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Pokémon Registration Office

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Re: Pokémon Registration Office

Changed 30% to 20%

[Static] Mareep (Male)
Ability: Static
Signature Attribute: Scented Wool

Static has a habit of sleeping in fields. Among the fields he sleeps in, he spends the most time sleeping in a particular field full of plants that have a strong scent. This sickeningly sweet smell is extremely potent, having the ability to hinder and mess with the thoughts of pokemon. A strong enough whiff may even lull a pokemon to sleep. Because Static spends so much time in this field, spores tend to cling to his fleece, causing him to smell like the field. Also, the scent doesn't have much of an effect on Static because of all the time he has spent in the field. Only a small amount clings to his wool, so the scent does not disperse very far.

Effects: Whenever a pokemon makes contact with Static, there is a chance for that pokemon to become confused or asleep. There is a 20% chance of confusion (severity of confusion is based on how strong a whiff a pokemon gets and is left to the discretion of the referee) and 10% chance of sleep. The effects of the scent only come in play when pokemon make contact with Static, and ally pokemon can also be affected. Only one status may be inflicted per instance of contact because any one status inflicted is distracting enough to negate the others. Because spores tend to cover his tail, light doesn't pass through as effectively. Due to this, his flash is less effective and has a 70% accuracy instead of the usual 100%.
 
Re: Pokémon Registration Office

I CAN HAS FRIZARD <3
(why yes, I am impatient)

frizard.gif

[Maržanna] Frizard (Female)
<ice Body>

Freezer Burn
 
Re: Pokémon Registration Office

late pickup! :x

[Mercy] Meowth (f) <Technician>

Didn't realize these weren't approved the first time around.

[Mrs. Fluffy] Swablu (F)
Slowking (M) <Own Tempo>

I'm also going to get this:

Mudkip (M)
AHBF Move: Aqua Jet

Changed 30% to 20%

[Static] Mareep (Male)
Ability: Static
Signature Attribute: Scented Wool

Static has a habit of sleeping in fields. Among the fields he sleeps in, he spends the most time sleeping in a particular field full of plants that have a strong scent. This sickeningly sweet smell is extremely potent, having the ability to hinder and mess with the thoughts of pokemon. A strong enough whiff may even lull a pokemon to sleep. Because Static spends so much time in this field, spores tend to cling to his fleece, causing him to smell like the field. Also, the scent doesn't have much of an effect on Static because of all the time he has spent in the field. Only a small amount clings to his wool, so the scent does not disperse very far.

Effects: Whenever a pokemon makes contact with Static, there is a chance for that pokemon to become confused or asleep. There is a 20% chance of confusion (severity of confusion is based on how strong a whiff a pokemon gets and is left to the discretion of the referee) and 10% chance of sleep. The effects of the scent only come in play when pokemon make contact with Static, and ally pokemon can also be affected. Only one status may be inflicted per instance of contact because any one status inflicted is distracting enough to negate the others. Because spores tend to cover his tail, light doesn't pass through as effectively. Due to this, his flash is less effective and has a 70% accuracy instead of the usual 100%.

I CAN HAS FRIZARD <3
(why yes, I am impatient)

frizard.gif

[Maržanna] Frizard (Female)
<ice Body>

Freezer Burn

Now that I actually can, buying some stuff for myself before I update my profile.

[Torjuana] Torkoal (F)
Ability: White Smoke

[Ankle Biter] Totodile (M)
Ability: Torrent

[Suckern] Sunkern (M)
Ability: Solar Power

All approved.

(hey you guys missed my sig attribute)
 
Re: Pokémon Registration Office

Swapped Swords Dance for Focus Energy.

[Mr Sandman] Drowzee (M)
Ability: Insomnia

Signature Attribute: WVBA World Champion

During his usual routine of eating dreams, Mr Sandman happened to snack on a Tyrogue, who at the time was dreaming about its great ambitions of evolving into a Hitmonchan and becoming the world's greatest Pokémon boxer. Even after the dream was eaten it stayed with Mr Sandman; he liked the look of such a life, and ignoring his stronger psychic abilities, began training his physical techniques in pursuit of his new dream, eventually becoming as musclebound as any Fighting-type his size and a formidable fighter.

Effects: Mr Sandman's type is Fighting/Psychic. The base power of all his physical moves is increased to 1.2x, but all his special moves are reduced to 0.8x.

Movepool Changes:
+ Focus Energy, Arm Thrust, Force Palm, Superpower, Bulk Up, Mach Punch
- Nasty Plot, Future Sight, Skill Swap, Teleport, Calm Mind, Trick Room
Can't see a problem with Focus Energy so approved~
...but my fighting types could beat up your fighting types. :3c

Seems this was skipped a while back, but you can't stop the signal

[Universe] Girafarig (M) Inner Focus

I don't even want to ask what you plan to do with this. Take it and go. ;~;

[Anmi] Vulpix (F)
Flash Fire

bank

Approved.
 
Re: Pokémon Registration Office

OH WAIT MAJOR SIG MOVE OVERSIGHT FIXING TIME.


