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
  #181  
Old 09-05-2011, 04:01 AM
paperfairy's Avatar
paperfairy Offline
 
Join Date: Mar 2004
Location: Manchester, Connecticut
Posts: 3,991
Send a message via AIM to paperfairy Send a message via Skype™ to paperfairy
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Foxamivalth View Post

Rhyhorn ()
Ability: Rock Head
Sig Move: Ravage
Spoiler:
Rhyhorn realises his power is really strong and can crush anything easily. Each time he falls down, the ground shakes for a short period of time. That makes him curious about what is under the ground that causes shakes when he falls. Rhyhorn know Earthquake will not answer his question. In that case, Rhyhorn wants to bring everything under the ground to the surface. He tries to slam the ground. He tries again and again. And finally he decides to jump and slam his feet to the ground brutally, and it causes destruction to the ground and produces a shock to the ground. Waves of earth spikes are created to ring the him in all directions. Rhyhorn still doesn't see anything but rock and soil. After he know how to Dig, he tries to dig the ground and finds nothing under the ground except another ground. He gives up at it. But he know knows how to create waves of earth spike.
Type: Ground | BP: 90 | Accuracy: 100
Classification: Physical
Energy Modifier: 10
Effects: Rhydon jumps and slams the ground, creating waves of earth spike to ring him. Blowing everything under the ground to be thrown out and confuses them (status: CONFUSE). Everyone on the field including friends (excluding himself) are damaged. Any Pokemon under the ground when this move is used are thrown out to the surface and receive 1.5 of its original damage.
Usage Gap: Once per Round.
approved.
__________________
Or yet in wise old Ravenclaw
If you've a ready mind
Where those of wit and learning

Will always find their kind.
ASBL | twins with Jenn <3
  #182  
Old 09-06-2011, 09:44 AM
Lord Fedora's Avatar
Lord Fedora Offline
ASB Official
 
Join Date: Dec 2006
Location: Y'all stay off my property!
Posts: 8,471
Send a message via AIM to Lord Fedora
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Foxamivalth View Post

Rhyhorn ()
Ability: Rock Head
Sig Move: Ravage
Spoiler:
Rhyhorn realises his power is really strong and can crush anything easily. Each time he falls down, the ground shakes for a short period of time. That makes him curious about what is under the ground that causes shakes when he falls. Rhyhorn know Earthquake will not answer his question. In that case, Rhyhorn wants to bring everything under the ground to the surface. He tries to slam the ground. He tries again and again. And finally he decides to jump and slam his feet to the ground brutally, and it causes destruction to the ground and produces a shock to the ground. Waves of earth spikes are created to ring the him in all directions. Rhyhorn still doesn't see anything but rock and soil. After he know how to Dig, he tries to dig the ground and finds nothing under the ground except another ground. He gives up at it. But he know knows how to create waves of earth spike.
Type: Ground | BP: 90 | Accuracy: 100
Classification: Physical
Energy Modifier: 10
Effects: Rhydon jumps and slams the ground, creating waves of earth spike to ring him. Blowing everything under the ground to be thrown out and confuses them (status: CONFUSE). Everyone on the field including friends (excluding himself) are damaged. Any Pokemon under the ground when this move is used are thrown out to the surface and receive 1.5 of its original damage.
Usage Gap: Once per Round.
Hm... I'm going to do something new and abstain on this one. It's not that I think it's bad, I just don't see much point to it, it's basically a weaker, more costly Earthquake that does more to Pokemon that are digging, which is rather pointless since Dig works much differently in ASB than in the games. If it comes to a tie I'll make a vote then.

And now for another of mine.


[Julia] Kricketune (F)
Ability: Technician
Stats: None
Signature Move: Beautiful Music: Sonata of Pain
Spoiler:
Type: Bug | BP: 50 | Accuracy: 100 | Classification: Physical | Energy Modifier: 8
Description: There are many pains that Pokemon can suffer. Loss, heartbreak, and of course, physical. But the worst pain any Trained Pokemon can know is abandonment. To have a Trainer, and then be declared unworthy. Most Pokemon that suffer such a fate are unlucky, simply released into the wild, and lose their will to fight. A Pokemon in the wild that can't fight is destined for an early grave. Others, when fortunate enough to be simply given away or left at an orphanage, develop psychological problems, filled with rage or suffering from low self esteem. Some are completely okay with it, but these are few and far between.

