Member List
Calendar
F.A.Q.
Search
Log Out
Pokemon Forum - Pokemon Elite 2000  
 

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

ASB: Headquarters The Headquarters of the ASB League. The place where all of the registrations and documentations of monetary gain, Pokemon, etc. occur. The place where all new hopefuls begin their ASB journey.


Closed Thread
 
Thread Tools
  #481  
Old 03-01-2013, 08:07 AM
Micro's Avatar
Micro Offline
 
Join Date: Jun 2009
Location: If you knew you would stalk me!
Posts: 702
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Dino View Post
Omega Spike
[1/2]

Souldrinker
You never mentioned how long the charging phase is. You also should make a list of what you consider "spike" moves so we can have an exact reference.
Hmmm'kay. Souldrinker has been updated. (Just post Ω Spike here aswell. <.< Not changed of course.)


[Beta] - Beldum - (Genderless)
Ability: Clear Body
Sig. Move: Ω Spike (Omega Spike)

Spoiler:
Signature Move: Ω Spike (Omega Spike)
Description: Beta puts most of his power in his back claw, making them longer, sharper and turn into a different color. Then the three nails come together into the middle of the circle it is on, to become a spike. Beta then charges at the opponent as quick as possible, while rotating to point the spike at the opponent. (Much like a bee.) If it hits an opponent it'll get a chance to get a status effect, depending on the color the spike got. After the spike hits or misses, it'll turn normal into a claw again, making the nails seperated again and the color/length of it normal color/size.
The colors and effects are as following.
-Purple=Poison
-Yellow=Paralysis
-Red=Burn
-Pink=Infatuation
-Cyan=Freeze
-Black=Sleep
-Brown=Confusion
-White=No Effect
Even though the opponent get hits by one of the colored spikes, it doesn't instantly mean it's inflicted by the effect.
Type: Steel
Base Power: 75
Accuracy: 90%
Classification: Physical
Energy Modifier: 11%
Impact: Single Target
Priority: None. (0)
Effects: All effects except for "No Effect", have a 50% chance of inflicting the status.
0-11: Poison
12-22: Paralysis
23-33: Burn
34-44: Infatuation
45-55: Freeze
56-66: Sleep
67-77: Confusion
78-100: No Effect
Usage Gap: One round after the move has been used.



[Delta] - Ferroseed - (Male)
Ability: Iron Barbs
Sig. Move: Souldrinker (2 Forms, Charge Souldrinker and Spit Souldrinker)

Spoiler:
Signature Move: Souldrinker
Description: There are two phases of Souldrinker, the first is charging and the second is spitting it out.
-Charging phase: Delta starts by spinning as fast as he can. While he is spinning his, spikes will withdraw for him to swallow. Because of that, his spike based attacks and his ability: Iron Barbs, won't work until the spikes restored. The spikes will restore after 2 rounds of the charging phase. While he has the souldrinking seed stored, his shell will glow a bit of light. The charging phase is done at the end of the move, being able to use the Spit Souldrinker for the next move.
-Spitting phase: Delta now finishes his move by bouncing into the air while spinning vertically, then he aims at the opponent and spits the shining green seed out of the top hole of his shell. If the seed hits the opponent it'll grow green vines with silver thorns out of it, which will wrap around the opponent. Then it'll act like a Leech Seed, however instead of draining any HP, it'll drain Energy. It will also restore a bit of Delta's energy for the energy drained off the opponent on each turn. The seed doesn't work if there is a Leech Seed already on the opponent. The spitting phase can be used whenever the trainer wants.
Type: Grass
Base Power: ---
Accuracy: 90%
Classification: Status
Energy Modifier: Charging Phase: 7%, Spitting Phase 10%.
Impact: Single Target.
Priority: None (0)
Effects:
-After charging it, it doesn't have to be spit out for the next attack. He can store the seed and wait until the trainer commands him to. Also the spikes he withdraws causes him to not be able to use attacks which has to use his spikes. Also his Iron Barbs ability won't work. This effect will stay until two rounds after using it. The charging phase is done after Charge Souldrinker. That way he can immediately use Spit Souldrinker for his next move.

Moves that fall under the spike-less effect.
Spoiler:
Pin-Missile
Spikes
Hone Claws (He has nothing to really sharpen, since he is now egg-shaped.)
Metal Claw (Since he has no claws, it must be his spikes.)
Poison Jab (He has no arms/tentacles, so it's probably the spikes that makes the move.)
Giga Drain (I searched on Bulbapedia's anime section, and I saw that Paul's Torterra used Giga Drain with the mountains on his back. Delta has spikes that kinda look like those, so Giga Drain can't be used by him.

-After spitting it, it will leave a Souldrinking seed on the target, which is basically the same as a Leech Seed, but it'll drain energy instead of HP. It also restores energy instead of HP. If there's a Leech Seed on it, the attack doesn't work and the seed will be wasted, the otherway around is the same, if the Souldrinking seed is planted on the target, Leech Seed will not work on the target.
Usage Gap: One time to charge and one time to spit in the whole match.
__________________
Hey everyone, EchoCrescent here.

Today I'm advertising on my PE2K account... HOORAAAY!!! xDD

~Echo. (~Micro.)
  #482  
Old 03-05-2013, 10:57 AM
vegetunks937 Offline
 
Join Date: Jan 2013
Posts: 659
Default Re: Signature and Tutored Moves

[Char] Charmander (Male)
Ability: Blaze
Signature Move: Statuser
Description : If he is near his opponent he would move back and will concentrate for some second and will join his hands and will make 1 big force of energy which will be around 2-3 inches of height. Then he will throw this on his opponent.. Instantly after throwing the first ball he would make second ball of energy little smaller than the previous and will throw it on the opponent. If it would be a doubles then he would throe the 2nd ball on the second opponent.
Type: Psychic
Base Power: 70
Accuracy: 90%
Classification: Special
Energy Modifier: 3-5
Impact: Single opponent
Priority: 0
Effects: the opponent will be damaged by 15-20 points nad will have a special status according to a RNG. The official would Roll a random number between 1-5, and inflict the corresponding status:
1 - Poison
2 - Burn
3 - Sleep
4 - Confusion
5 - Paralysis
Usage Gap: Once per battle,
  #483  
Old 03-11-2013, 01:01 AM
Neku Sakuraba's Avatar
Neku Sakuraba Offline
Sound Garden
 
Join Date: Aug 2011
Location: Fruity Rumpus Rainbow Factory. >:I
Posts: 3,310
Send a message via AIM to Neku Sakuraba Send a message via Skype™ to Neku Sakuraba
Default Re: Signature and Tutored Moves

Re-word it you say? Re-word I shall!

Trapinch
Spoiler:

[Sabaku Doragon] Trapinch (M)
Ability: Hyper Cutter
Obtained: [Fedora's Birthday]
Signature Move: Desert Pit
Spoiler:
Trapinch naturally dig pits in the desert to trap it's prey at the bottom. This had helped in the wild until Lord Fedora took him, gave him to Jenn who which gave it to me until he had trouble with battles. He seemed to not be able to attack his enemies like he could inside pits. So, he developed a plan.