[Mr Sandman] Drowzee (M)
Ability: Insomnia
Signature Move: Dreamland Express

In accordance with his new Fighting-type alignment and physical capabilities, Mr Sandman prefers a more direct method of putting foes to sleep than just psychic suggestion; namely, punching them until they pass out. However the rather showy way he chooses to do so tends to leave him open should his opponent manage to dodge.

Type: Fighting / Stat: Physical / Base Damage: 5% per hit / Accuracy: 75% per hit / Target: Single / Energy: 12% / Duration: 1 action
Effects: Mr Sandman rushes at his opponent and deals three swift, full-force uppercuts. If all three hit, the target is knocked down and rendered unconscious, causing them to be put to sleep. The first time this happens, the sleep will be mild; the second, it will be moderate, and then every time after that it will be severe. However if all three uppercuts miss or fail due to Protect or Detect, then the opponent will automatically strike back, dealing 6% damage to Mr Sandman. This counterattack will catch him by surprise and knock him out instead, causing sleep that follows the same conditions that would apply for his opponent had all three hits succeeded (mild the first time they all miss, moderate the second, severe every time afterwards). Pokémon that are flying, diving, digging etc. will not be able to strike back, however. The sleep inflicted by this move ignores Mr Sandman's Insomnia ability.
Usage Gap: 3 rounds.
 
Re: Pokémon Registration Office

OH WAIT MAJOR SIG MOVE OVERSIGHT FIXING TIME.


[Mr Sandman] Drowzee (M)
Ability: Insomnia
Signature Move: Dreamland Express

In accordance with his new Fighting-type alignment and physical capabilities, Mr Sandman prefers a more direct method of putting foes to sleep than just psychic suggestion; namely, punching them until they pass out. However the rather showy way he chooses to do so tends to leave him open should his opponent manage to dodge.

Type: Fighting / Stat: Physical / Base Damage: 5% per hit / Accuracy: 75% per hit / Target: Single / Energy: 12% / Duration: 1 action
Effects: Mr Sandman rushes at his opponent and deals three swift, full-force uppercuts. If all three hit, the target is knocked down and rendered unconscious, causing them to be put to sleep. The first time this happens, the sleep will be mild; the second, it will be moderate, and then every time after that it will be severe. However if all three uppercuts miss or fail due to Protect or Detect, then the opponent will automatically strike back, dealing 6% damage to Mr Sandman. This counterattack will catch him by surprise and knock him out instead, causing sleep that follows the same conditions that would apply for his opponent had all three hits succeeded (mild the first time they all miss, moderate the second, severe every time afterwards). Pokémon that are flying, diving, digging etc. will not be able to strike back, however. The sleep inflicted by this move ignores Mr Sandman's Insomnia ability.
Usage Gap: 3 rounds.

OH WAIT MAJOR SIG MOVE APPROVAL FAIL FIXING TIME
Approved.
 
Re: Pokémon Registration Office

[Paranoid Arachnoid] spinarak (F) <Insomnia>
Signature Attribute: Acute Paranoia

Quite fittingly, Paranoid Arachnoid lives a life of fear. She's a tiny bug in a world full of things that are out to stomp on her or burn her or, worst of all, eat her. So naturally she's developed a case of paranoia and the quick reflexes to go with them.

She's learned to find places to hide where you'd never expect. Spinarak are small, but not that small - and still, she finds a way. She camouflages herself, or climbs up a tree, or hides under something, anything to make herself invisible or just plain get away. To not be noticed and not be stepped on.

Effects: Paranoid Arachnoid will always enter battles unseen - that is, she will immediately hide herself somewhere unnoticeable. She also gains a +1 boost to her evasiveness; this stacks as normal and can be rid of in the normal ways (haze, sweet scent, etc.).

and

Signature Move: Hallucinatory Mania

Arachnoid's paranoia stems a bit deeper than the average. Her paranoia often drowns out her better judgement or even her ability to see things clearly. What she knows to be true and what she sees are two different things; her mind is in a constant battle with itself, and she often doesn't know which side is right. How do you know when what you see isn't what's really there?

Sometimes she gets overwhelmed. It's too much, constantly trying to figure out what's real and what isn't. Usually this is brought on by a trigger - something that upsets her beyond the usual - and at that point she's too far to bring back.

The world blurs, like a Picasso painting come to life, the shapes twisting and shifting ceaselessly. Noises are either so loud they're screaming or completely silent.

The question is, what's real and what isn't?

Although the opponent pokemon can't see it - or can they? - the hallucinatory world does impact them. The random things that appear in the hallucination might hurt them, or whisper advice, or cause alterations to the battle field. It acts like a shifting painting, where things are constantly appearing and disappearing for no apparent reason other than the person painting it is insane.

What definitely happens, though, is that Arachnoid falls under Swagger-like effects. She falls under deep confusion, but due to her comfort level with the hallucination - it is hers, after all - she gains a boost to her speed (+1) and evasiveness (+1). These boosts do not fade in correlation to the end of Hallucinatory Mania.

