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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.


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  #121  
Old 08-02-2011, 04:00 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Lord Fedora View Post
In retrospect editing it in to the last post was stupid of me.


[Lennon] Hydreigon (M)
Ability: Hustle
Stats: N/A
Signature Move: Heads of the Hydra-Capita Novem
Type: Dark | BP: N/A | Accuracy: N/A | Classification: Status | Energy Modifier: 7+2 per action
Description: The mighty Hydreigon's three heads are well known for their unique individuality. Other Pokemon with multiple heads are often quite single-minded, even when the three heads have distinct personalities. Hydreigon's secondary heads, though, are capable of thinking for themselves and having individual thought, though they have no control. What is less well known is that, once upon a time, Hydreigon's ancestors had not three heads, but nine, each representing a different type. History and natural evolution, however, dictated that a creature with nine heads, all with equal control, could not possibly survive as a species, indecisive that it was. It was eventually whittled down to three, with the Dark type head being dominant and overpowering the Fire and Electric typing of the remaining two.

Lennon, due to the intense spiritual training undertaken by the Omega Squadron of Lord Fedora, is able to tap into the dormant energy that his Dark type powers suppressed, which once belonged to his ancestor's other eight heads. By releasing it, he is able to form a semblance of the ancient Hydra, taking in the elements around him. His right arm is engulfed by flames. His left arm glows bright yellow, and sparks with electricity. Sand, dirt, mud, any form of earth nearby forms into a serpent-like neck and head and attaches to his left shoulder. The exception to this is solid stone, which itself rises and joins to the right shoulder as a head of rock. Water, taken from the air if no ready source is available, creates the next head, positioned directly above the right arm. Another head of water forms opposite that, but freezes itself, creating a still-mobile but solid ice head. The seventh head is created from pure energy from the other side, ghostly energy, which creates a translucent purple head and neck below the left arm. The surrounding air moves and forms into a self-contained cyclone, shaped into another head which forms beneath the right arm. It requires significant time and focus to create them all, and so often is only activated in phases.

Effects: When this attack is used, Lennon gains the use of two additional heads. While it is active, Lennon gains access to a physical attack from any of the heads he has active: Fire, Water, Electric, Ground, Rock, Ghost, Flying, or Ice. This attack has 50 BP, 95 accuracy, and is treated as having STAB. Additionally, each head has 10 HP, and can be attacked directly by the opponent. If a head is destroyed, Lennon is no longer able to use its attack. Each head can only be summoned once in a battle. When this mode is active Lennon loses two energy per action.
Usage Gap: Once every three rounds, 4 times total in one battle

Note: While this can be particularly powerful and versatile, notice how costly it is as well.


[Axeface] Haxorus (M)
Ability: Rivalry
Stats: N/A
Signature Move: Blades of the Ancient Warrior-Praesent Laminae
Type: Dragon | Base Power: N/A | Accuracy: N/A | Classification: Status | Energy Modifier: 7+1 per action
Description: In the time before humans, Haxorus were not part of the warrior class; they were the warrior class. Their blades were so powerful, and so sharp, that none could match them in physical battle save another Haxorus. These blades adorned not only their faces, but their arms, legs and tails as well. They were built for battle, true blood knights, always searching for one who could defeat them.

Axeface, due to the intense spiritual training undertaken by the Omega Squadron of Lord Fedora, has the ability to call on that spirit of fire, the ferocious, unstoppable blades of his ancestors which instilled fear into the hearts of all who challenged them. The axe blades on his face glow indigo, engulfed by the light. He raises his hands up to them, on the inside, and presses his wrists against them before pulling away sharply, carrying the energy with him. His tail arcs backwards, and he presses the blades against it as well, copying them onto its end. He does the same for his ankles, and then assumes a ready position. The energy fades away, leaving perfect copies of the axe blades on his face running down the sides of his arms and legs and extending from his tail.