Sabaku Doragon (S.D.) digs a pit as he would in the wild. However, this one can be gotten out of. SD just loves to watch his opponents crawl out in pain. Back to the move. He then proceeds to cover up the pit to hid it. Taunting the opponent so he/she/it could come towards him, the cover breaks, trapping the foe. Now, for a while, SD can attack without missing.

Type: Ground
BP: ---
Accuracy: 100%
Classification: Special
Energy Mod: 15
Impact: Single Target
Priority: 2
Effects: A hole is created in front of Sabaku Doragon. If the foe uses a Physical move on Trapinch, the trap will activate from my hand.. The move will do 1/2 the damage it should have done and traps the opponent in there. (Pokemon) is now trapped for four actions. No move can be used except for Status moves. Including Chill. (Pokemon) is free once four actions have been used by it. Like any other Ground-type moves, this will not affect a Flying-type Pokemon or those who have the ability Levitate. If (Pokemon) is a Flying-type that was grounded via Roost, it will restore 1/2 the HP it would have. (Pokemon) can then be ordered to fly out of the hole since it is no longer grounded.
Usage Gap: Once per battle


I know what you meant, Justin, but I hope this clears it up for some other Officials. A much more simpler version is:

Code:
(Pokemon) digs hole in front.
If enemy uses Physical move, D*1/2 and trapped. (Pokemon) cannot use any moves but Status moves.

If (Pokemon) is a Flying-type or has Levitate, Desert Pit fails.
If (Pokemon) is a Flying-type and was grounded in some way (EX: Roost, Gravity), (Pokemon) is trapped.
-If Roost was used, H*1/2
(Pokemon) can be ordered to fly out of the hole

D=Damage
H=HP restored
Hope this helps~


Had an idea, hope this is much simpler.

Hypno
Spoiler:

[Dali] Hypno (M)
Ability: Insomnia
Signature Move: Persistence of Memory
Spoiler:
Description: Hypno are known for the ability to put creatures to sleep. Heck, it's PokeDex entry says that it can put someone to sleep by swinging their pendulum, even if they just woke up. Now, they are also great at using the Hypnosis + Nightmare combo. Now, Dali just loves this thing. He loves to torment his foe with this and is sad after the tormented is no longer asleep. So, he figured out a way to keep this going, even when the enemy is awake. Dali swings his pendulum as if he were using Hypnosis on the enemy. For a short time, the opposing falls asleep, but quickly wakes up. They are now in a trance state, allowing Dali to continue using Nightmare on them.

In some cases, when this technique is used, it can cause a great boost in memory.
Type: Psychic
BP: --
Accuracy: 100%
Classification: Special
Energy Mod: 10%
Impact: Single Target
Priority: 0
Effects: A weaker form of Hypnosis is used to induce a trance state in the enemy for 5 Rounds. When this occurs, Nightmare and Dream Eater (And any other moves that require the foe to be asleep) can be used when the foe is awake. When used in conjunction with Perceive, one move can always be intercepted until the end of the battle.
Usage Gap: Once per battle and after Hypnosis has been used.


Weavile
Spoiler:

[Sharpshooter] Weavile (M)
Ability: Pressure
Signature Move: Perceive
Spoiler:
Description: Weavile are known for their ability to learn Night Slash, a move that crits. A lot. They also happen to be known for their incredible speed. Sharpshooter the Weavile has learned to use both these talents in a very special way, one that helps out in battle. Now, Sharpshooter wasn't given his name just because it sounds cool. Okaythatspartofwhyitshisname It was given because he can hit with high accuracy and his special ability to take detail. What does any of this have to do with anything, you ask? Well, Sharpshooter has taken to notice what moves look like when the foe is preparing to use it. As soon as he can, he rushes in and interrupts it with one of his moves to prevent it from happening. And with this, life becomes a little bit easier.
Type: Normal
BP: --
Accuracy: --
Classification: Special
Energy Mod: 10%
Impact: Self
Priority: 1/-1?
Effects: Sharpshooter takes notice of what move the foe is going to use. When he does, he proceeds with attacking them with a move determined by Trainer/RNG, in which it does half the damage the move should have done. There is a 70% chance that the move will get interrupted, causing it to not be used at all. When used in conjunction with Persistence of Memory, the last move Perceive was used for will always be interrupted until the end of the battle.
Usage Gap: Once every two rounds.


For Weavile's, I wasn't sure what the priority would be for a move like that.
__________________

Links
Code:
Level 100: 3287 Proud Deviant of the PE2K Deviants
Have PesterChum for some reason? Contact me on it! (neonSound)

Last edited by Neku Sakuraba; 03-12-2013 at 03:31 AM.
  #484  
Old 03-18-2013, 12:36 AM
Socratic Sarcasm's Avatar
Socratic Sarcasm Offline
 
Join Date: Nov 2010
Location: My neural circuits
Posts: 683
Default Re: Signature and Tutored Moves


[Death] Mismagius (F)
Ability: Levitate
Obtained: Here

Signature Move: The Kindness of Death

Description: Like her namesake among the Endless, Death is kind, seeking to ease Pokemon into the final rest. When Death sees anyone, even an opponent, suffering, she empathizes in the way that only comes with feeling deeply with someone. So, she summons forth her power into a dark energy, and engulfs the opponent with it, curing their ailments painlessly. But, every action the opponent takes for a time will send them further towards death–painlessly, but still, towards death.*

Type: Dark

Base Power: n/a

Accuracy: 100%

Classification: Status

Energy Modifier: 15

Impact: One opponent

Priority: 0

Effects:

All major status ailments (FRZ, BRN, PRZ, PSN/TXC, SLP) on the target are cured. Starting with the target's next action, any action the target makes will decrease the target's HP by the amount the action decreases its energy *(If the target makes an action that costs 6 ENG, for example, it will also lose 6 HP). This effect lasts for the same number of rounds as the target had major status conditions (if a target is FRZ and SLP when this move is used, this effect will last two rounds, or four actions)

Usage Gap: Death does not appreciate frivolous use of her power. This may only be used once a battle.*



[Destiny] Metagross (-)
Ability: Clear Body
Obtained: Here


Signature Move: The Paths of Destiny

Description: Destiny is named for the eldest of Endless because he, unique among Pokemon, has seen *the some paths of Destiny's garden from above. Not only that, but he's also a Metagross, meaning that those pieces of very valuable information are not going away any time soon. In exchange for keeping quiet about the paths, the eldest of the Endless granted the young Metagross the ability to read the paths ahead if he focused. However, should the Metagross ever speak of what he sees, the elder Destiny promised to arrange a swift visit with his eldest sister.*

Type: Psychic

Base Power: n/a

Accuracy: 100%

Classification: Status

Energy Modifier: 9 (3 for basically being an Agility, 3 for basically being a Focus Energy, 3 for basically being a Minimize without the drawback)

Impact: Destiny

Priority: 0

Effects:

Destiny +1 EVA, +2 SPD, +2 critical hit levels. This lasts until Destiny switches out.*

Usage Gap: The Eldest of the Endless advised his young namesake to avoid using this power too often, lest the Metagross end up like the former Delight of the Endless (now Delirium). The young Destiny avoids using (does not use) this power more than once per battle.*
__________________
Avatar by Velocity!



