy of the weather, Galdandy developed a technique loosely based on Tailwind and Clear Smog to ensure that he sees clear skies. Galdandy whips up a powerful gust which blasts towards the upper atmosphere, causing severe turbulence (above all but the highest flying pokemon). The initial blast is not powerful enough to cause any harm to Pokemon but will blow away whatever they may have placed one the field as well as providing a quick distraction from the battle. The following turbulence prevents clouds from gathering while causing enough disruption to weaken the sun's rays.
Type: Flying
Base Power: N/A
Accuracy:N/A
Classification: Status
Energy Modifier: 10%
Impact: Entire Field
Priority: 0
Effects: Removes all Weather Conditions, Entry Hazards, Stat Modifiers, Room Effects (Trick Room, Gravity, Tailwind,Reflect, ect.), Minor Status Conditions (Leech Seed, Confusion, Aqua Ring, Partial Trapping, Taunt, ect.) and whatever the referee may choose to include. This does not apply to major status conditions and Perish Song. Prevents a change in weather for the remainder of the round it is used in as well as the following round.
Usage Gap: Once per round followed by a two round cooldown beginning after weather can be activated again.


Merle
Hoppip (F)
Obtained: see Galdandy
Ability: Chlorophyll
Signature Move: Drift
Spoiler:
Generally Hoppip, Skiploom, and Jumpluff follow the strongest breeze though with a little effort they can sense and ride the various weaker air currents around them. Merle is particularly sensitive to these currents and with a little concentration can ride even the most minute of air currents, harmlessly drifting away from most oncoming attacks as they displace the air around them.
Type: Flying
Base Power: N/A
Accuracy: N/A
Classification: Status
Energy Modifier: 8%
Impact: User
Priority: 4
Effects: During the action following this action, if conditions give an action targeting the user a possibility of missing they will miss. Attempts to use this after Drift, Protect, Wide Guard, Detect, Quick Guard or Endure have successfully been used will fail, and all of the previously listed actions will fail if attempted to be used after this action has been successfully used. Hurricane, Gust, Twister, Leaf Tornado, and whatever else the referee deems fit are not affected by this action. This action fails if used while under the effects of Telekinesis or Gravity.
Usage Gap: Technically none, but will fail during conditions stated in the effects.
Xingyiquan:
If damage is based on special defense how do you plan on calculating that? If you are unsure about calculations and battle calculators, we can help you with it, but it does need to be there.

Lee Wave:
'Partial Trapping' is a little vague. Just expound on what situations this would mean.

Drift:
You know that the hoppip family does learn protect...
I would just reword the first sentence a little.
'The opponents action following Drift will miss, unless it has been made impossible to miss.'
[1/2]
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  #441  
Old 12-23-2012, 01:07 AM
Saraibre Ryu's Avatar
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Default Re: Signature and Tutored Moves

So... about them Sig Moves being looked at...
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  #442  
Old 12-23-2012, 03:02 AM
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Default Re: Signature and Tutored Moves

@Sabi: All Approved. [2/2]

@Latio-Nytro: I'd prefer it if Ice-types were immune to the attack. Pending.

@Rajaion Tagami: Same as Dino, exactly. [2/2]
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I need a new sig, uhg.
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  #443  
Old 12-30-2012, 08:57 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by 3m0d0ll View Post
@Sabi: All Approved. [2/2]

@Latio-Nytro: I'd prefer it if Ice-types were immune to the attack. Pending.

@Rajaion Tagami: Same as Dino, exactly. [2/2]
Quote:
Originally Posted by Latio-Nytro View Post
Pandora (Female Froslass)
Moody
Sig Move: N/A
Tutor Move: N/A
Adopted from the Adoption Center.
Evolved at the Evolution Dojo
Changed Ability from Snow Cloak to Moody at the Pokemon Development Facility.

NEW SIGGY: Flash Freeze
Spoiler:
Description: How does one weaponize freezing breath in a battle? Froslass, by nature, can freeze pray with -58 degree farenheit breath.

However, before she DID battle with anyone, she figured out that she REALLY hated such moves that got to her before she could move herself. Priority Moves, they were called, like Aqua Jet, Quick Attack, Vaccum Wave...She was irritated by such annoyances. Especially Shadow Sneak, a Ghost-Type Move that quite frankly hurt a lot. How did she overcome them? Simple. By being faster, immobilizing them, and proceeding to oblitherate it. She honed her icy breath, channeling it forward to freeze targets at speeds to prevent Priority moves being a factor. It took a few weeks, but sucess was inevitable when she got a Pokemon starting to use Quick Attack (with little visible warning beforehand) Frozen before it moved. Sucess.