As a Kricketot, Julia was left at the Adoption center, abandoned by her trainer. She felt the pain. And back then, she couldn't do anything about it. Kricketots are famously weak, and are far too limited in strength. She fell into a depression, which extended to even after she was taken in. After evolving, though, she was able to find an outlet in the natural musical abilities of Kricketune. While she is first and foremost a battling Pokemon, Julia's passion is for music, and she's found a way to truly merge the two into one, using the pain and sadness to powerful effect. She begins by crossing her scythe-like arms over her chest, and sawing them against each other. Rather than the scraping sounds you would normally expect, this actually creates a violin-like melody, slow and sad and filled with suffering. The song itself does two things. First, the target becomes touched by the emotion in the Sonata, and lowers its guard momentarily. Second, Julia, through the expression of her music, feels able to let her emotions loose, granting her increased strength as she holds back less. Added to all of this, the movement of her arms against each other doesn't just create song, but also vibrations. While most of the sound waves escape into the open air, a fair number are trapped inside of her arms, causing them to resonate with the song even after she stops playing. To make good on this, as soon as she stops she rushes forward, and slashes her opponent with it. Their relaxed guard enables her to make a much cleaner strike on her opponent, dealing a fair amount more damage.

Effects: This attack will always be a critical hit. For the duration of this attack Julia will gain +3 Attack and Special Attack. After its completion she will lose -2 in both, for a net total of +1.
Usage Gap: Four rounds.
__________________
URPG/ASB Stats
98% of teens won't stand up for God. Repost this if you think that statistic is the most laughable thing ever.
My new AIM username is GrayFedora12. Do not respond or click on links from any IMs from LordKhajmer.
  #183  
Old 09-07-2011, 03:07 AM
paperfairy's Avatar
paperfairy Offline
 
Join Date: Mar 2004
Location: Manchester, Connecticut
Posts: 3,991
Send a message via AIM to paperfairy Send a message via Skype™ to paperfairy
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Lord Fedora View Post
Hm... I'm going to do something new and abstain on this one. It's not that I think it's bad, I just don't see much point to it, it's basically a weaker, more costly Earthquake that does more to Pokemon that are digging, which is rather pointless since Dig works much differently in ASB than in the games. If it comes to a tie I'll make a vote then.

And now for another of mine.


[Julia] Kricketune (F)
Ability: Technician
Stats: None
Signature Move: Beautiful Music: Sonata of Pain
Spoiler:
Type: Bug | BP: 50 | Accuracy: 100 | Classification: Physical | Energy Modifier: 8
Description: There are many pains that Pokemon can suffer. Loss, heartbreak, and of course, physical. But the worst pain any Trained Pokemon can know is abandonment. To have a Trainer, and then be declared unworthy. Most Pokemon that suffer such a fate are unlucky, simply released into the wild, and lose their will to fight. A Pokemon in the wild that can't fight is destined for an early grave. Others, when fortunate enough to be simply given away or left at an orphanage, develop psychological problems, filled with rage or suffering from low self esteem. Some are completely okay with it, but these are few and far between.

As a Kricketot, Julia was left at the Adoption center, abandoned by her trainer. She felt the pain. And back then, she couldn't do anything about it. Kricketots are famously weak, and are far too limited in strength. She fell into a depression, which extended to even after she was taken in. After evolving, though, she was able to find an outlet in the natural musical abilities of Kricketune. While she is first and foremost a battling Pokemon, Julia's passion is for music, and she's found a way to truly merge the two into one, using the pain and sadness to powerful effect. She begins by crossing her scythe-like arms over her chest, and sawing them against each other. Rather than the scraping sounds you would normally expect, this actually creates a violin-like melody, slow and sad and filled with suffering. The song itself does two things. First, the target becomes touched by the emotion in the Sonata, and lowers its guard momentarily. Second, Julia, through the expression of her music, feels able to let her emotions loose, granting her increased strength as she holds back less. Added to all of this, the movement of her arms against each other doesn't just create song, but also vibrations. While most of the sound waves escape into the open air, a fair number are trapped inside of her arms, causing them to resonate with the song even after she stops playing. To make good on this, as soon as she stops she rushes forward, and slashes her opponent with it. Their relaxed guard enables her to make a much cleaner strike on her opponent, dealing a fair amount more damage.

Effects: This attack will always be a critical hit. For the duration of this attack Julia will gain +3 Attack and Special Attack. After its completion she will lose -2 in both, for a net total of +1.
Usage Gap: Four rounds.
Approved. [1/2]
__________________
Or yet in wise old Ravenclaw
If you've a ready mind
Where those of wit and learning

Will always find their kind.
ASBL | twins with Jenn <3
  #184  
Old 09-11-2011, 04:56 AM
Foxamivalth's Avatar
Foxamivalth Offline
 
Join Date: Jun 2011
Location: PE2k
Posts: 7,387
Send a message via MSN to Foxamivalth
Default Re: Signature and Tutored Moves


[White Knight is My God] Scolipede ()
Ability: Poison Point
Obtained: Trade with White Knight
Sig Move: Toxic Ball
Spoiler:
Whirlipede had round swirly body, he had no hands or feet. That made him hard to attack. He tried to learn a new move that is appropriate for him, and could be easily used. He tried to slam, smash, spin, and some other moves, but they all failed. He didn't feel he could comfortably do it.

