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


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  #256  
Old 10-03-2011, 12:35 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by paperfairy View Post
Hmm, did I write that entry in Compendium...? That needs fixing... Anyways. Let's reword this:


Weezing ()
Ability: Levitate
Obtain: Trade with paperfairy
Sig Move: Poison Storm
Spoiler:
Weezing releases his gas to the arena. The gas rages each round and allows Weezing to grow another head.

As BW Dex says, a triplet can be found as Weezing feed on enough gas.
Type: Poison | BP: - | Accuracy: 100
Classification: Status/Weather
Target: Entire Field
Energy Modifier: 11
Effects: Weather. At the end of this round, each active Pokémon, except Poison types, loses 4 HP simultaneously. For the duration of this round and the next, damage dealt by Poison-type attacks is multiplied by 1.5. For the duration of this round and the next, damage dealt by Poison (PSN) and Toxic (TXC) effect are raised by 2. At the end of these effects, Weezing has 30% chance to grow 1 more head. By getting 1 more head, Weezing gains Atk and Sp.Atk by 1 stage (Atk + 1, Sp.Atk + 1).
Usage Gap: Once per 2 Rounds
That means Weezing can have more than 3 heads, right?
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  #257  
Old 10-03-2011, 12:43 PM
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Default Re: Signature and Tutored Moves

Forgot that part. NOW it should be "perfect".
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If you've a ready mind
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Will always find their kind.
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  #258  
Old 10-03-2011, 12:51 PM
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Default Re: Signature and Tutored Moves


Weezing ()
Ability: Levitate
Obtain: Trade with paperfairy
Sig Move: Poison Storm
Spoiler:
Weezing releases his gas to the arena. The gas rages each round and allows Weezing to grow another head.

As BW Dex says, a triplet can be found as Weezing feed on enough gas.
Type: Poison | BP: - | Accuracy: 100
Classification: Status/Weather
Target: Entire Field
Energy Modifier: 11
Effects: Weather. At the end of this round, each active Pokémon, except Poison types, loses 4 HP simultaneously. For the duration of this round and the next, damage dealt by Poison-type attacks is multiplied by 1.5. For the duration of this round and the next, damage dealt by Poison (PSN) and Toxic (TXC) effect are raised by 2. At the end of these effects, Weezing has 30% chance to grow 1 more head. By getting 1 more head, Weezing gains Atk and Sp.Atk by 1 stage (Atk + 1, Sp.Atk + 1). Weezing may only grow one head per battle.
Usage Gap: Once per 2 Rounds


Approved?
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  #259  
Old 10-03-2011, 01:00 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Foxamivalth View Post

Weezing ()
Ability: Levitate
Obtain: Trade with paperfairy
Sig Move: Poison Storm
Spoiler:
Weezing releases his gas to the arena. The gas rages each round and allows Weezing to grow another head.

As BW Dex says, a triplet can be found as Weezing feed on enough gas.
Type: Poison | BP: - | Accuracy: 100
Classification: Status/Weather
Target: Entire Field
Energy Modifier: 11
Effects: Weather. At the end of this round, each active Pokémon, except Poison types, loses 4 HP simultaneously. For the duration of this round and the next, damage dealt by Poison-type attacks is multiplied by 1.5. For the duration of this round and the next, damage dealt by Poison (PSN) and Toxic (TXC) effect are raised by 2. At the end of these effects, Weezing has 30% chance to grow 1 more head. By getting 1 more head, Weezing gains Atk and Sp.Atk by 1 stage (Atk + 1, Sp.Atk + 1). Weezing may only grow one head per battle.
Usage Gap: Once per 2 Rounds


Approved?
Approv'd. [1?/2]
__________________
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And in the end found this world altogether lacking.

Thanks, Speed and Dino and also Speed! :D
  #260  
Old 10-03-2011, 01:09 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Velocity View Post
Approv'd. [1?/2]
Approved. [2/2]
__________________
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
  #261  
Old 10-05-2011, 02:33 PM
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Default Re: Signature and Tutored Moves


Honchkrow ()
Ability: Super Luck
Sig Move: Detonate!
Spoiler:
The Big Boss Pokemon leads a Pokemon mafia group that deals with black market, destructive stuff, Pokemon food, and more members recruitment. She leads many Pokemon to commit crime and cause trouble to other Pokemon. They also expend their base to many places even if they must fight for that place.