This move is simple to describe: Pandora unleashes frosty breath from her mouth (*Le gasp!*) at speeds that outstrip such annoyances as Quick Attack. Whatever her target is, it will be frozen, immobile, a sitting duck: Perfect for rapid hits with any kind of attack. She loves this move...Though it makes her think of food, considering this IS the way all Froslass find and immobilize prey.

Type: Ice
Base Power: What is this nonsense? Flash Freeze is of no power.
Accuracy: 90%
Classification: Status.
Energy Mod: 7%
Priority: 2
Effect: Target is Frozen. Really. That's it. Ice Types and any Pokemon with Magma Armor are immune to this attack.
Usage Gap: She can't use this for two rounds after the Pokemon targeted Thaws out-or just two rounds if she misses. For anything resembling a justification, Froslass kind of control the cold they release-if it's unsatisfactorily done (misses), Pandora may recharge quicker, but she'll want to keep the Pokemon Frozen if it hits.


Pandora, you must have a SIGNATURE MOVE! This shall be it.
OK, I added that in there. Is it OK?
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  #444  
Old 12-30-2012, 09:43 PM
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Default Re: Signature and Tutored Moves

*Sigh* Time to kill myself in some way writing this.


Kazoku/Houndour (M)
Ability: Flash Fire
Obtained: Used Pokemon Dealership
Signature Move: Dawn Cry - Ancient Flames
Spoiler:
It is said that when dawn arrives, a Houndour will howl a special cry to claim it's territory. Even Kazoku knows this. However, he's taken the cry a step further. Ancient tribes of Houndour and Houndoom have mastered the cry to create a special barrier made of flames around them and to boost efficiency of their attacks. Touching the fire shield is a bad idea to enemies, giving them scorching pain that can seem like it lasts for an eternity. With such a good technique, leaves consequences, however. Kazoku's fire power drops immensely, not being a good idea to use them for a few turns.

Kazoku performs this by unleashing a burst of fire and a burst of darkness into the air, to give the arena a dawn-like effect. Now, here comes the hard part, as depicted from stone slabs showing drawing: Kazoku must repeatedly draw the fire symbol and dark symbol all around him, to show he is willing to accept the power and it' consequences. Once drawn, he must use a move of the type fire on the fire symbols and a move of the type dark on the dark symbols. Once completed, an Inferno-like effect will cover Kazoku. Once subsiding, a shield will be left around him, made of fire and darkness.

Type: Fire/Dark
Base Power: --
Accuracy: 100%
Classification: Status
Energy Modifier: 13%
Impact: Kazoku himself
Priority: Normal, I guess.
Effects: For two rounds, Kazoku's Fire type moves are boosted by 40%. His Dark type moves are boosted by 20%. For two more rounds, Kazoku's Fire type moves are now halfed and Dark type moves are reduced by a third. While Fire and Dark type moves are boosted, a shield is covered around him. If any physical contact is made while the shield is up, there is a 50% chance the attacker will be burned.
Usage Gap: Once per battle


Whoopdedoo, consider this suicide for me.
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Last edited by Neku Sakuraba; 01-10-2013 at 02:29 AM.
  #445  
Old 01-04-2013, 10:20 AM
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Default Re: Signature and Tutored Moves


[Luna Berry] Duosion (F)
Ability: Magic Guard
Signature Move: Lucky Dance
Spoiler:

Luna is a very lucky Pokémon, and she believes that many things can influence her luck, such as little trinkets or special rituals. While performing a little ritual dance she had created, Luna found out that her adrenaline rose and that she could release a strange power that would slightly harm the opponent while afflicting a random status effect. So, in battle, she can perform this dance and create an energy ball which she can throw at an opponent.

Type: Psychic
Base Power: 60
Accuracy: 85%
Classification: Special
Energy Modifier: 3-5
Impact: Single opponent
Priority: 0
Effects: Roll a random number between 1-6, and inflict the corresponding status:
1 - Poison
2 - Burn
3 - Sleep
4 - Confusion
5 - Frozen
6 - Paralysis
Usage Gap: Once per battle, as she cannot summon that same kind of energy again in that battle
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Spoiler:

Last edited by Dark Moonlight; 01-27-2013 at 04:36 PM.
  #446  
Old 01-10-2013, 02:21 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Neku Sakuraba View Post
*Sigh* Time to kill myself in some way writing this.