  #485  
Old 03-19-2013, 01:53 AM
Dino's Avatar
Dino Offline
ASB Official
 
Join Date: Aug 2010
Location: In your dumpster
Posts: 1,345
Send a message via AIM to Dino
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by vegetunks937 View Post
[Char] Charmander (Male)
Ability: Blaze
Signature Move: Statuser
Description : If he is near his opponent he would move back and will concentrate for some second and will join his hands and will make 1 big force of energy which will be around 2-3 inches of height. Then he will throw this on his opponent.. Instantly after throwing the first ball he would make second ball of energy little smaller than the previous and will throw it on the opponent. If it would be a doubles then he would throe the 2nd ball on the second opponent.
Type: Psychic
Base Power: 70
Accuracy: 90%
Classification: Special
Energy Modifier: 3-5
Impact: Single opponent
Priority: 0
Effects: the opponent will be damaged by 15-20 points nad will have a special status according to a RNG. The official would Roll a random number between 1-5, and inflict the corresponding status:
1 - Poison
2 - Burn
3 - Sleep
4 - Confusion
5 - Paralysis
Usage Gap: Once per battle,
How is charmander able to perform this attack? I need specific evidence convincing me how he learned to do this and why he can.
Go through and correct typos.
The impact would be: 1-2 Opponents
You can't have a BP and then later say the opponent will be damaged 15-20 points. They don't correlate with each other.

Quote:
Originally Posted by Neku Sakuraba View Post
Re-word it you say? Re-word I shall!

Trapinch
Spoiler:

[Sabaku Doragon] Trapinch (M)
Ability: Hyper Cutter
Obtained: [Fedora's Birthday]
Signature Move: Desert Pit
Spoiler:
Trapinch naturally dig pits in the desert to trap it's prey at the bottom. This had helped in the wild until Lord Fedora took him, gave him to Jenn who which gave it to me until he had trouble with battles. He seemed to not be able to attack his enemies like he could inside pits. So, he developed a plan.

Sabaku Doragon (S.D.) digs a pit as he would in the wild. However, this one can be gotten out of. SD just loves to watch his opponents crawl out in pain. Back to the move. He then proceeds to cover up the pit to hid it. Taunting the opponent so he/she/it could come towards him, the cover breaks, trapping the foe. Now, for a while, SD can attack without missing.

Type: Ground
BP: ---
Accuracy: 100%
Classification: Special
Energy Mod: 15
Impact: Single Target
Priority: 2
Effects: A hole is created in front of Sabaku Doragon. If the foe uses a Physical move on Trapinch, the trap will activate from my hand.. The move will do 1/2 the damage it should have done and traps the opponent in there. (Pokemon) is now trapped for four actions. No move can be used except for Status moves. Including Chill. (Pokemon) is free once four actions have been used by it. Like any other Ground-type moves, this will not affect a Flying-type Pokemon or those who have the ability Levitate. If (Pokemon) is a Flying-type that was grounded via Roost, it will restore 1/2 the HP it would have. (Pokemon) can then be ordered to fly out of the hole since it is no longer grounded.
Usage Gap: Once per battle


I know what you meant, Justin, but I hope this clears it up for some other Officials. A much more simpler version is:

Code:
(Pokemon) digs hole in front.
If enemy uses Physical move, D*1/2 and trapped. (Pokemon) cannot use any moves but Status moves.

If (Pokemon) is a Flying-type or has Levitate, Desert Pit fails.
If (Pokemon) is a Flying-type and was grounded in some way (EX: Roost, Gravity), (Pokemon) is trapped.
-If Roost was used, H*1/2
(Pokemon) can be ordered to fly out of the hole

D=Damage
H=HP restored
Hope this helps~


Had an idea, hope this is much simpler.

Hypno
Spoiler:

[Dali] Hypno (M)
Ability: Insomnia
Signature Move: Persistence of Memory
Spoiler:
Description: Hypno are known for the ability to put creatures to sleep. Heck, it's PokeDex entry says that it can put someone to sleep by swinging their pendulum, even if they just woke up. Now, they are also great at using the Hypnosis + Nightmare combo. Now, Dali just loves this thing. He loves to torment his foe with this and is sad after the tormented is no longer asleep. So, he figured out a way to keep this going, even when the enemy is awake. Dali swings his pendulum as if he were using Hypnosis on the enemy. For a short time, the opposing falls asleep, but quickly wakes up. They are now in a trance state, allowing Dali to continue using Nightmare on them.

In some cases, when this technique is used, it can cause a great boost in memory.
Type: Psychic
BP: --
Accuracy: 100%
Classification: Special
Energy Mod: 10%
Impact: Single Target
Priority: 0
Effects: A weaker form of Hypnosis is used to induce a trance state in the enemy for 5 Rounds. When this occurs, Nightmare and Dream Eater (And any other moves that require the foe to be asleep) can be used when the foe is awake. When used in conjunction with Perceive, one move can always be intercepted until the end of the battle.
Usage Gap: Once per battle and after Hypnosis has been used.


Weavile
Spoiler:

[Sharpshooter] Weavile (M)
Ability: Pressure
Signature Move: Perceive
Spoiler:
Description: Weavile are known for their ability to learn Night Slash, a move that crits. A lot. They also happen to be known for their incredible speed. Sharpshooter the Weavile has learned to use both these talents in a very special way, one that helps out in battle. Now, Sharpshooter wasn't given his name just because it sounds cool. Okaythatspartofwhyitshisname It was given because he can hit with high accuracy and his special ability to take detail. What does any of this have to do with anything, you ask? Well, Sharpshooter has taken to notice what moves look like when the foe is preparing to use it. As soon as he can, he rushes in and interrupts it with one of his moves to prevent it from happening. And with this, life becomes a little bit easier.
Type: Normal
BP: --
Accuracy: --
Classification: Special
Energy Mod: 10%
Impact: Self
Priority: 1/-1?
Effects: Sharpshooter takes notice of what move the foe is going to use. When he does, he proceeds with attacking them with a move determined by Trainer/RNG, in which it does half the damage the move should have done. There is a 70% chance that the move will get interrupted, causing it to not be used at all. When used in conjunction with Persistence of Memory, the last move Perceive was used for will always be interrupted until the end of the battle.
Sharpshooter takes notice of its foe beginning its move. Before its opponent attacks, Sharpshooter attacks the opponent with a (randomly) chosen move (from its level-up movepool). The move deals half of the damage it normally would do. (No Critical Hits) There is a 70% percent chance the foe's action will fail because of the surprise. When used in conjunction with Persistence of Memory (a sig move of my Hypno), the last move Perceive was used on will always be interrupted until the end of the battle.
Usage Gap: Once every two rounds.
Desert Pit
[1/2]

Persistence of Memory
[1/2]
Add in there somewhere that Perceive is a move known by Sharpshooter. It confused me when reading it.