Honchkrow is very crafty, she always cheats and breaks the rule for something she wants. She always brings an explosive dynamite with her, so that she can scare someone she deals with. If they're not scared of the dynamites, she will taunt them and with her persuasive words, she will get her targets really angry and are ready to explode. Then she will activate the dynamite and throw it to the targets to blow them up.
Type: Dark | BP: 150 | Accuracy: 85
Classification: Special
Energy Modifier: 15
Effects: 50% chance to decrease all the target's stats by 1 stage (ATK -1, DEF -1, Sp.ATK -1, Sp.DEF -1, SPD -1). If the target by any means can learn Self-Destruct or [b]Explosion[b], the target is automatically forced to use that move. If the target knows both moves, Explosion will be used.
Usage Gap: Once per Battle



Lucario ()
Ability: Steadfast
Obtained: Trade with Dino
Sig Move: Spirit Transfer
Spoiler:
Lucario was born to fight. She had realized that since she was really young. Her palms were so powerful that could cause whatever she touched to break.
Until now she has practiced his inner spirit to become stronger. She releases her resting aura and soul to let out her true power. By using her figthing spirit, she maximizes her offensive power to strengthen his power.
Type: Fighting | BP: - | Accuracy: -
Classification: Status
Energy Modifier: 20
Effects: Raises Lucario's ATK by her current DEF and Sp.ATK by her current Sp.Def. Reduces her DEF and SP.Def to 0. Lasts for 2 successful actions.
Usage Gap: Once per 3 Rounds
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  #262  
Old 10-05-2011, 02:51 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Foxamivalth View Post

Honchkrow ()
Ability: Super Luck
Sig Move: Detonate!
Spoiler:
The Big Boss Pokemon leads a Pokemon mafia group that deals with black market, destructive stuff, Pokemon food, and more members recruitment. She leads many Pokemon to commit crime and cause trouble to other Pokemon. They also expend their base to many places even if they must fight for that place.

Honchkrow is very crafty, she always cheats and breaks the rule for something she wants. She always brings an explosive dynamite with her, so that she can scare someone she deals with. If they're not scared of the dynamites, she will taunt them and with her persuasive words, she will get her targets really angry and are ready to explode. Then she will activate the dynamite and throw it to the targets to blow them up.
Type: Dark | BP: 150 | Accuracy: 85
Classification: Special
Energy Modifier: 15
Effects: 50% chance to decrease all the target's stats by 1 stage (ATK -1, DEF -1, Sp.ATK -1, Sp.DEF -1, SPD -1). If the target by any means can learn Self-Destruct or [b]Explosion[b], the target is automatically forced to use that move. If the target knows both moves, Explosion will be used.
Usage Gap: Once per Battle


No. No. No. No. No. No. No. No. No. No. Do you know how many Pokémon learn Explosion? That's a guarenteed OHKO on a **** ton of Pokémon. No.


Lucario ()
Ability: Steadfast
Obtained: Trade with Dino
Sig Move: Spirit Transfer
Spoiler:
Lucario was born to fight. She had realized that since she was really young. Her palms were so powerful that could cause whatever she touched to break.
Until now she has practiced his inner spirit to become stronger. She releases her resting aura and soul to let out her true power. By using her figthing spirit, she maximizes her offensive power to strengthen his power.
Type: Fighting | BP: - | Accuracy: -
Classification: Status
Energy Modifier: 20
Effects: Raises Lucario's ATK by her current DEF and Sp.ATK by her current Sp.Def. Reduces her DEF and SP.Def to 0. Lasts for 2 successful actions.
Usage Gap: Once per 3 Rounds


DEF and SPDEF can't drop to 0, the lowest they can go is 1. Otherwise, approved.
see bold.
__________________
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
  #263  
Old 10-05-2011, 03:03 PM
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Default Re: Signature and Tutored Moves


Honchkrow ()
Ability: Super Luck
Sig Move: Detonate!
Spoiler:
The Big Boss Pokemon leads a Pokemon mafia group that deals with black market, destructive stuff, Pokemon food, and more members recruitment. She leads many Pokemon to commit crime and cause trouble to other Pokemon. They also expend their base to many places even if they must fight for that place.