One day, he wanted to get a berry from a high berry tree. He couldn't reach it, so he smashed the tree using its hard shell. The berry fell down and rolled away from him. Whirlipede saw that and an idea came up. He tried to roll his body to reach the berry. It was easy, quick, and comfortable. And since that day, Whirlipede used his new rolling move to attack his enemy.

Now, Whirlipede has evolved to Scolipede. He still remember his new move he invented himself. He wants to see if he can still use it. Scolipede sits on his back leg, and forms a ball by lowering his head until his head meets his bottom. By doing so, the poison from his body is forced to come out to his body surface, making his Poison Point ability more dangerous. He tries to roll, and he successfully does it. But he ends up slamming a tree. Scolipede's ball form ends, he is confused, feeling pain. But when he recovers, he realizes the tree he slams collapses and dies due to his deadly poison.

Type: Poison | BP: 100 | Accuracy: 85
Classification: Physical
Energy Modifier: 8
Effects: Scolipede makes himself a ball and rolls himself to the enemy. If the target is not poisoned (PSN or TXC), it is now poisoned (PSN). If the target is poisoned (PSN), it is now toxic (TXC). If the target is TXC, multiply this move's damage by 1.3.
Usage Gap: Once per Round.
__________________



Banner by Pokemon Trainer Sarah

Last edited by Foxamivalth; 09-11-2011 at 05:44 AM.
  #185  
Old 09-11-2011, 01:54 PM
Lord Fedora's Avatar
Lord Fedora Offline
ASB Official
 
Join Date: Dec 2006
Location: Y'all stay off my property!
Posts: 8,471
Send a message via AIM to Lord Fedora
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Foxamivalth View Post

[White Knight is My God] Scolipede ()
Ability: Poison Point
Obtained: Trade with White Knight
Sig Move: Toxic Ball
Spoiler:
Whirlipede had round swirly body, he had no hands or feet. That made him hard to attack. He tried to learn a new move that is appropriate for him, and could be easily used. He tried to slam, smash, spin, and some other moves, but they all failed. He didn't feel he could comfortably do it.

One day, he wanted to get a berry from a high berry tree. He couldn't reach it, so he smashed the tree using its hard shell. The berry fell down and rolled away from him. Whirlipede saw that and an idea came up. He tried to roll his body to reach the berry. It was easy, quick, and comfortable. And since that day, Whirlipede used his new rolling move to attack his enemy.

Now, Whirlipede has evolved to Scolipede. He still remember his new move he invented himself. He wants to see if he can still use it. Scolipede sits on his back leg, and forms a ball by lowering his head until his head meets his bottom. By doing so, the poison from his body is forced to come out to his body surface, making his Poison Point ability more dangerous. He tries to roll, and he successfully does it. But he ends up slamming a tree. Scolipede's ball form ends, he is confused, feeling pain. But when he recovers, he realizes the tree he slams collapses and dies due to his deadly poison.

Type: Poison | BP: 100 | Accuracy: 85
Classification: Physical
Energy Modifier: 8
Effects: Scolipede makes himself a ball and rolls himself to the enemy. If the target is not poisoned (PSN or TXC), it is now poisoned (PSN). If the target is poisoned (PSN), it is now toxic (TXC). If the target is TXC, multiply this move's damage by 1.3.
Usage Gap: Once per Round.
Approved. [1/2]
__________________
URPG/ASB Stats
98% of teens won't stand up for God. Repost this if you think that statistic is the most laughable thing ever.
My new AIM username is GrayFedora12. Do not respond or click on links from any IMs from LordKhajmer.
  #186  
Old 09-11-2011, 02:08 PM
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 Lord Fedora View Post

[Julia] Kricketune (F)
Ability: Technician
Stats: None
Signature Move: Beautiful Music: Sonata of Pain
Spoiler:
Type: Bug | BP: 50 | Accuracy: 100 | Classification: Physical | Energy Modifier: 8
Description: There are many pains that Pokemon can suffer. Loss, heartbreak, and of course, physical. But the worst pain any Trained Pokemon can know is abandonment. To have a Trainer, and then be declared unworthy. Most Pokemon that suffer such a fate are unlucky, simply released into the wild, and lose their will to fight. A Pokemon in the wild that can't fight is destined for an early grave. Others, when fortunate enough to be simply given away or left at an orphanage, develop psychological problems, filled with rage or suffering from low self esteem. Some are completely okay with it, but these are few and far between.

As a Kricketot, Julia was left at the Adoption center, abandoned by her trainer. She felt the pain. And back then, she couldn't do anything about it. Kricketots are famously weak, and are far too limited in strength. She fell into a depression, which extended to even after she was taken in. After evolving, though, she was able to find an outlet in the natural musical abilities of Kricketune. While she is first and foremost a battling Pokemon, Julia's passion is for music, and she's found a way to truly merge the two into one, using the pain and sadness to powerful effect. She begins by crossing her scythe-like arms over her chest, and sawing them against each other. Rather than the scraping sounds you would normally expect, this actually creates a violin-like melody, slow and sad and filled with suffering. The song itself does two things. First, the target becomes touched by the emotion in the Sonata, and lowers its guard momentarily. Second, Julia, through the expression of her music, feels able to let her emotions loose, granting her increased strength as she holds back less. Added to all of this, the movement of her arms against each other doesn't just create song, but also vibrations. While most of the sound waves escape into the open air, a fair number are trapped inside of her arms, causing them to resonate with the song even after she stops playing. To make good on this, as soon as she stops she rushes forward, and slashes her opponent with it. Their relaxed guard enables her to make a much cleaner strike on her opponent, dealing a fair amount more damage.