Effects: Lennon loses 2 energy for each action taken while this mode is active. While it is active, Axeface's attack is increased by 2. The moves Protect, Detect, Endure, Quick Guard and Wide Guard have no effect against physical attacks. Any iteration of a Substitute is destroyed instantly by a physical attack regardless of how much damage it would do or how much health the Substitute has left. This mode cannot be ended while Axeface remains in battle.
Usage Gap: Once per battle


[Majesty] Kingdra (F)
Ability: Swift Swim
Stats: N/A
Signature Move: Waters of the Great Dragon: Infernus Maris
Type: Water | Base Power: 150 | Accuracy: 70 | Classification: Special | Energy Modifier: 11
Description: Kingdra's body is a testament to times long past. While the fins on its back are often considered beautiful, and its thin form is a natural streamlining over Seadra, Kingdra's name is not merely for show. In ancient times, before the great war between Groudon and Kyogre, and the War of Kings between Reshiram and Zekrom, Kingdra were known as the Great Dragon of the Sea. Able to reach enormous sizes, with beautiful wings and vibrant horns, able to command the ocean at a whim, the Kingdra of the past were among the most powerful beings alive, although at a distant second to even the least of Legendaries. But then came the Great Wars. The land and sea shrank perpetually, lightning and fire rent the earth apart, and the world plunged into chaos. Only the smaller Pokemon, more easily able to hide from the destruction which raged above, were able to survive, including the weaker form of Kingdra we know today, a subspecies which took thousands of years of aging and survival to reach the size and power of the Great Dragon.

Majesty, due to the intense spiritual training undertaken by the Omega Squadron of Lord Fedora, is able to call upon the ancient powers of her demigod ancestors. Though her own strength and size will likely never reach near that of the Great Dragons, she can still utilize one of their most fearsome powers-perfect command of the oceans themselves. In most Kingdra this manifests itself naturally in the formation of whirlpools, but Majesty can take it even farther. Within the nearest large body of water, a construct will form, taking on the shape of the Great Dragons of old-similar to a Kingdra, but with great wings in place of fins and bearing two large horns on its head in place of the antennae. The construct, once formed, will fly out of the water, and target Majesty's enemy. It then flies forward, charging into the target with incredible force. That same force will also cause most of the water to spray back up into the air, where Majesty's power will create one last effect, forcing the water to come back down at a slow pace as rain.

Effects: This attack can only be used near a large body of water. The weather turns rainy for two rounds after this attack is completed.
Usage Gap: Once per battle.

@Hydreigon: I'm not quite sure how this one works... Is the typing of the attack determined my RNG, or do you say which type it is when you order your moves, or..?

@Other two: Approved! <3 (1/2)
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  #122  
Old 08-02-2011, 05:19 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by 3m0d0ll View Post

@Hydreigon: I'm not quite sure how this one works... Is the typing of the attack determined my RNG, or do you say which type it is when you order your moves, or..?

@Other two: Approved! <3 (1/2)
It's declared when I order the move. I'll alter the wording to reflect that.
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  #123  
Old 08-02-2011, 06:29 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Lord Fedora View Post
In retrospect editing it in to the last post was stupid of me.


[Lennon] Hydreigon (M)
Ability: Hustle
Stats: N/A
Signature Move: Heads of the Hydra-Capita Novem
Type: Dark | BP: N/A | Accuracy: N/A | Classification: Status | Energy Modifier: 7+2 per action
Description: The mighty Hydreigon's three heads are well known for their unique individuality. Other Pokemon with multiple heads are often quite single-minded, even when the three heads have distinct personalities. Hydreigon's secondary heads, though, are capable of thinking for themselves and having individual thought, though they have no control. What is less well known is that, once upon a time, Hydreigon's ancestors had not three heads, but nine, each representing a different type. History and natural evolution, however, dictated that a creature with nine heads, all with equal control, could not possibly survive as a species, indecisive that it was. It was eventually whittled down to three, with the Dark type head being dominant and overpowering the Fire and Electric typing of the remaining two.