Honchkrow is very crafty, she always cheats and breaks the rule for something she wants. She always brings an explosive dynamite with her, so that she can scare someone she deals with. If they're not scared of the dynamites, she will taunt them and with her persuasive words, she will get her targets really angry and are ready to explode. Then she will activate the dynamite and throw it to the targets to blow them up.
Type: Dark | BP: 150 | Accuracy: 95
Classification: Special
Energy Modifier: 15
Effects: 50% chance to decrease all the target's stats by 1 stage (ATK -1, DEF -1, Sp.ATK -1, Sp.DEF -1, SPD -1).
Usage Gap: Once per Battle



Lucario ()
Ability: Steadfast
Obtained: Trade with Dino
Sig Move: Spirit Transfer
Spoiler:
Lucario was born to fight. She had realized that since she was really young. Her palms were so powerful that could cause whatever she touched to break.
Until now she has practiced his inner spirit to become stronger. She releases her resting aura and soul to let out her true power. By using her figthing spirit, she maximizes her offensive power to strengthen his power.
Type: Fighting | BP: - | Accuracy: -
Classification: Status
Energy Modifier: 20
Effects: Raises Lucario's ATK by her current DEF and Sp.ATK by her current Sp.DEF. Reduces her DEF and SP.Def to 1. Lasts for 2 successful actions.
Usage Gap: Once per 3 Rounds
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  #264  
Old 10-05-2011, 03:04 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Foxamivalth View Post

Honchkrow ()
Ability: Super Luck
Sig Move: Detonate!
Spoiler:
The Big Boss Pokemon leads a Pokemon mafia group that deals with black market, destructive stuff, Pokemon food, and more members recruitment. She leads many Pokemon to commit crime and cause trouble to other Pokemon. They also expend their base to many places even if they must fight for that place.

Honchkrow is very crafty, she always cheats and breaks the rule for something she wants. She always brings an explosive dynamite with her, so that she can scare someone she deals with. If they're not scared of the dynamites, she will taunt them and with her persuasive words, she will get her targets really angry and are ready to explode. Then she will activate the dynamite and throw it to the targets to blow them up.
Type: Dark | BP: 150 | Accuracy: 85
Classification: Special
Energy Modifier: 15
Effects: 50% chance to decrease all the target's stats by 1 stage (ATK -1, DEF -1, Sp.ATK -1, Sp.DEF -1, SPD -1). If the target by any means can learn Self-Destruct or [b]Explosion[b], the target is automatically forced to use that move. If the target knows both moves, Explosion will be used.
Usage Gap: Once per Battle
What Paperfairy said, and also a Honchkrow carrying around sticks of dynamite makes no freaking sense.
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  #265  
Old 10-05-2011, 04:49 PM
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Default Re: Signature and Tutored Moves

Yeah, Honchkrow with Dynamite makes no sense. At all.

Lucario is fine, but I'd rather it read:

For the next two actions, this Pokémon's stat changes are reset to zero. Then, this Pokémon: +5 ATK, +5 SPATK, -5 DEF, -5 SPDEF.

This way, you can't abuse stat changes.
__________________
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
  #266  
Old 10-05-2011, 11:50 PM
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Default Re: Signature and Tutored Moves

May I lower the Energy Modifier to 10 or around it? Increasing so much offensive power but lower defensive power is really harsh.


Lucario ()
Ability: Steadfast
Obtained: Trade with Dino
Sig Move: Spirit Transfer
Spoiler:
Lucario was born to fight. She had realized that since she was really young. Her palms were so powerful that could cause whatever she touched to break.
Until now she has practiced his inner spirit to become stronger. She releases her resting aura and soul to let out her true power. By using her figthing spirit, she maximizes her offensive power to strengthen his power.
Type: Fighting | BP: - | Accuracy: -
Classification: Status
Energy Modifier: 20
Effects: Only for the next 2 actions, this Pokemon's stats changes are reset to 0, and her ATK and Sp.ATK are raised by 5 stages (ATK +5, Sp.ATK +5) but reduces her DEF and Sp.DEF by 5 stages (DEF -5, Sp.DEF -5).
Usage Gap: Once per 3 Rounds
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  #267  
Old 10-06-2011, 12:08 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Foxamivalth View Post
May I lower the Energy Modifier to 10 or around it? Increasing so much offensive power but lower defensive power is really harsh.