Effects: This attack will always be a critical hit. For the duration of this attack Julia will gain +3 Attack and Special Attack. After its completion she will lose -2 in both, for a net total of +1.
Usage Gap: Four rounds.
Quote:
Originally Posted by Foxamivalth View Post

[White Knight is My God] Scolipede ()
Ability: Poison Point
Obtained: Trade with White Knight
Sig Move: Toxic Ball
Spoiler:
Whirlipede had round swirly body, he had no hands or feet. That made him hard to attack. He tried to learn a new move that is appropriate for him, and could be easily used. He tried to slam, smash, spin, and some other moves, but they all failed. He didn't feel he could comfortably do it.

One day, he wanted to get a berry from a high berry tree. He couldn't reach it, so he smashed the tree using its hard shell. The berry fell down and rolled away from him. Whirlipede saw that and an idea came up. He tried to roll his body to reach the berry. It was easy, quick, and comfortable. And since that day, Whirlipede used his new rolling move to attack his enemy.

Now, Whirlipede has evolved to Scolipede. He still remember his new move he invented himself. He wants to see if he can still use it. Scolipede sits on his back leg, and forms a ball by lowering his head until his head meets his bottom. By doing so, the poison from his body is forced to come out to his body surface, making his Poison Point ability more dangerous. He tries to roll, and he successfully does it. But he ends up slamming a tree. Scolipede's ball form ends, he is confused, feeling pain. But when he recovers, he realizes the tree he slams collapses and dies due to his deadly poison.

Type: Poison | BP: 100 | Accuracy: 85
Classification: Physical
Energy Modifier: 8
Effects: Scolipede makes himself a ball and rolls himself to the enemy. If the target is not poisoned (PSN or TXC), it is now poisoned (PSN). If the target is poisoned (PSN), it is now toxic (TXC). If the target is TXC, multiply this move's damage by 1.3.
Usage Gap: Once per Round.
Approved.
You both are good to go. [2/2]
__________________

lv.100@1618
Links


  #187  
Old 09-11-2011, 02:19 PM
Foxamivalth's Avatar
Foxamivalth Offline
 
Join Date: Jun 2011
Location: PE2k
Posts: 7,387
Send a message via MSN to Foxamivalth
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Foxamivalth View Post

Rhyhorn ()
Ability: Rock Head
Sig Move: Ravage
Spoiler:
Rhyhorn realises his power is really strong and can crush anything easily. Each time he falls down, the ground shakes for a short period of time. That makes him curious about what is under the ground that causes shakes when he falls. Rhyhorn know Earthquake will not answer his question. In that case, Rhyhorn wants to bring everything under the ground to the surface. He tries to slam the ground. He tries again and again. And finally he decides to jump and slam his feet to the ground brutally, and it causes destruction to the ground and produces a shock to the ground. Waves of earth spikes are created to ring the him in all directions. Rhyhorn still doesn't see anything but rock and soil. After he know how to Dig, he tries to dig the ground and finds nothing under the ground except another ground. He gives up at it. But he know knows how to create waves of earth spike.
Type: Ground | BP: 90 | Accuracy: 100
Classification: Physical
Energy Modifier: 10
Effects: Rhydon jumps and slams the ground, creating waves of earth spike to ring him. Blowing everything under the ground to be thrown out and confuses them (status: CONFUSE). Everyone on the field including friends (excluding himself) are damaged. Any Pokemon under the ground when this move is used are thrown out to the surface and receive 1.5 of its original damage.
Usage Gap: Once per Round.
One more approval needed.
__________________



Banner by Pokemon Trainer Sarah
  #188  
Old 09-20-2011, 07:13 AM
Foxamivalth's Avatar
Foxamivalth Offline
 
Join Date: Jun 2011
Location: PE2k
Posts: 7,387
Send a message via MSN to Foxamivalth
Default Re: Signature and Tutored Moves


Drifblim ()
Ability: Aftermath
Sig Move: Anti-Gravity Blow
Spoiler:
Drifblim loves to use Ominous Wind. Besides the stats boosting effect, Drifblim likes to feel the breezing wind. She always calls wind around her whenever she feels upset. Her best friend is wind. By having wind around her, she feels stronger and more confident.