Percieve
See what I added above. I tried to make it more understandable, but may have just made it more confusing. The things in parenthesis are my suggestions.
Quote:
Originally Posted by Socratic Sarcasm View Post

[Death] Mismagius (F)
Ability: Levitate
Obtained: Here

Signature Move: The Kindness of Death

Description: Like her namesake among the Endless, Death is kind, seeking to ease Pokemon into the final rest. When Death sees anyone, even an opponent, suffering, she empathizes in the way that only comes with feeling deeply with someone. So, she summons forth her power into a dark energy, and engulfs the opponent with it, curing their ailments painlessly. But, every action the opponent takes for a time will send them further towards death–painlessly, but still, towards death.*

Type: Dark

Base Power: n/a

Accuracy: 100%

Classification: Status

Energy Modifier: 15

Impact: One opponent

Priority: 0

Effects:

All major status ailments (FRZ, BRN, PRZ, PSN/TXC, SLP) on the target are cured. Starting with the target's next action, any action the target makes will decrease the target's HP by the amount the action decreases its energy *(If the target makes an action that costs 6 ENG, for example, it will also lose 6 HP). This effect lasts for the same number of rounds as the target had major status conditions (if a target is FRZ and SLP when this move is used, this effect will last two rounds, or four actions)

Usage Gap: Death does not appreciate frivolous use of her power. This may only be used once a battle.*



[Destiny] Metagross (-)
Ability: Clear Body
Obtained: Here


Signature Move: The Paths of Destiny

Description: Destiny is named for the eldest of Endless because he, unique among Pokemon, has seen *the some paths of Destiny's garden from above. Not only that, but he's also a Metagross, meaning that those pieces of very valuable information are not going away any time soon. In exchange for keeping quiet about the paths, the eldest of the Endless granted the young Metagross the ability to read the paths ahead if he focused. However, should the Metagross ever speak of what he sees, the elder Destiny promised to arrange a swift visit with his eldest sister.*

Type: Psychic

Base Power: n/a

Accuracy: 100%

Classification: Status

Energy Modifier: 9 (3 for basically being an Agility, 3 for basically being a Focus Energy, 3 for basically being a Minimize without the drawback)

Impact: Destiny

Priority: 0

Effects:

Destiny +1 EVA, +2 SPD, +2 critical hit levels. This lasts until Destiny switches out.*

Usage Gap: The Eldest of the Endless advised his young namesake to avoid using this power too often, lest the Metagross end up like the former Delight of the Endless (now Delirium). The young Destiny avoids using (does not use) this power more than once per battle.*
The Kindness of Death
You may need some drawback for this....

The Path's of Destiny
[1/2]
__________________

lv.100@1618
Links


  #486  
Old 03-19-2013, 02:32 AM
Neku Sakuraba's Avatar
Neku Sakuraba Offline
Sound Garden
 
Join Date: Aug 2011
Location: Fruity Rumpus Rainbow Factory. >:I
Posts: 3,310
Send a message via AIM to Neku Sakuraba Send a message via Skype™ to Neku Sakuraba
Default Re: Signature and Tutored Moves


[Sharpshooter] Weavile (M)
Ability: Pressure
Signature Move: Perceive
Spoiler:
Description: Weavile are known for their ability to learn Night Slash, a move that crits. A lot. They also happen to be known for their incredible speed. Sharpshooter the Weavile has learned to use both these talents in a very special way, one that helps out in battle. Now, Sharpshooter wasn't given his name just because it sounds cool. Okaythatspartofwhyitshisname It was given because he can hit with high accuracy and his special ability to take detail. What does any of this have to do with anything, you ask? Well, Sharpshooter has taken to notice what moves look like when the foe is preparing to use it. As soon as he can, he rushes in and interrupts it with one of his moves to prevent it from happening. And with this, life becomes a little bit easier.
Type: Normal
BP: --
Accuracy: --
Classification: Special
Energy Mod: 10%
Impact: Self
Priority: 1/-1?
Effects: Sharpshooter takes notice of what move the foe is going to use. When he does, he proceeds with attacking them with a move determined by RNG, in which it does 1/2 the damage the move should have done. The move will not get a crit. EVER. There is a 70% chance that the move will get interrupted, causing it to not be used at all. When used in conjunction with Persistence of Memory (Dali's [Hypno] Signature Move), the last move Perceive was used for will always be interrupted until the end of the battle.
Usage Gap: Once every two rounds.



[Dali] Hypno (M)
Ability: Insomnia
Signature Move: Persistence of Memory
Spoiler:
Description: Hypno are known for the ability to put creatures to sleep. Heck, it's PokeDex entry says that it can put someone to sleep by swinging their pendulum, even if they just woke up. Now, they are also great at using the Hypnosis + Nightmare combo. Now, Dali just loves this thing. He loves to torment his foe with this and is sad after the tormented is no longer asleep. So, he figured out a way to keep this going, even when the enemy is awake. Dali swings his pendulum as if he were using Hypnosis on the enemy. For a short time, the opposing falls asleep, but quickly wakes up. They are now in a trance state, allowing Dali to continue using Nightmare on them.

In some cases, when this technique is used, it can cause a great boost in memory.
Type: Psychic
BP: --
Accuracy: 100%
Classification: Special
Energy Mod: 10%
Impact: Single Target
Priority: 0
Effects: A weaker form of Hypnosis is used to induce a trance state in the enemy for 5 Rounds. When this occurs, Nightmare and Dream Eater (And any other moves that require the foe to be asleep) can be used when the foe is awake. When used in conjunction with Perceive (Sharpshooter's [Weavile] Signature Move), one move can always be intercepted until the end of the battle.
Usage Gap: Once per battle and after Hypnosis has been used.


Both have been edited with suggestions. The one's for Weavile helped out more. I don't really see how they could have been confusing, to be honest...
__________________

Links
Code:
Level 100: 3287 Proud Deviant of the PE2K Deviants
Have PesterChum for some reason? Contact me on it! (neonSound)
  #487  
Old 03-19-2013, 03:48 AM
Dino's Avatar
Dino Offline
ASB Official
 
Join Date: Aug 2010
Location: In your dumpster
Posts: 1,345
Send a message via AIM to Dino
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Neku Sakuraba View Post

[Sharpshooter] Weavile (M)
Ability: Pressure
Signature Move: Perceive
Spoiler:
Description: Weavile are known for their ability to learn Night Slash, a move that crits. A lot. They also happen to be known for their incredible speed. Sharpshooter the Weavile has learned to use both these talents in a very special way, one that helps out in battle. Now, Sharpshooter wasn't given his name just because it sounds cool. Okaythatspartofwhyitshisname It was given because he can hit with high accuracy and his special ability to take detail. What does any of this have to do with anything, you ask? Well, Sharpshooter has taken to notice what moves look like when the foe is preparing to use it. As soon as he can, he rushes in and interrupts it with one of his moves to prevent it from happening. And with this, life becomes a little bit easier.
Type: Normal
BP: --
Accuracy: --
Classification: Special
Energy Mod: 10%
Impact: Self
Priority: 1/-1?
Effects: Sharpshooter takes notice of what move the foe is going to use. When he does, he proceeds with attacking them with a move determined by RNG, in which it does 1/2 the damage the move should have done. The move will not get a crit. EVER. There is a 70% chance that the move will get interrupted, causing it to not be used at all. When used in conjunction with Persistence of Memory (Dali's [Hypno] Signature Move), the last move Perceive was used for will always be interrupted until the end of the battle.
Usage Gap: Once every two rounds.