Lucario ()
Ability: Steadfast
Obtained: Trade with Dino
Sig Move: Spirit Transfer
Spoiler:
Lucario was born to fight. She had realized that since she was really young. Her palms were so powerful that could cause whatever she touched to break.
Until now she has practiced his inner spirit to become stronger. She releases her resting aura and soul to let out her true power. By using her figthing spirit, she maximizes her offensive power to strengthen his power.
Type: Fighting | BP: - | Accuracy: -
Classification: Status
Energy Modifier: 20
Effects: Only for the next 2 actions, this Pokemon's stats changes are reset to 0, and her ATK and Sp.ATK are raised by 5 stages (ATK +5, Sp.ATK +5) but reduces her DEF and Sp.DEF by 5 stages (DEF -5, Sp.DEF -5).
Usage Gap: Once per 3 Rounds
That kind of offensive boost is ridiculous in and of itself. If Paperfairy says yes to lowering the energy mod I'll sign off on it (none of the others, though, cuz he's my favorite since he's the only one who really knows the system even better than me). For the time being, though, I'll approve the current version.
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  #268  
Old 10-06-2011, 12:26 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Lord Fedora View Post
That kind of offensive boost is ridiculous in and of itself. If Paperfairy says yes to lowering the energy mod I'll sign off on it (none of the others, though, cuz he's my favorite since he's the only one who really knows the system even better than me). For the time being, though, I'll approve the current version.
15 is as low as I'll go.
__________________
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
  #269  
Old 10-06-2011, 11:28 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Foxamivalth View Post
May I lower the Energy Modifier to 10 or around it? Increasing so much offensive power but lower defensive power is really harsh.


Lucario ()
Ability: Steadfast
Obtained: Trade with Dino
Sig Move: Spirit Transfer
Spoiler:
Lucario was born to fight. She had realized that since she was really young. Her palms were so powerful that could cause whatever she touched to break.
Until now she has practiced his inner spirit to become stronger. She releases her resting aura and soul to let out her true power. By using her figthing spirit, she maximizes her offensive power to strengthen his power.
Type: Fighting | BP: - | Accuracy: -
Classification: Status
Energy Modifier: 20
Effects: Only for the next 2 actions, this Pokemon's stats changes are reset to 0, and her ATK and Sp.ATK are raised by 5 stages (ATK +5, Sp.ATK +5) but reduces her DEF and Sp.DEF by 5 stages (DEF -5, Sp.DEF -5).
Usage Gap: Once per 3 Rounds
How about I just come along and approv' it as is? It'd save time. :P [2/2]
----

[Bessie] Scolipede (F)
Ability: Poison Point
Signature Move:
Spoiler:
Toxic Tackle
Description: Bessie has, like most Scolipedes, large, curved spikes on her neck. She has what most Scolipedes don't, however, which is a knack for hurting her opponent with them by doing more than just gripping them and digging the spikes into them. She can slash her opponents with the toxic spikes as she charges, dealing both a ripping and a slamming blow. She'll run forward on her strong legs and slam bodily into her opponent as with most tackles, but then as she moves she'll twist her neck, ripping her foe with all the force of a body-slam. Some of the poisons in the spikes will usually end up in her opponent's wounds, adding insult to injury.
Type: Poison
Base Power: 100
Accuracy: 80
Classification: Physical
Energy Modifier: 10
Effects: Roll 1-100. If the roll is 76-100, no effect. If the roll is 26-75, the target is poisoned. If the roll is 1-25, the target is Toxipoisoned.
Usage Gap: Four Rounds
__________________
I laughed, I cried, I testified;
And in the end found this world altogether lacking.

Thanks, Speed and Dino and also Speed! :D

Last edited by Velocity; 10-06-2011 at 12:21 PM. Reason: I double-posted.
  #270  
Old 10-07-2011, 01:32 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Velocity View Post
How about I just come along and approv' it as is? It'd save time. :P [2/2]
----

[Bessie] Scolipede (F)
Ability: Poison Point
Signature Move:
Spoiler:
Toxic Tackle
Description: Bessie has, like most Scolipedes, large, curved spikes on her neck. She has what most Scolipedes don't, however, which is a knack for hurting her opponent with them by doing more than just gripping them and digging the spikes into them. She can slash her opponents with the toxic spikes as she charges, dealing both a ripping and a slamming blow. She'll run forward on her strong legs and slam bodily into her opponent as with most tackles, but then as she moves she'll twist her neck, ripping her foe with all the force of a body-slam. Some of the poisons in the spikes will usually end up in her opponent's wounds, adding insult to injury.
Type: Poison
Base Power: 100
Accuracy: 80
Classification: Physical
Energy Modifier: 10
Effects: Roll 1-100. If the roll is 76-100, no effect. If the roll is 26-75, the target is poisoned. If the roll is 1-25, the target is Toxipoisoned.
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
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