Drifblim tries to call wind around her during battle to give her more strength. She spins around, faster and faster, creating whirlwind around her body and making cracks the ground. The whirlwind spreads wider and wider to the diameter of 6 meters, allowing two Pokemon to stay inside the wind. As she stops spinning, the wind starts to stop whirling. Instead, the wind blows from the cracks on the ground up high strong.

Type: Flying | BP: - | Accuracy: -
Classification: Status
Energy Modifier: 10
Effects: Drifblim creates a wall of wind around her (works for user’s party Pokemon that takes the user’s placeor in a Double Battle) that messes up non-physical attacks. The wind has 50% to blow the attack up high to the sky, 25% to blow some of the attack up, reducing the damage taken by half. This move lasts 10 Rounds. Using this move again while this move is in effect will cause failure.

Referee rolls 1-100 after rolling the user’s and the attack’s own accuracy, 1-50 causes the attack to miss, 51-75 causes the damage taken multiplied by 0.5, 76-100 the attack hits normally.

*) Moves that can be messed up:
All Fire-type, Water-type, Grass-type, Ice-type, Poison-type, Rock-type, Bug-type, Steel-type, Flying-type non-physical moves that are not listed below, Beam attack (Tri-Attack, Techno Buster, Hyper Beam, Psybeam, etc.), Pulse attack (Dragon Pulse, Dark Pulse, etc.), Wave attack (Sludge Wave, Thunder Wave, Psy Wave, etc.), Ball-shape moves (Shadow Bal, Ice Ball, Rock Blast, Energy Ball, etc), Sound-base moves (Relic Song, Snarl, Screech, Grasswhistle, Metal Sound, etc.).
*) Moves that can not be affected:
All Ground-type, Electric-type, Dragon-type, Dark-type, Psychic-type, Ghost-type, Fighting-type, Normal-type non-physical moves that is not listed above, Fist-based moves, moves that falls above the target (Draco Meteor, Rock Throw, Rock Slide, etc.), Trapping moves (Whirlpool, Sand Tomb, Fire Spin, etc.), Surf, and Muddy Water.
All Physical, Status (Taunt, Imprison, Grudge, Spite, etc.) and Stats Boosting/Lowering moves that are not listed above.
Usage Gap: Once per Battle.
__________________



Banner by Pokemon Trainer Sarah

Last edited by Foxamivalth; 09-20-2011 at 07:27 AM.
  #189  
Old 09-20-2011, 12:55 PM
paperfairy's Avatar
paperfairy Offline
 
Join Date: Mar 2004
Location: Manchester, Connecticut
Posts: 3,991
Send a message via AIM to paperfairy Send a message via Skype™ to paperfairy
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Foxamivalth View Post

Drifblim ()
Ability: Aftermath
Sig Move: Anti-Gravity Blow
Spoiler:
Drifblim loves to use Ominous Wind. Besides the stats boosting effect, Drifblim likes to feel the breezing wind. She always calls wind around her whenever she feels upset. Her best friend is wind. By having wind around her, she feels stronger and more confident.

Drifblim tries to call wind around her during battle to give her more strength. She spins around, faster and faster, creating whirlwind around her body and making cracks the ground. The whirlwind spreads wider and wider to the diameter of 6 meters, allowing two Pokemon to stay inside the wind. As she stops spinning, the wind starts to stop whirling. Instead, the wind blows from the cracks on the ground up high strong.

Type: Flying | BP: - | Accuracy: -
Classification: Status
Energy Modifier: 10
Effects: Drifblim creates a wall of wind around her (works for user’s party Pokemon that takes the user’s placeor in a Double Battle) that messes up non-physical attacks. The wind has 50% to blow the attack up high to the sky, 25% to blow some of the attack up, reducing the damage taken by half. This move lasts 10 Rounds. Using this move again while this move is in effect will cause failure.

Referee rolls 1-100 after rolling the user’s and the attack’s own accuracy, 1-50 causes the attack to miss, 51-75 causes the damage taken multiplied by 0.5, 76-100 the attack hits normally.

*) Moves that can be messed up:
All Fire-type, Water-type, Grass-type, Ice-type, Poison-type, Rock-type, Bug-type, Steel-type, Flying-type non-physical moves that are not listed below, Beam attack (Tri-Attack, Techno Buster, Hyper Beam, Psybeam, etc.), Pulse attack (Dragon Pulse, Dark Pulse, etc.), Wave attack (Sludge Wave, Thunder Wave, Psy Wave, etc.), Ball-shape moves (Shadow Bal, Ice Ball, Rock Blast, Energy Ball, etc), Sound-base moves (Relic Song, Snarl, Screech, Grasswhistle, Metal Sound, etc.).
*) Moves that can not be affected:
All Ground-type, Electric-type, Dragon-type, Dark-type, Psychic-type, Ghost-type, Fighting-type, Normal-type non-physical moves that is not listed above, Fist-based moves, moves that falls above the target (Draco Meteor, Rock Throw, Rock Slide, etc.), Trapping moves (Whirlpool, Sand Tomb, Fire Spin, etc.), Surf, and Muddy Water.
All Physical, Status (Taunt, Imprison, Grudge, Spite, etc.) and Stats Boosting/Lowering moves that are not listed above.
Usage Gap: Once per Battle.
Very interesting. Approved. [1/2]
__________________
Or yet in wise old Ravenclaw
If you've a ready mind
Where those of wit and learning