[Dali] Hypno (M)
Ability: Insomnia
Signature Move: Persistence of Memory
Spoiler:
Description: Hypno are known for the ability to put creatures to sleep. Heck, it's PokeDex entry says that it can put someone to sleep by swinging their pendulum, even if they just woke up. Now, they are also great at using the Hypnosis + Nightmare combo. Now, Dali just loves this thing. He loves to torment his foe with this and is sad after the tormented is no longer asleep. So, he figured out a way to keep this going, even when the enemy is awake. Dali swings his pendulum as if he were using Hypnosis on the enemy. For a short time, the opposing falls asleep, but quickly wakes up. They are now in a trance state, allowing Dali to continue using Nightmare on them.

In some cases, when this technique is used, it can cause a great boost in memory.
Type: Psychic
BP: --
Accuracy: 100%
Classification: Special
Energy Mod: 10%
Impact: Single Target
Priority: 0
Effects: A weaker form of Hypnosis is used to induce a trance state in the enemy for 5 Rounds. When this occurs, Nightmare and Dream Eater (And any other moves that require the foe to be asleep) can be used when the foe is awake. When used in conjunction with Perceive (Sharpshooter's [Weavile] Signature Move), one move can always be intercepted until the end of the battle.
Usage Gap: Once per battle and after Hypnosis has been used.


Both have been edited with suggestions. The one's for Weavile helped out more. I don't really see how they could have been confusing, to be honest...
As long as it helped some. I had a hard time making it sound very simple so that was just all I could come up with.

Anyway,
Perceive
[1/2]
__________________

lv.100@1618
Links


  #488  
Old 03-19-2013, 08:15 AM
Micro's Avatar
Micro Offline
 
Join Date: Jun 2009
Location: If you knew you would stalk me!
Posts: 702
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Micro View Post
Hmmm'kay. Souldrinker has been updated. (Just post Ω Spike here aswell. <.< Not changed of course.)


[Beta] - Beldum - (Genderless)
Ability: Clear Body
Sig. Move: Ω Spike (Omega Spike)

Spoiler:
Signature Move: Ω Spike (Omega Spike)
Description: Beta puts most of his power in his back claw, making them longer, sharper and turn into a different color. Then the three nails come together into the middle of the circle it is on, to become a spike. Beta then charges at the opponent as quick as possible, while rotating to point the spike at the opponent. (Much like a bee.) If it hits an opponent it'll get a chance to get a status effect, depending on the color the spike got. After the spike hits or misses, it'll turn normal into a claw again, making the nails seperated again and the color/length of it normal color/size.
The colors and effects are as following.
-Purple=Poison
-Yellow=Paralysis
-Red=Burn
-Pink=Infatuation
-Cyan=Freeze
-Black=Sleep
-Brown=Confusion
-White=No Effect
Even though the opponent get hits by one of the colored spikes, it doesn't instantly mean it's inflicted by the effect.
Type: Steel
Base Power: 75
Accuracy: 90%
Classification: Physical
Energy Modifier: 11%
Impact: Single Target
Priority: None. (0)
Effects: All effects except for "No Effect", have a 50% chance of inflicting the status.
0-11: Poison
12-22: Paralysis
23-33: Burn
34-44: Infatuation
45-55: Freeze
56-66: Sleep
67-77: Confusion
78-100: No Effect
Usage Gap: One round after the move has been used.



[Delta] - Ferroseed - (Male)
Ability: Iron Barbs
Sig. Move: Souldrinker (2 Forms, Charge Souldrinker and Spit Souldrinker)

Spoiler:
Signature Move: Souldrinker
Description: There are two phases of Souldrinker, the first is charging and the second is spitting it out.
-Charging phase: Delta starts by spinning as fast as he can. While he is spinning his, spikes will withdraw for him to swallow. Because of that, his spike based attacks and his ability: Iron Barbs, won't work until the spikes restored. The spikes will restore after 2 rounds of the charging phase. While he has the souldrinking seed stored, his shell will glow a bit of light. The charging phase is done at the end of the move, being able to use the Spit Souldrinker for the next move.
-Spitting phase: Delta now finishes his move by bouncing into the air while spinning vertically, then he aims at the opponent and spits the shining green seed out of the top hole of his shell. If the seed hits the opponent it'll grow green vines with silver thorns out of it, which will wrap around the opponent. Then it'll act like a Leech Seed, however instead of draining any HP, it'll drain Energy. It will also restore a bit of Delta's energy for the energy drained off the opponent on each turn. The seed doesn't work if there is a Leech Seed already on the opponent. The spitting phase can be used whenever the trainer wants.
Type: Grass
Base Power: ---
Accuracy: 90%
Classification: Status
Energy Modifier: Charging Phase: 7%, Spitting Phase 10%.
Impact: Single Target.
Priority: None (0)
Effects:
-After charging it, it doesn't have to be spit out for the next attack. He can store the seed and wait until the trainer commands him to. Also the spikes he withdraws causes him to not be able to use attacks which has to use his spikes. Also his Iron Barbs ability won't work. This effect will stay until two rounds after using it. The charging phase is done after Charge Souldrinker. That way he can immediately use Spit Souldrinker for his next move.

Moves that fall under the spike-less effect.
Spoiler:
Pin-Missile
Spikes
Hone Claws (He has nothing to really sharpen, since he is now egg-shaped.)
Metal Claw (Since he has no claws, it must be his spikes.)
Poison Jab (He has no arms/tentacles, so it's probably the spikes that makes the move.)
Giga Drain (I searched on Bulbapedia's anime section, and I saw that Paul's Torterra used Giga Drain with the mountains on his back. Delta has spikes that kinda look like those, so Giga Drain can't be used by him.

-After spitting it, it will leave a Souldrinking seed on the target, which is basically the same as a Leech Seed, but it'll drain energy instead of HP. It also restores energy instead of HP. If there's a Leech Seed on it, the attack doesn't work and the seed will be wasted, the otherway around is the same, if the Souldrinking seed is planted on the target, Leech Seed will not work on the target.
Usage Gap: One time to charge and one time to spit in the whole match.
^ This. D;
__________________
Hey everyone, EchoCrescent here.