Lennon, due to the intense spiritual training undertaken by the Omega Squadron of Lord Fedora, is able to tap into the dormant energy that his Dark type powers suppressed, which once belonged to his ancestor's other eight heads. By releasing it, he is able to form a semblance of the ancient Hydra, taking in the elements around him. His right arm is engulfed by flames. His left arm glows bright yellow, and sparks with electricity. Sand, dirt, mud, any form of earth nearby forms into a serpent-like neck and head and attaches to his left shoulder. The exception to this is solid stone, which itself rises and joins to the right shoulder as a head of rock. Water, taken from the air if no ready source is available, creates the next head, positioned directly above the right arm. Another head of water forms opposite that, but freezes itself, creating a still-mobile but solid ice head. The seventh head is created from pure energy from the other side, ghostly energy, which creates a translucent purple head and neck below the left arm. The surrounding air moves and forms into a self-contained cyclone, shaped into another head which forms beneath the right arm. It requires significant time and focus to create them all, and so often is only activated in phases.

Effects: When this attack is used, Lennon gains the use of two additional heads, specified when the attack is ordered. While it is active, Lennon gains access to a physical attack from any of the heads he has active: Fire, Water, Electric, Ground, Rock, Ghost, Flying, or Ice. This attack has 50 BP, 95 accuracy, and is treated as having STAB. Additionally, each head has 10 HP, and can be attacked directly by the opponent. If a head is destroyed, Lennon is no longer able to use its attack. Each head can only be summoned once in a battle. When this mode is active Lennon loses two energy per action.
Usage Gap: Once every three rounds, 4 times total in one battle

Note: While this can be particularly powerful and versatile, notice how costly it is as well.


[Axeface] Haxorus (M)
Ability: Rivalry
Stats: N/A
Signature Move: Blades of the Ancient Warrior-Praesent Laminae
Type: Dragon | Base Power: N/A | Accuracy: N/A | Classification: Status | Energy Modifier: 7+1 per action
Description: In the time before humans, Haxorus were not part of the warrior class; they were the warrior class. Their blades were so powerful, and so sharp, that none could match them in physical battle save another Haxorus. These blades adorned not only their faces, but their arms, legs and tails as well. They were built for battle, true blood knights, always searching for one who could defeat them.

Axeface, due to the intense spiritual training undertaken by the Omega Squadron of Lord Fedora, has the ability to call on that spirit of fire, the ferocious, unstoppable blades of his ancestors which instilled fear into the hearts of all who challenged them. The axe blades on his face glow indigo, engulfed by the light. He raises his hands up to them, on the inside, and presses his wrists against them before pulling away sharply, carrying the energy with him. His tail arcs backwards, and he presses the blades against it as well, copying them onto its end. He does the same for his ankles, and then assumes a ready position. The energy fades away, leaving perfect copies of the axe blades on his face running down the sides of his arms and legs and extending from his tail.

Effects: Lennon loses 2 energy for each action taken while this mode is active. While it is active, Axeface's attack is increased by 2. The moves Protect, Detect, Endure, Quick Guard and Wide Guard have no effect against physical attacks. Any iteration of a Substitute is destroyed instantly by a physical attack regardless of how much damage it would do or how much health the Substitute has left. This mode cannot be ended while Axeface remains in battle.
Usage Gap: Once per battle


[Majesty] Kingdra (F)
Ability: Swift Swim
Stats: N/A
Signature Move: Waters of the Great Dragon: Infernus Maris
Type: Water | Base Power: 150 | Accuracy: 70 | Classification: Special | Energy Modifier: 11
Description: Kingdra's body is a testament to times long past. While the fins on its back are often considered beautiful, and its thin form is a natural streamlining over Seadra, Kingdra's name is not merely for show. In ancient times, before the great war between Groudon and Kyogre, and the War of Kings between Reshiram and Zekrom, Kingdra were known as the Great Dragon of the Sea. Able to reach enormous sizes, with beautiful wings and vibrant horns, able to command the ocean at a whim, the Kingdra of the past were among the most powerful beings alive, although at a distant second to even the least of Legendaries. But then came the Great Wars. The land and sea shrank perpetually, lightning and fire rent the earth apart, and the world plunged into chaos. Only the smaller Pokemon, more easily able to hide from the destruction which raged above, were able to survive, including the weaker form of Kingdra we know today, a subspecies which took thousands of years of aging and survival to reach the size and power of the Great Dragon.