Will always find their kind.
ASBL | twins with Jenn <3
  #190  
Old 09-25-2011, 05:46 AM
Foxamivalth's Avatar
Foxamivalth Offline
 
Join Date: Jun 2011
Location: PE2k
Posts: 7,387
Send a message via MSN to Foxamivalth
Default Re: Signature and Tutored Moves


[Psychophagus] Cofragigus ()
Ability: Mummy
Obtain: the Pokemon Trivia Center
Tutored Move: -
Sig Move: Curse of the Mummy
Spoiler:
Psychophagus lives in a Pyramid and guards the tomb area. He is in charge of protecting the treasure and mummy in the tomb. He will curse anyone suspicious especially grave robbers and turns them into Mummy.

Cofagrigus terrors them and wraps them in rotten bandage, turning them into a ghost and tightening the bandage to deal damage to them.
Type: Ghost | BP: - | Accuracy: 70
Classification: Status
Energy Modifier: 0
Effects: Turn the target into a Mummy (Type = Ghost | Ability: Mummy). This move will always success if the target's ability is already Mummy.
Roll: 1-4 | 1: two rounds | 2: three rounds | 3: four rounds | 4: five rounds. At the end of every round, target loses 6 HP. Target cannot switch out. Lasts X rounds. X = result rolled. Trapping and damage effects end when user leaves field. Target is still Mummy and is Ghost-type.
Usage Gap: Once per Turn.
__________________



Banner by Pokemon Trainer Sarah
  #191  
Old 09-25-2011, 02:00 PM
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:
Quote:
Originally Posted by Foxamivalth View Post

Rhyhorn ()
Ability: Rock Head
Sig Move: Ravage
Spoiler:
Rhyhorn realises his power is really strong and can crush anything easily. Each time he falls down, the ground shakes for a short period of time. That makes him curious about what is under the ground that causes shakes when he falls. Rhyhorn know Earthquake will not answer his question. In that case, Rhyhorn wants to bring everything under the ground to the surface. He tries to slam the ground. He tries again and again. And finally he decides to jump and slam his feet to the ground brutally, and it causes destruction to the ground and produces a shock to the ground. Waves of earth spikes are created to ring the him in all directions. Rhyhorn still doesn't see anything but rock and soil. After he know how to Dig, he tries to dig the ground and finds nothing under the ground except another ground. He gives up at it. But he know knows how to create waves of earth spike.
Type: Ground | BP: 90 | Accuracy: 100
Classification: Physical
Energy Modifier: 10
Effects: Rhydon jumps and slams the ground, creating waves of earth spike to ring him. Blowing everything under the ground to be thrown out and confuses them (status: CONFUSE). Everyone on the field including friends (excluding himself) are damaged. Any Pokemon under the ground when this move is used are thrown out to the surface and receive 1.5 of its original damage.
Usage Gap: Once per Round.
Quote:
Originally Posted by Foxamivalth View Post

Drifblim ()
Ability: Aftermath
Sig Move: Anti-Gravity Blow
Spoiler:
Drifblim loves to use Ominous Wind. Besides the stats boosting effect, Drifblim likes to feel the breezing wind. She always calls wind around her whenever she feels upset. Her best friend is wind. By having wind around her, she feels stronger and more confident.

Drifblim tries to call wind around her during battle to give her more strength. She spins around, faster and faster, creating whirlwind around her body and making cracks the ground. The whirlwind spreads wider and wider to the diameter of 6 meters, allowing two Pokemon to stay inside the wind. As she stops spinning, the wind starts to stop whirling. Instead, the wind blows from the cracks on the ground up high strong.

Type: Flying | BP: - | Accuracy: -
Classification: Status
Energy Modifier: 10
Effects: Drifblim creates a wall of wind around her (works for user’s party Pokemon that takes the user’s placeor in a Double Battle) that messes up non-physical attacks. The wind has 50% to blow the attack up high to the sky, 25% to blow some of the attack up, reducing the damage taken by half. This move lasts 10 Rounds. Using this move again while this move is in effect will cause failure.

Referee rolls 1-100 after rolling the user’s and the attack’s own accuracy, 1-50 causes the attack to miss, 51-75 causes the damage taken multiplied by 0.5, 76-100 the attack hits normally.