Today I'm advertising on my PE2K account... HOORAAAY!!! xDD

~Echo. (~Micro.)
  #489  
Old 03-20-2013, 01:09 AM
Velocity's Avatar
Velocity Offline
ASB Official
 
Join Date: Aug 2008
Location: The Land of Night and Magic
Posts: 2,759
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Micro View Post
Hmmm'kay. Souldrinker has been updated. (Just post Ω Spike here aswell. <.< Not changed of course.)


[Beta] - Beldum - (Genderless)
Ability: Clear Body
Sig. Move: Ω Spike (Omega Spike)

Spoiler:
Signature Move: Ω Spike (Omega Spike)
Description: Beta puts most of his power in his back claw, making them longer, sharper and turn into a different color. Then the three nails come together into the middle of the circle it is on, to become a spike. Beta then charges at the opponent as quick as possible, while rotating to point the spike at the opponent. (Much like a bee.) If it hits an opponent it'll get a chance to get a status effect, depending on the color the spike got. After the spike hits or misses, it'll turn normal into a claw again, making the nails seperated again and the color/length of it normal color/size.
The colors and effects are as following.
-Purple=Poison
-Yellow=Paralysis
-Red=Burn
-Pink=Infatuation
-Cyan=Freeze
-Black=Sleep
-Brown=Confusion
-White=No Effect
Even though the opponent get hits by one of the colored spikes, it doesn't instantly mean it's inflicted by the effect.
Type: Steel
Base Power: 75
Accuracy: 90%
Classification: Physical
Energy Modifier: 11%
Impact: Single Target
Priority: None. (0)
Effects: All effects except for "No Effect", have a 50% chance of inflicting the status.
0-11: Poison
12-22: Paralysis
23-33: Burn
34-44: Infatuation
45-55: Freeze
56-66: Sleep
67-77: Confusion
78-100: No Effect
Usage Gap: One round after the move has been used.



[Delta] - Ferroseed - (Male)
Ability: Iron Barbs
Sig. Move: Souldrinker (2 Forms, Charge Souldrinker and Spit Souldrinker)

Spoiler:
Signature Move: Souldrinker
Description: There are two phases of Souldrinker, the first is charging and the second is spitting it out.
-Charging phase: Delta starts by spinning as fast as he can. While he is spinning his, spikes will withdraw for him to swallow. Because of that, his spike based attacks and his ability: Iron Barbs, won't work until the spikes restored. The spikes will restore after 2 rounds of the charging phase. While he has the souldrinking seed stored, his shell will glow a bit of light. The charging phase is done at the end of the move, being able to use the Spit Souldrinker for the next move.
-Spitting phase: Delta now finishes his move by bouncing into the air while spinning vertically, then he aims at the opponent and spits the shining green seed out of the top hole of his shell. If the seed hits the opponent it'll grow green vines with silver thorns out of it, which will wrap around the opponent. Then it'll act like a Leech Seed, however instead of draining any HP, it'll drain Energy. It will also restore a bit of Delta's energy for the energy drained off the opponent on each turn. The seed doesn't work if there is a Leech Seed already on the opponent. The spitting phase can be used whenever the trainer wants.
Type: Grass
Base Power: ---
Accuracy: 90%
Classification: Status
Energy Modifier: Charging Phase: 7%, Spitting Phase 10%.
Impact: Single Target.
Priority: None (0)
Effects:
-After charging it, it doesn't have to be spit out for the next attack. He can store the seed and wait until the trainer commands him to. Also the spikes he withdraws causes him to not be able to use attacks which has to use his spikes. Also his Iron Barbs ability won't work. This effect will stay until two rounds after using it. The charging phase is done after Charge Souldrinker. That way he can immediately use Spit Souldrinker for his next move.

Moves that fall under the spike-less effect.
Spoiler:
Pin-Missile
Spikes
Hone Claws (He has nothing to really sharpen, since he is now egg-shaped.)
Metal Claw (Since he has no claws, it must be his spikes.)
Poison Jab (He has no arms/tentacles, so it's probably the spikes that makes the move.)
Giga Drain (I searched on Bulbapedia's anime section, and I saw that Paul's Torterra used Giga Drain with the mountains on his back. Delta has spikes that kinda look like those, so Giga Drain can't be used by him.

-After spitting it, it will leave a Souldrinking seed on the target, which is basically the same as a Leech Seed, but it'll drain energy instead of HP. It also restores energy instead of HP. If there's a Leech Seed on it, the attack doesn't work and the seed will be wasted, the otherway around is the same, if the Souldrinking seed is planted on the target, Leech Seed will not work on the target.
Usage Gap: One time to charge and one time to spit in the whole match.
Both moves look good to me. [1/2] apiece.

Quote:
Originally Posted by vegetunks937 View Post
[Char] Charmander (Male)
Ability: Blaze
Signature Move: Statuser
Description : If he is near his opponent he would move back and will concentrate for some second and will join his hands and will make 1 big force of energy which will be around 2-3 inches of height. Then he will throw this on his opponent.. Instantly after throwing the first ball he would make second ball of energy little smaller than the previous and will throw it on the opponent. If it would be a doubles then he would throe the 2nd ball on the second opponent.
Type: Psychic
Base Power: 70
Accuracy: 90%
Classification: Special
Energy Modifier: 3-5
Impact: Single opponent
Priority: 0
Effects: the opponent will be damaged by 15-20 points nad will have a special status according to a RNG. The official would Roll a random number between 1-5, and inflict the corresponding status:
1 - Poison
2 - Burn
3 - Sleep
4 - Confusion
5 - Paralysis
Usage Gap: Once per battle,
Everything Dino said. Not approved.

Quote:
Originally Posted by Neku Sakuraba View Post
Re-word it you say? Re-word I shall!

Trapinch
Spoiler:

[Sabaku Doragon] Trapinch (M)
Ability: Hyper Cutter
Obtained: [Fedora's Birthday]
Signature Move: Desert Pit
Spoiler:
Trapinch naturally dig pits in the desert to trap it's prey at the bottom. This had helped in the wild until Lord Fedora took him, gave him to Jenn who which gave it to me until he had trouble with battles. He seemed to not be able to attack his enemies like he could inside pits. So, he developed a plan.

Sabaku Doragon (S.D.) digs a pit as he would in the wild. However, this one can be gotten out of. SD just loves to watch his opponents crawl out in pain. Back to the move. He then proceeds to cover up the pit to hid it. Taunting the opponent so he/she/it could come towards him, the cover breaks, trapping the foe. Now, for a while, SD can attack without missing.

Type: Ground
BP: ---
Accuracy: 100%
Classification: Special
Energy Mod: 15
Impact: Single Target
Priority: 2
Effects: A hole is created in front of Sabaku Doragon. If the foe uses a Physical move on Trapinch, the trap will activate from my hand.. The move will do 1/2 the damage it should have done and traps the opponent in there. (Pokemon) is now trapped for four actions. No move can be used except for Status moves. Including Chill. (Pokemon) is free once four actions have been used by it. Like any other Ground-type moves, this will not affect a Flying-type Pokemon or those who have the ability Levitate. If (Pokemon) is a Flying-type that was grounded via Roost, it will restore 1/2 the HP it would have. (Pokemon) can then be ordered to fly out of the hole since it is no longer grounded.
Usage Gap: Once per battle


I know what you meant, Justin, but I hope this clears it up for some other Officials. A much more simpler version is:

Code:
(Pokemon) digs hole in front.
If enemy uses Physical move, D*1/2 and trapped. (Pokemon) cannot use any moves but Status moves.