Majesty, due to the intense spiritual training undertaken by the Omega Squadron of Lord Fedora, is able to call upon the ancient powers of her demigod ancestors. Though her own strength and size will likely never reach near that of the Great Dragons, she can still utilize one of their most fearsome powers-perfect command of the oceans themselves. In most Kingdra this manifests itself naturally in the formation of whirlpools, but Majesty can take it even farther. Within the nearest large body of water, a construct will form, taking on the shape of the Great Dragons of old-similar to a Kingdra, but with great wings in place of fins and bearing two large horns on its head in place of the antennae. The construct, once formed, will fly out of the water, and target Majesty's enemy. It then flies forward, charging into the target with incredible force. That same force will also cause most of the water to spray back up into the air, where Majesty's power will create one last effect, forcing the water to come back down at a slow pace as rain.

Effects: This attack can only be used near a large body of water. The weather turns rainy for two rounds after this attack is completed.
Usage Gap: Once per battle.
Approved. Can't wait to challenge your Gym.
__________________
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If you've a ready mind
Where those of wit and learning

Will always find their kind.
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  #124  
Old 08-02-2011, 06:38 PM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Lord Fedora View Post
It's declared when I order the move. I'll alter the wording to reflect that.
Right, Approved.
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I need a new sig, uhg.
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  #125  
Old 08-08-2011, 06:37 AM
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Default Re: Signature and Tutored Moves


Chila the Shiny Cinccino [F]
Ability: Technician
Signature Move: Clean Sweep
Description: Chila, is well, a Cinccino. They are clean creatures, and Chila in particular, is also clean in another sense: fighting. She likes a fair fight, and anything hindering her opponent, she doesn't like. Therefore, using her wonderful tail power, she beats those hinderances out of her opponent, and the more problems they have, the more it hurts, but they'll be fine afterwards...in some sense. Chila uses her wonderful...cleanly powers to hurt and heal her opponent at the same time...of, well some kind. It seems the utter battering literally knocks the sick out of them, or a slap really does snap them out of it. Sometimes Chila hits so hard that everything comes out at once and it was like nothing happened to her opponent. All the rodent wants in a fair fight after all.

Type: Normal
Base Power: 50
Accuracy: 100
Classification: Physical
Energy Modifier: 6
Effects: Power increases by 1.5 the for each status effect the target has. Status effects of the target are removed after the attack has been used. Critical hit ratio rises when more than 3 status afflictions are stacked on opponent. [Rises as much as 1 Focus Energy would raise a Crit Ratio]
Usage Gap: Every four actions.
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  #126  
Old 08-08-2011, 09:11 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post

Chila the Shiny Cinccino [F]
Ability: Technician
Signature Move: Clean Sweep
Description: Chila, is well, a Cinccino. They are clean creatures, and Chila in particular, is also clean in another sense: fighting. She likes a fair fight, and anything hindering her opponent, she doesn't like. Therefore, using her wonderful tail power, she beats those hinderances out of her opponent, and the more problems they have, the more it hurts, but they'll be fine afterwards...in some sense. Chila uses her wonderful...cleanly powers to hurt and heal her opponent at the same time...of, well some kind. It seems the utter battering literally knocks the sick out of them, or a slap really does snap them out of it. Sometimes Chila hits so hard that everything comes out at once and it was like nothing happened to her opponent. All the rodent wants in a fair fight after all.

Type: Normal
Base Power: 50
Accuracy: 100
Classification: Physical
Energy Modifier: 6
Effects: Power increases by 1.5 the for each status effect the target has. Status effects of the target are removed after the attack has been used. Critical hit ratio rises when more than 3 status afflictions are stacked on opponent. [Rises as much as 1 Focus Energy would raise a Crit Ratio]
Usage Gap: Every four actions.
Seems nice, sensible and feasible. You've got my approval.
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  #127  
Old 08-09-2011, 05:52 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post

Chila the Shiny Cinccino [F]
Ability: Technician
Signature Move: Clean Sweep
Description: Chila, is well, a Cinccino. They are clean creatures, and Chila in particular, is also clean in another sense: fighting. She likes a fair fight, and anything hindering her opponent, she doesn't like. Therefore, using her wonderful tail power, she beats those hinderances out of her opponent, and the more problems they have, the more it hurts, but they'll be fine afterwards...in some sense. Chila uses her wonderful...cleanly powers to hurt and heal her opponent at the same time...of, well some kind. It seems the utter battering literally knocks the sick out of them, or a slap really does snap them out of it. Sometimes Chila hits so hard that everything comes out at once and it was like nothing happened to her opponent. All the rodent wants in a fair fight after all.