*) Moves that can be messed up:
All Fire-type, Water-type, Grass-type, Ice-type, Poison-type, Rock-type, Bug-type, Steel-type, Flying-type non-physical moves that are not listed below, Beam attack (Tri-Attack, Techno Buster, Hyper Beam, Psybeam, etc.), Pulse attack (Dragon Pulse, Dark Pulse, etc.), Wave attack (Sludge Wave, Thunder Wave, Psy Wave, etc.), Ball-shape moves (Shadow Bal, Ice Ball, Rock Blast, Energy Ball, etc), Sound-base moves (Relic Song, Snarl, Screech, Grasswhistle, Metal Sound, etc.).
*) Moves that can not be affected:
All Ground-type, Electric-type, Dragon-type, Dark-type, Psychic-type, Ghost-type, Fighting-type, Normal-type non-physical moves that is not listed above, Fist-based moves, moves that falls above the target (Draco Meteor, Rock Throw, Rock Slide, etc.), Trapping moves (Whirlpool, Sand Tomb, Fire Spin, etc.), Surf, and Muddy Water.
All Physical, Status (Taunt, Imprison, Grudge, Spite, etc.) and Stats Boosting/Lowering moves that are not listed above.
Usage Gap: Once per Battle.

Quote:
Originally Posted by Foxamivalth View Post

[Psychophagus] Cofragigus ()
Ability: Mummy
Obtain: the Pokemon Trivia Center
Tutored Move: -
Sig Move: Curse of the Mummy
Spoiler:
Psychophagus lives in a Pyramid and guards the tomb area. He is in charge of protecting the treasure and mummy in the tomb. He will curse anyone suspicious especially grave robbers and turns them into Mummy.

Cofagrigus terrors them and wraps them in rotten bandage, turning them into a ghost and tightening the bandage to deal damage to them.
Type: Ghost | BP: - | Accuracy: 70
Classification: Status
Energy Modifier: 0
Effects: Turn the target into a Mummy (Type = Ghost | Ability: Mummy). This move will always success if the target's ability is already Mummy.
Roll: 1-4 | 1: two rounds | 2: three rounds | 3: four rounds | 4: five rounds. At the end of every round, target loses 6 HP. Target cannot switch out. Lasts X rounds. X = result rolled. Trapping and damage effects end when user leaves field. Target is still Mummy and is Ghost-type.
Usage Gap: Once per Turn.
@ Devastate: Everything but the Accuracy checks out. All damaging moves have to have an accuracy of < 95.

@ Anti-Gravity Blow: Agreed with Justin. 2/2

@ Curse of the Mummy: As a status move, it needs an Energy Modifier. So, you should probably add one.
__________________
I laughed, I cried, I testified;
And in the end found this world altogether lacking.

Thanks, Speed and Dino and also Speed! :D
  #192  
Old 09-25-2011, 02:22 PM
Foxamivalth's Avatar
Foxamivalth Offline
 
Join Date: Jun 2011
Location: PE2k
Posts: 7,387
Send a message via MSN to Foxamivalth
Default Re: Signature and Tutored Moves


[Psychophagus] Cofragigus ()
Ability: Mummy
Obtain: the Pokemon Trivia Center
Tutored Move: -
Sig Move: Curse of the Mummy
Spoiler:
Psychophagus lives in a Pyramid and guards the tomb area. He is in charge of protecting the treasure and mummy in the tomb. He will curse anyone suspicious especially grave robbers and turns them into Mummy.

Cofagrigus terrors them and wraps them in rotten bandage, turning them into a ghost and tightening the bandage to deal damage to them.
Type: Ghost | BP: - | Accuracy: 70
Classification: Status
Energy Modifier: 3
Effects: Turn the target into a Mummy (Type = Ghost | Ability: Mummy). This move will always success if the target's ability is already Mummy.
Roll: 1-4 | 1: two rounds | 2: three rounds | 3: four rounds | 4: five rounds. At the end of every round, target loses 6 HP. Target cannot switch out. Lasts X rounds. X = result rolled. Trapping and damage effects end when user leaves field. Target is still Mummy and is Ghost-type.
Usage Gap: Once per Turn.

Since the effect isn't really different from other trapping moves.



Rhyhorn ()
Ability: Rock Head
Sig Move: Ravage
Spoiler:
Rhyhorn realises his power is really strong and can crush anything easily. Each time he falls down, the ground shakes for a short period of time. That makes him curious about what is under the ground that causes shakes when he falls. Rhyhorn know Earthquake will not answer his question. In that case, Rhyhorn wants to bring everything under the ground to the surface. He tries to slam the ground. He tries again and again. And finally he decides to jump and slam his feet to the ground brutally, and it causes destruction to the ground and produces a shock to the ground. Waves of earth spikes are created to ring the him in all directions. Rhyhorn still doesn't see anything but rock and soil. After he know how to Dig, he tries to dig the ground and finds nothing under the ground except another ground. He gives up at it. But he know knows how to create waves of earth spike.
Type: Ground | BP: 90 | Accuracy: 95
Classification: Physical
Energy Modifier: 10
Effects: Rhydon jumps and slams the ground, creating waves of earth spike to ring him. Blowing everything under the ground to be thrown out and confuses them (status: CONFUSE). Everyone on the field including friends (excluding himself) are damaged. Any Pokemon under the ground when this move is used are thrown out to the surface and receive 1.5 of its original damage.
Usage Gap: Once per Round.
__________________



Banner by Pokemon Trainer Sarah
  #193  
Old 09-25-2011, 06:03 PM
paperfairy's Avatar
paperfairy Offline
 
Join Date: Mar 2004
Location: Manchester, Connecticut
Posts: 3,991
Send a message via AIM to paperfairy Send a message via Skype™ to paperfairy
Default Re: Signature and Tutored Moves

Curse of the Mummy is way too powerful for only 3 Energy. You've combined the Mummy ability, a trapping move, AND a type change all for 3 Energy.