If (Pokemon) is a Flying-type or has Levitate, Desert Pit fails.
If (Pokemon) is a Flying-type and was grounded in some way (EX: Roost, Gravity), (Pokemon) is trapped.
-If Roost was used, H*1/2
(Pokemon) can be ordered to fly out of the hole

D=Damage
H=HP restored
Hope this helps~


Had an idea, hope this is much simpler.

Hypno
Spoiler:

[Dali] Hypno (M)
Ability: Insomnia
Signature Move: Persistence of Memory
Spoiler:
Description: Hypno are known for the ability to put creatures to sleep. Heck, it's PokeDex entry says that it can put someone to sleep by swinging their pendulum, even if they just woke up. Now, they are also great at using the Hypnosis + Nightmare combo. Now, Dali just loves this thing. He loves to torment his foe with this and is sad after the tormented is no longer asleep. So, he figured out a way to keep this going, even when the enemy is awake. Dali swings his pendulum as if he were using Hypnosis on the enemy. For a short time, the opposing falls asleep, but quickly wakes up. They are now in a trance state, allowing Dali to continue using Nightmare on them.

In some cases, when this technique is used, it can cause a great boost in memory.
Type: Psychic
BP: --
Accuracy: 100%
Classification: Special
Energy Mod: 10%
Impact: Single Target
Priority: 0
Effects: A weaker form of Hypnosis is used to induce a trance state in the enemy for 5 Rounds. When this occurs, Nightmare and Dream Eater (And any other moves that require the foe to be asleep) can be used when the foe is awake. When used in conjunction with Perceive, one move can always be intercepted until the end of the battle.
Usage Gap: Once per battle and after Hypnosis has been used.


Weavile
Spoiler:

[Sharpshooter] Weavile (M)
Ability: Pressure
Signature Move: Perceive
Spoiler:
Description: Weavile are known for their ability to learn Night Slash, a move that crits. A lot. They also happen to be known for their incredible speed. Sharpshooter the Weavile has learned to use both these talents in a very special way, one that helps out in battle. Now, Sharpshooter wasn't given his name just because it sounds cool. Okaythatspartofwhyitshisname It was given because he can hit with high accuracy and his special ability to take detail. What does any of this have to do with anything, you ask? Well, Sharpshooter has taken to notice what moves look like when the foe is preparing to use it. As soon as he can, he rushes in and interrupts it with one of his moves to prevent it from happening. And with this, life becomes a little bit easier.
Type: Normal
BP: --
Accuracy: --
Classification: Special
Energy Mod: 10%
Impact: Self
Priority: 1/-1?
Effects: Sharpshooter takes notice of what move the foe is going to use. When he does, he proceeds with attacking them with a move determined by Trainer/RNG, in which it does half the damage the move should have done. There is a 70% chance that the move will get interrupted, causing it to not be used at all. When used in conjunction with Persistence of Memory, the last move Perceive was used for will always be interrupted until the end of the battle.
Usage Gap: Once every two rounds.


For Weavile's, I wasn't sure what the priority would be for a move like that.
All of these are good to go. [2/2]

Quote:
Originally Posted by Socratic Sarcasm View Post

[Death] Mismagius (F)
Ability: Levitate
Obtained: Here

Signature Move: The Kindness of Death

Description: Like her namesake among the Endless, Death is kind, seeking to ease Pokemon into the final rest. When Death sees anyone, even an opponent, suffering, she empathizes in the way that only comes with feeling deeply with someone. So, she summons forth her power into a dark energy, and engulfs the opponent with it, curing their ailments painlessly. But, every action the opponent takes for a time will send them further towards death–painlessly, but still, towards death.*

Type: Dark

Base Power: n/a

Accuracy: 100%

Classification: Status

Energy Modifier: 15

Impact: One opponent

Priority: 0

Effects:

All major status ailments (FRZ, BRN, PRZ, PSN/TXC, SLP) on the target are cured. Starting with the target's next action, any action the target makes will decrease the target's HP by the amount the action decreases its energy *(If the target makes an action that costs 6 ENG, for example, it will also lose 6 HP). This effect lasts for the same number of rounds as the target had major status conditions (if a target is FRZ and SLP when this move is used, this effect will last two rounds, or four actions)

Usage Gap: Death does not appreciate frivolous use of her power. This may only be used once a battle.*



[Destiny] Metagross (-)
Ability: Clear Body
Obtained: Here


Signature Move: The Paths of Destiny

Description: Destiny is named for the eldest of Endless because he, unique among Pokemon, has seen *the some paths of Destiny's garden from above. Not only that, but he's also a Metagross, meaning that those pieces of very valuable information are not going away any time soon. In exchange for keeping quiet about the paths, the eldest of the Endless granted the young Metagross the ability to read the paths ahead if he focused. However, should the Metagross ever speak of what he sees, the elder Destiny promised to arrange a swift visit with his eldest sister.*

Type: Psychic

Base Power: n/a

Accuracy: 100%

Classification: Status

Energy Modifier: 9 (3 for basically being an Agility, 3 for basically being a Focus Energy, 3 for basically being a Minimize without the drawback)

Impact: Destiny

Priority: 0

Effects:

Destiny +1 EVA, +2 SPD, +2 critical hit levels. This lasts until Destiny switches out.*

Usage Gap: The Eldest of the Endless advised his young namesake to avoid using this power too often, lest the Metagross end up like the former Delight of the Endless (now Delirium). The young Destiny avoids using (does not use) this power more than once per battle.*
They both look okay to me - although The Kindness of Death is somewhat borderline. [1/2]
__________________
I laughed, I cried, I testified;
And in the end found this world altogether lacking.

Thanks, Speed and Dino and also Speed! :D
  #490  
Old 03-20-2013, 02:08 AM
Latio-Nytro's Avatar
Latio-Nytro Offline
 
Join Date: Sep 2010
Location: ERROR! EXPLOSION IMMINENT!
Posts: 4,467
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Latio-Nytro View Post
Hammuhyd (Male Gabite)
Sand Veil
Sig Move: N/A
Tutor Move: N/A
Obtained as Starter.
Evolved at the Evolution Dojo

NEW SIGGY: Predator's Ocular
Spoiler:
Description: A predator learns to survive by killing prey. Prey learn to survive by either being too tough to dare attack or too fast to dare hit. If a predator cannot adapt to the speed and resilience of his foe, it will surely die out as a species. So a predator adapts.