Type: Normal
Base Power: 50
Accuracy: 100
Classification: Physical
Energy Modifier: 6
Effects: Power increases by 1.5 the for each status effect the target has. Status effects of the target are removed after the attack has been used. Critical hit ratio rises when more than 3 status afflictions are stacked on opponent. [Rises as much as 1 Focus Energy would raise a Crit Ratio]
Usage Gap: Every four actions.
I need clarification. Let's say Elbub is PRZ and PSN. Does that mean BP is now 51.5?
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  #128  
Old 08-09-2011, 05:59 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Paperfairy View Post
I need clarification. Let's say Elbub is PRZ and PSN. Does that mean BP is now 51.5?
I can see where that needs clarification...*can't believed she forgot an important word in the description*
I mean 1.5 times, so if Elbub had PSN and PRZ, it would be:

50x1.5=75x1.5=112 [rounded down from 112.5]
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  #129  
Old 08-09-2011, 06:06 AM
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Default Re: Signature and Tutored Moves

1) ASB always rolls up. Always. Just a rule of thumb, it's in the ref manual, it's good to know. :P

2) WAAAY to powerful for me, particularly since MOST Pokémon (including the one in question) learn Toxic + Attract.

May I suggest:

BP = (number of statuses on target) * 10
if (number of statuses on target) > 2, then critical hit ratio is raised

Alternatively, you can keep it the way it is, since if either Fedora or 3m0d0ll approve, it'll go through without my approval. Your call.
__________________
Or yet in wise old Ravenclaw
If you've a ready mind
Where those of wit and learning

Will always find their kind.
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  #130  
Old 08-09-2011, 06:24 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Paperfairy View Post
1) ASB always rolls up. Always. Just a rule of thumb, it's in the ref manual, it's good to know. :P

2) WAAAY to powerful for me, particularly since MOST Pokémon (including the one in question) learn Toxic + Attract.

May I suggest:

BP = (number of statuses on target) * 10
if (number of statuses on target) > 2, then critical hit ratio is raised

Alternatively, you can keep it the way it is, since if either Fedora or 3m0d0ll approve, it'll go through without my approval. Your call.
I am debating on lowering the BP on it since I didn't really do the math for the multiplication bit before I posted this. *needs to stop doing things at 3am* As I did it just now I figured that was a bit much.

Though I'll wait to see some input from other officials. I do have some changes in mind however.
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  #131  
Old 08-10-2011, 02:01 AM
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Default Re: Signature and Tutored Moves

I also think that that's way too powerful. My alternative suggestion is to lower the multiplier to 1.2, rather than 1.5. At a glance it's insignificant, but that same two statuses gives it a BP of about 72, a much more reasonable amount.
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  #132  
Old 08-10-2011, 02:36 AM
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Default Re: Signature and Tutored Moves

Changes made in RED

Chila the Shiny Cinccino [F]
Ability: Technician
Signature Move: Clean Sweep
Description: Chila, is well, a Cinccino. They are clean creatures, and Chila in particular, is also clean in another sense: fighting. She likes a fair fight, and anything hindering her opponent, she doesn't like. Therefore, using her wonderful tail power, she beats those hinderances out of her opponent, and the more problems they have, the more it hurts, but they'll be fine afterwards...in some sense. Chila uses her wonderful...cleanly powers to hurt and heal her opponent at the same time...of, well some kind. It seems the utter battering literally knocks the sick out of them, or a slap really does snap them out of it. Sometimes Chila hits so hard that everything comes out at once and it was like nothing happened to her opponent. All the rodent wants in a fair fight after all.

Type: Normal
Base Power: 50
Accuracy: 100
Classification: Physical
Energy Modifier: 6
Effects: Power increases by 1.2 the for each status effect the target has. Status effects of the target are removed after the attack has been used. Target recieves Safeguard like effect for the next 2 rounds. Critical hit ratio rises when more than 3 status afflictions are stacked on opponent. [Rises as much as 1 Focus Energy would raise a Crit Ratio]
Usage Gap: Every four actions.