And on top of that, if the Ghost/Mummy effect remains even AFTER I switch, then you're going to need to bump up that energy. a lot.
__________________
Or yet in wise old Ravenclaw
If you've a ready mind
Where those of wit and learning

Will always find their kind.
ASBL | twins with Jenn <3
  #194  
Old 09-26-2011, 01:18 AM
Foxamivalth's Avatar
Foxamivalth Offline
 
Join Date: Jun 2011
Location: PE2k
Posts: 7,387
Send a message via MSN to Foxamivalth
Default Re: Signature and Tutored Moves

I think the opponent will always be Mummy even this move doesn't turn the enemy to Mummy. And as for trapping moves, all of them has 0 EM.
But since you ask for high EM, I'll give it 5 or maybe 6? Any suggestion how high it must be?

For Ghost type, they'll end if target leaves field. They still is Ghost-type wether the user leaves field or not.


[Psychophagus] Cofragigus ()
Ability: Mummy
Obtain: the Pokemon Trivia Center
Tutored Move: -
Sig Move: Curse of the Mummy
Spoiler:
Psychophagus lives in a Pyramid and guards the tomb area. He is in charge of protecting the treasure and mummy in the tomb. He will curse anyone suspicious especially grave robbers and turns them into Mummy.

Cofagrigus terrors them and wraps them in rotten bandage, turning them into a ghost and tightening the bandage to deal damage to them.
Type: Ghost | BP: - | Accuracy: 70
Classification: Status
Energy Modifier: 8
Effects: Turn the target into a Mummy (Type = Ghost | Ability: Mummy). This move will always success if the target's ability is already Mummy.
Roll: 1-4 | 1: two rounds | 2: three rounds | 3: four rounds | 4: five rounds. At the end of every round, target loses 6 HP. Target cannot switch out. Lasts X rounds. X = result rolled. Trapping and damage effects end when user leaves field. Target is still Mummy and is Ghost-type until it is switched out.
Usage Gap: Once per Turn.
__________________



Banner by Pokemon Trainer Sarah

Last edited by Foxamivalth; 09-26-2011 at 01:52 AM.
  #195  
Old 09-26-2011, 01:37 AM
Lord Fedora's Avatar
Lord Fedora Offline
ASB Official
 
Join Date: Dec 2006
Location: Y'all stay off my property!
Posts: 8,471
Send a message via AIM to Lord Fedora
Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Foxamivalth View Post
I think the opponent will always be Mummy even this move doesn't turn the enemy to Mummy. And as for trapping moves, all of them has 0 EM.
But since you ask for high EM, I'll give it 5 or maybe 6? Any suggestion how high it must be?

For Ghost type, they'll end if target leaves field. They still is Ghost-type wether the user leaves field or not.


[Psychophagus] Cofragigus ()
Ability: Mummy
Obtain: the Pokemon Trivia Center
Tutored Move: -
Sig Move: Curse of the Mummy
Spoiler:
Psychophagus lives in a Pyramid and guards the tomb area. He is in charge of protecting the treasure and mummy in the tomb. He will curse anyone suspicious especially grave robbers and turns them into Mummy.

Cofagrigus terrors them and wraps them in rotten bandage, turning them into a ghost and tightening the bandage to deal damage to them.
Type: Ghost | BP: - | Accuracy: 70
Classification: Status
Energy Modifier: 5
Effects: Turn the target into a Mummy (Type = Ghost | Ability: Mummy). This move will always success if the target's ability is already Mummy.
Roll: 1-4 | 1: two rounds | 2: three rounds | 3: four rounds | 4: five rounds. At the end of every round, target loses 6 HP. Target cannot switch out. Lasts X rounds. X = result rolled. Trapping and damage effects end when user leaves field. Target is still Mummy and is Ghost-type until it is switched out.
Usage Gap: Once per Turn.
Those moves a) are damaging moves, which as a rule generally don't have Energy Modifiers, and b) don't do nearly as much as this does. I'm not even going to say 5 or 6 is enough, I'd put it at at least 8, if not more.
__________________
URPG/ASB Stats
98% of teens won't stand up for God. Repost this if you think that statistic is the most laughable thing ever.
My new AIM username is GrayFedora12. Do not respond or click on links from any IMs from LordKhajmer.
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 04:20 AM.


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