For Hammuhyd, his adaption was a keener eye than most of his kind. Indeed, a very, very keen eye. He has a knack of picking out details, some almost invisible to the (typically) untrained eye of his kindred species. Of course, it would have to be taken a step further to be useful: Just because a sharp eye exists doesn't mean it will serve a purpose unless its trained to spot certain things. In this case, the most important, most vulnerable, and most dangerous to hit spot on the targets body, using similar characteristics, a good grasp on biology, and a predator's instincts to pick them out.

In battle, in order to use this, Hammuhyd must pick a singular target. It doesn't exactly appear as if he's doing anything other than vigorously inspecting the foe he targets-he doesn't move himself, but rather, simply examines exactly who his foe is-and where it would best be nailed. It would appear that there aren't any immediate consequences: He just looked at you. In all aspects, it would appear as if he wasted a turn doing nothing. However, his immediate next move proves this theory ultimately wrong: the next attack he does homes in on his target, almost magnetically, and automatically hits that hugely vulnerable critical point. It doesn't end there: For a good time afterwards, that point is going to stick in Hammuhyd's head and he will have a terribly easier time hitting them, further allowing for his opponent to hate on the Land Shark as he attempts to brutally shred you into his next Christmas ribbons. Clones might interfere at first, but Hammuhyd's training can allow for him to identify the real one...It's a bit more tedious, though.

Type: Normal (Why would it be anything else?)
BP:...You're joking, right?
Accuracy: 100%
Classification: Status
Energy Mod: +12% to the next used attack. On top of that, +2% for each clone of the target on the field, if any.
Priority: 0
Effect: Next action, Hammuhyd is guaranteed to land a critical hit on the enemy with any physical move (IE, Earthquake, Dragon Rush). This effect does not work if the move is a status move or a special move, but the energy cost will still apply. This effect identifies clones on the field and will target the real user, regardless of the move used after Predator's Ocular. After Predator's Ocular is used, Hammuhyd also has his critical hit level raised by two (Like if it used Focus Energy). This effect is also regardless of the move used after Predator's Ocular, but this effect immediately wears off once the opponent leaves the field.
Usage Gap: 2 Rounds after the opponent targeted leaves the field.


EM is now 12. Is it OK now?
Just reminding people this existed. Is it OK?
__________________
The Avatar is from 5TailedDemonLizard!

Houndour@4051: Hatch@4066, Houndoom@4123, Level100@4351.

The Nonexistant White Nuzlocke! BEHOLD IT AND DESPAIR!

FEAR THE MOODY BIDOOF!!!
  #491  
Old 03-22-2013, 12:18 AM
Velocity's Avatar
Velocity Offline
ASB Official
 
Join Date: Aug 2008
Location: The Land of Night and Magic
Posts: 2,759
Default Re: Signature and Tutored Moves

@Typhlosion Explosion: Both of your moves are good to me. [2/2]

@Latio: One approval for you. [1/2]
__________________
I laughed, I cried, I testified;
And in the end found this world altogether lacking.

Thanks, Speed and Dino and also Speed! :D
  #492  
Old 03-23-2013, 06:10 PM
Typhlosion Explosion's Avatar
Typhlosion Explosion Offline
~Blast Burn
 
Join Date: Apr 2011
Location: New Bark Town
Posts: 5,956
Send a message via AIM to Typhlosion Explosion Send a message via Skype™ to Typhlosion Explosion
Default Re: Signature and Tutored Moves


Statica [Ampharos] (F)
Ability: Static
Obtained: The Pokemon Trivia Centre

Signature Move: Cotton Bane
Spoiler:

Known for their ability to use cotton to their advantage, Ampharos can easily cause trouble for their foes. Cotton Guard, which raises the defense of Statica, trolls her Ground type opponents, who thought they could knock her down with a simple Earthquake. Cotton Spore, which entangles the opponent, weighing them down and making them slower, give her the chance to strike easily. However, this is not all this Ampharos can do.

After covering herself with Cotton Guard, Statica can bundle this cotton up, and lash it at the opponent. This, however, nullifies the Defense raise caused by Cotton Guard. If the move hits, it will act as both Cotton Guard and Cotton Spore to the opponent, lowering the opponents Speed by one and raising the users Defense. Since most of the cotton disperses, it only raises the target's Defense by one stage.

Type: Grass
Base Power: 95
Accuracy: 95%
Classification: Special
Energy Modifier: -
Impact: Adjacent Opponents
Priority: None [0]
Effects: Can only be used after Cotton Guard. If it hits the opponent, the opponent's DEF is raised by one stage, and SPD lowered by one stage. Add 10 BP if Cotton Guard and Cotton Spore is used directly before this move, and add 20 BP if two Cotton Guards are used directly before this move. If Cotton Spore is used along with Cotton Guard, the opponent's SPD drops two stages, and if Cotton Guard is used twice, DEF raises two stages.
Usage Gap: Only directly after Cotton Guard is used.



Draco [Dratini] (M)
Ability: Shed Skin
Obtained: Starter

Signature Move: Dragon Blaze
Spoiler:

It is widely known dragons are sacred, rare beings that breathe fire. Usually, you'd see such a fierce move on a Dragonite or Salamence, maybe even a Rayquaza, a being so rare its existence is questioned. But no, not in this instance. Dratini are severely under estimated in regards to their power, especially Draco.

Draco stands very still, closing his eyes, concentrating the internal power, and summoning it to the outside. Draco covers himself in a flame, like that from Dragon Rage, and tackles his opponent. The intense fire may burn his opponent, or even force them to cower in awe.

Type: Dragon/Fire
Base Power: 120
Accuracy: 75%
Classification: Physical
Energy Modifier: -
Impact: Adjacent Opponents
Priority: None [0]
Effects: The user embodies itself with a blue inferno, and then tackles the opponent. May cause burn (30%) or flinch (10%).
Usage Gap: Every other round



Psy [Xatu] (M)
Ability: Synchronize
Obtained: PE2KASBL Anniversary 2013

Signature Move: Supernatural Eye
Spoiler:

Xatu and a handful of other Psychic types have an ability to hit Dark Types with a move known as Miracle Eye. Psy has mastered this move, concentrating so intensely that he can double the power to Dark types. Not only that, he can also hit any other Ghost Type with the same amount of force. This supernatural ability is what we call Supernatural Eye, a stronger version of Miracle Eye.

Xatu stares at all the opponents on the field. Then, oh so suddenly, he squawks and raises his wings. An intense rainbow glow emits from any Dark or Ghost Type on the field, seemingly changing their entire being. They shrug it off, but then, to their surprise, Xatu's psychic attack slams them with massive power.

Type: Psychic
Base Power: -
Accuracy: 100%
Classification: Status
Energy Modifier: 15
Impact: All Dark and Ghost Types on Field
Priority: None [0]
Effects: The user employs a Psychic power to make Psychic attacks Super Effective against all Dark and Ghost types on the field. This effect lasts for the whole battle, even if the affected Pokemon switch out.
Usage Gap: Once per battle
__________________

Last edited by Typhlosion Explosion; 03-24-2013 at 12:29 AM.
Closed Thread


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT. The time now is 07:59 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Style Design: AlienSector.com