Sound a bit better?
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  #133  
Old 08-10-2011, 03:02 AM
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Default Re: Signature and Tutored Moves

[-] Chansey, Female.
Ability: Serene Grace.
Signature Move: The Holy Egg
Description: The egg hold by Chansey since she's born stores much pure happiness and her patient's energy. She heals people in Pokemon Center, helping Nurse Joy with her work, taking care the wounded Pokemon, make Chansey really happy and her egg feels the happiness and her pure heart. Everytime a Pokemon or a person is happy when Chansey treats them, the egg gains more power.
Type: Normal | BP: 50 | Accuracy: 50 | Energy Modifier: 6
Classification: Special
Effects: This move hits all foes on the field. The more round has passed, the more accuracy and power this move gains.
For each round passed, the BP & Acc of this move increases by 10. The Max BP is 150 and Max Acc is 100. The move starts to count when Chansey is called to the field and is reseted when she is withdrawn.
Usage Gap: Can be used again when Chansey doesn't receive damage, then reset the turn count.
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Last edited by Foxamivalth; 08-10-2011 at 03:09 AM.
  #134  
Old 08-10-2011, 03:21 AM
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Default Re: Signature and Tutored Moves

Quote:
Originally Posted by Saraibre Ryu View Post
Changes made in RED

Chila the Shiny Cinccino [F]
Ability: Technician
Signature Move: Clean Sweep
Description: Chila, is well, a Cinccino. They are clean creatures, and Chila in particular, is also clean in another sense: fighting. She likes a fair fight, and anything hindering her opponent, she doesn't like. Therefore, using her wonderful tail power, she beats those hinderances out of her opponent, and the more problems they have, the more it hurts, but they'll be fine afterwards...in some sense. Chila uses her wonderful...cleanly powers to hurt and heal her opponent at the same time...of, well some kind. It seems the utter battering literally knocks the sick out of them, or a slap really does snap them out of it. Sometimes Chila hits so hard that everything comes out at once and it was like nothing happened to her opponent. All the rodent wants in a fair fight after all.

Type: Normal
Base Power: 50
Accuracy: 100
Classification: Physical
Energy Modifier: 6
Effects: Power increases by 1.2 the for each status effect the target has. Status effects of the target are removed after the attack has been used. Target recieves Safeguard like effect for the next 2 rounds. Critical hit ratio rises when more than 3 status afflictions are stacked on opponent. [Rises as much as 1 Focus Energy would raise a Crit Ratio]
Usage Gap: Every four actions.

Sound a bit better?
Much better. Approved.

Quote:
Originally Posted by Foxamivalth View Post
[-] Chansey, Female.
Ability: Serene Grace.
Signature Move: The Holy Egg
Description: The egg hold by Chansey since she's born stores much pure happiness and her patient's energy. She heals people in Pokemon Center, helping Nurse Joy with her work, taking care the wounded Pokemon, make Chansey really happy and her egg feels the happiness and her pure heart. Everytime a Pokemon or a person is happy when Chansey treats them, the egg gains more power.
Type: Normal | BP: 50 | Accuracy: 50 | Energy Modifier: 6
Classification: Special
Effects: This move hits all foes on the field. The more round has passed, the more accuracy and power this move gains.
For each round passed, the BP & Acc of this move increases by 10. The Max BP is 150 and Max Acc is 100. The move starts to count when Chansey is called to the field and is reseted when she is withdrawn.
Usage Gap: Can be used again when Chansey doesn't receive damage, then reset the turn count.
I don't quite understand this move. I mean, I get the effect, but I don't quite get the description; how exactly does this move work does Chansey throw the egg? Why does it hit all foes? I'm also not clear on the usage gap, what exactly do you mean "when Chansey doesn't receive damage?"
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  #135  
Old 08-10-2011, 03:30 AM
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Default Re: Signature and Tutored Moves

Chansey lifts her egg up. Her egg floats, shines, and shoots some kind of beam to the foes.

After Chansey uses the move, she can't use this move again if each turn/round, she is hit. But once she is not hit (using Protect or the enemy is not attacking or the enemy's attack misses), she is able to use this move again.

Sorry for my lack of details.
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