Kazoku/Houndour (M)
Ability: Flash Fire
Obtained: Used Pokemon Dealership
Signature Move: Dawn Cry - Ancient Flames
Spoiler:
It is said that when dawn arrives, a Houndour will howl a special cry to claim it's territory. Even Kazoku knows this. However, he's taken the cry a step further. Ancient tribes of Houndour and Houndoom have mastered the cry to create a special barrier made of flames around them and to boost efficiency of their attacks. Touching the fire shield is a bad idea to enemies, giving them scorching pain that can seem like it lasts for an eternity. With such a good technique, leaves consequences, however. Kazoku's fire power drops immensely, not being a good idea to use them for a few turns.

Kazoku performs this by unleashing a burst of fire and a burst of darkness into the air, to give the arena a dawn-like effect. Now, here comes the hard part, as depicted from stone slabs showing drawing: Kazoku must repeatedly draw the fire symbol and dark symbol all around him, to show he is willing to accept the power and it' consequences. Once drawn, he must use a move of the type fire on the fire symbols and a move of the type dark on the dark symbols. Once completed, an Inferno-like effect will cover Kazoku. Once subsiding, a shield will be left around him, made of fire and darkness.

Type: Fire/Dark
Base Power: --
Accuracy: 100%
Classification: Status
Energy Modifier: 10%/20%/30% Whatever you feel is reasonable.
Impact: Kazoku himself
Priority: Normal, I guess.
Effects: For two rounds, Kazoku's Fire type moves are boosted by 40%. His Dark type moves are boosted by 20%. For two more rounds, Kazoku's Fire type moves are now halfed and Dark type moves are reduced by a third. While Fire and Dark type moves are boosted, a shield is covered around him. If any physical contact is made while the shield is up, there is a 50% chance the attacker will be burned.
Usage Gap: Once per battle


Whoopdedoo, consider this suicide for me.
As for the Energy Modifier somewhere in the range of 12-15 would satisfy me.
However, I'd wait for another official to make their call. The rest of the move I'm fine with.
Pending.

Quote:
Originally Posted by Dark Moonlight View Post

[Luna Berry] Duosion (F)
Ability: Magic Guard
Signature Move: Lunar Dance
Spoiler:

Luna is a very lucky Pokémon, and she believes that many things can influence her luck, such as little trinkets or special rituals. While performing a little ritual dance she had created, Luna found out that her adrenaline rose and that she could release a strange power that would slightly harm the opponent while afflicting a random status effect. So, in battle, she can perform this dance and create an energy ball which she can throw at an opponent.

Type: Psychic
Base Power: 60
Accuracy: 85%
Classification: Special
Energy Modifier: 5-10%
Impact: Single opponent
Priority: 0
Effects: Roll a random number between 1-6, and inflict the corresponding status:
1 - Poison
2 - Burn
3 - Sleep
4 - Confusion
5 - Frozen
6 - Paralysis
Usage Gap: Once per battle, as she cannot summon that same kind of energy again in that battle
Because energy is being subtracted by using a move that inflicts damage your energy modifier doesn't have to be particularly large. I would be fine with 3-5.
Approved.
[1/2]
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  #447  
Old 01-10-2013, 02:48 AM
Saraibre Ryu's Avatar
Saraibre Ryu Offline
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Dark Moonlight View Post

[Luna Berry] Duosion (F)
Ability: Magic Guard
Signature Move: Lunar Dance
Spoiler:

Luna is a very lucky Pokémon, and she believes that many things can influence her luck, such as little trinkets or special rituals. While performing a little ritual dance she had created, Luna found out that her adrenaline rose and that she could release a strange power that would slightly harm the opponent while afflicting a random status effect. So, in battle, she can perform this dance and create an energy ball which she can throw at an opponent.

Type: Psychic
Base Power: 60
Accuracy: 85%
Classification: Special
Energy Modifier: 5-10%
Impact: Single opponent
Priority: 0
Effects: Roll a random number between 1-6, and inflict the corresponding status:
1 - Poison
2 - Burn
3 - Sleep
4 - Confusion
5 - Frozen
6 - Paralysis
Usage Gap: Once per battle, as she cannot summon that same kind of energy again in that battle
Uh... one issue I noticed with this:

Lunar Dance

Yeah that... ><


Era the Fearow [F]
Ability: Keen Eye
Signature Move: Tornado Drill
Description: Era drives herself in an upward spiral, similar to how one would use Drill Peck. Being her favorite move and using it so often that it developed a small swirling torrent of air around her body. As she missed her opponents, they still recieved damage. The slicing air around her was hurting her opponents in an entirely new way possible. She honed this ability to hurt the mind, how could a Fearow hurt someone without touching it?
Type: Flying
Base Power: 85
Accuracy: 100
Classification: Physical
Energy Modifier: 0
Impact: Single
Priority: 0
Effects: Inflict Damage based on Special Defense rather than Defense.
Usage Gap: Once per action.

[I wanted an inverse flying version of Psyshock for my Fearow. Sue me. >>]
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  #448  
Old 01-10-2013, 06:44 AM
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Posts: 1,952
Default Re: Signature and Tutored Moves

*le epic facepalm* I knew there was something familiar about the name. Let me just go and change it.
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  #449  
Old 01-14-2013, 02:32 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Neku Sakuraba View Post
*Sigh* Time to kill myself in some way writing this.


Kazoku/Houndour (M)
Ability: Flash Fire
Obtained: Used Pokemon Dealership
Signature Move: Dawn Cry - Ancient Flames
Spoiler:
It is said that when dawn arrives, a Houndour will howl a special cry to claim it's territory. Even Kazoku knows this. However, he's taken the cry a step further. Ancient tribes of Houndour and Houndoom have mastered the cry to create a special barrier made of flames around them and to boost efficiency of their attacks. Touching the fire shield is a bad idea to enemies, giving them scorching pain that can seem like it lasts for an eternity. With such a good technique, leaves consequences, however. Kazoku's fire power drops immensely, not being a good idea to use them for a few turns.

Kazoku performs this by unleashing a burst of fire and a burst of darkness into the air, to give the arena a dawn-like effect. Now, here comes the hard part, as depicted from stone slabs showing drawing: Kazoku must repeatedly draw the fire symbol and dark symbol all around him, to show he is willing to accept the power and it' consequences. Once drawn, he must use a move of the type fire on the fire symbols and a move of the type dark on the dark symbols. Once completed, an Inferno-like effect will cover Kazoku. Once subsiding, a shield will be left around him, made of fire and darkness.

Type: Fire/Dark
Base Power: --
Accuracy: 100%
Classification: Status
Energy Modifier: 13%
Impact: Single, self
Priority: 1
Effects: For two rounds, Kazoku's Fire type moves are boosted by 40%. His Dark type moves are boosted by 20%. For two more rounds, Kazoku's Fire type moves are now halfed and Dark type moves are reduced by a third. While Fire and Dark type moves are boosted, a shield is covered around him. If any physical contact is made while the shield is up, there is a 50% chance the attacker will be burned.
Usage Gap: Once per battle


Whoopdedoo, consider this suicide for me.
Jus' wanted to remind you Officials we're not dead! Also, this was edited. And Higeki is getting one. Because I came back from snow, making me feel a little bit more ambitious and I'm think of setting some kind of Dark-type posse.


Higeki/Absol (M)
Ability: Super Luck
Obtained: Birthdais.
Signature Move: Unlucky Fortune
Spoiler:
Absol are classified as the Disaster Pokemon. This name given because Absol happen to appear before a disaster happens. Higeki, being an Absol, alerted villages when tornadoes/wildfires/earthquakes/et cetera would occur. Because Absol is believed to BRING the disasters to them, they exile them. Like many of his family, this happened to Higeki. Realizing he could use this in battle, here's what happens, bros:

Higeki focuses on many disasters that could happen to the opponent. If he/she/it was poisoned, burned, frozen, etc. After doing so, he must focus even harder. The blade at the end of his head will glow a bright white, striking the opponent. Hard. Because of focusing on a disaster, he must MOVE like a disaster, which is fast. After being struck with the attack, the opponent will be inflicted with a random status. There is also a small percent Higeki will be inflicted with the status problem, too.

Type: Dark
Base Power: 40
Accuracy: 85%
Classification: Physical
Energy Modifier: 20%
Impact: Single
Priority: 2
Effects: Higeki focuses on a random disaster (Poison, burning, freezing, etc.) and brings it to his blade. When hit, the ref will roll 0-6 to determine what status ailment the opponent will get:

0 - PSN
1 - BRN
2 - FRZ
3 - PRZ
4 - Confuse
5 - SLP
6 - TXC

There is also a 20% chance Higeki will get the status ailment as well.
Usage: Once every two rounds.


TXC can be remove as a roll, percentage can be amped up, and the usage as well. /Still a newbie
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  #450  
Old 01-14-2013, 05:43 AM
vegetunks937 Offline
 
Join Date: Jan 2013
Posts: 659
Default Re: Signature and Tutored Moves

[Char] Charmander (Male)
Ability: Blaze
Signature Move: Volcanic Attack
Description: Charmander uses focus punch on the ground. He then uses fire spin. All the scattred rocks are also thrown on the opponent with the fire.
Type: Fire/Rock
Base Power: Equal to double of Fire spin
Accuracy:95%
Classification: Physical
Energy Modifier: 0
Impact: Single player
Priority: 0
Effects: +2 Attack, +2 Sp. Attack
Usage Gap: 2 times a battle.
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