Although this acts similar to a weather condition, it isn't, and cannot be changed by the use of an actual weather condition. If one such is used, Rain Dance for example, it will simply be implemented in the hallucination.

Psychic / Other / Base Damage 0% / 95% / Self / 8% / Until confusion fades
Confuses Paranoid Arachnoid and raises speed (+1) and evasiveness (+1). Put the battle into a hallucinatory state (only occasionally visible to pokemon not including Paranoid Arachnoid) which has varying randomized affects.

Things that might happen include:
5% - A hole appearing in the arena floor, of varying size (roll to choose size, 1 (small) to 100 (large)).
5% - Faeries appearing and whispering advice to either pokemon, advice which is contradictory to that which their trainer gave. This will cause the pokemon to hit themselves out of confusion on that action, but there is no lasting confusion status (unless the pokemon was previously confused).
5% - Either pokemon becomes lightly burned.
5% - Either pokemon becomes slightly confused.
5% - Either pokemon is healed of any status conditions they might have, not including confusion.

Once per battle

annnnd

[Muzencab] beedrill (M)
Signature Attribute: Hyper Awareness

No detail escapes the notice of Muzencab. With only a brief glance, he can deduce intimate accurate information about an individual. With Hyper Awareness, he can know how many people or pokemon are in the area, what they are doing, which ones are important to the battle and what would be the best exit without attracting attention.

Or, what would be the best point on a pokemon's body to strike.

For example: during a heated battle he can notice a pokemon's weak spot - whatever it may be, and it doesn't have to be species-specific, although he has an intimate knowledge of most species' individual weak spots (not just types, but weaker areas). He figures out an individuals actual weaker spots by observation; those areas they protect more when getting struck, the areas that cause a sharper wince, etc.

This also allows him to spot when his opponent is going to move and exactly where they are moving; allowing him quicker reaction time. Thanks to his excellent maneuverability, his Hyper Awareness allows him extra time to dodge.

Effects: Muzencab starts out with a focus energy status that never goes away. This can be added to with the effects of an actual focus energy, but the effects of manually increasing his critical hit rate would fade as normal. In effect this acts like the Super Luck ability. As well, his evasiveness is increased by +1, and this does not fade. It stacks as normal, however, meaning his evasiveness is capped at +6 and it can be lowered manually with moves such as sweet scent.
 
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Re: Pokémon Registration Office

DROPPING IN QUICK just finished sig attribute updating for Anna and a new sig move for her will check stuff I missed when I'm back.


Ammy.png

[Anastasia] 'Lucario' [♀]
<Inner Focus>

~Signature Attribute~
-Fight Stance-


At birth, Anastasia's would-be dominant arm was malformed by way of a defect and had to be removed - and although modern-day prosthetics were available to compensate, she refused to use one. Given her lifestyle, this normally would come as a major handicap if she were unable to adapt - but as it goes, from adversity came adaptability in spades.
With only one arm remaining, Anna developed a style focused entirely on kicks - and although she loses the capability for some moves, she is adept at using numerous traditionally hand-strikes with her feet instead. Most of these moves she refers to properly with a 'Kick' suffix (Such as Ice Punch -> Ice Kick) though in the end the names are merely a cosmetic tweak.

What gives Anna an edge, however, is her ability to swap between multiple fighting stances to better suit her situation - she has continually challenged herself to keep up with-and excel above the average fighter, and developed over time for herself multiple stances which can immediately attune her body to a new fighting style. Doing so mid-combat can be risky, however, and if attacked she must take a moment to collect herself, better countering her opponent on the fly.
The stances she can currently use effectively are as follows:

'Kyorugi Joombi': ('Fighting Stance') - The basic stance, named after its counterpart in the TaeKwonDo discipline. This stance is the default Anastasia will take at the start of a match unless commanded otherwise, and imparts no modifiers. Any stat modifiers not granted by another stance carry over between stance changes.

Makgi: ('Block / Blockstance') A low, sturdy stance which focuses on absorbing damage instead of dealing it. It is, however, physically exerting to continuously block strikes as such, and her own counter-attacks will be far weaker than in a more offensive stance.
Sets Defence and Special Defence at +3, sets Attack and Special Attack at -3 (in addition to any existing modifiers, up to +/-6). Attacks striking Amaturasu will cost her energy equal to 1/4 the total damage.

Chagi: ('Kick / Kickstance') - An offensive stance which places emphasis on dealing damage and adjusts weight ratio to better deliver heavier blows. Of course, this has the cost of causing moves to become more physically exerting, as well as leaving her more open to counter-hits.
Grants a 1.5x damage modifier to Kicking moves. All moves (Damage-mod affected or not) will take 3% more energy. Sets Defence and Special Defence at -3 (in addition to any existing modifiers, up to -6).
Moves Affected: 'Force Kick', Low Kick, High Jump Kick, 'Focus Kick', Brick Break, 'Shadow Kick', 'Drain Kick', 'Ice Kick', 'Thunderkick', Blaze Kick, Close Combat.


Effects: Allows Anastasia to change fighting stances mid-fight to alter her style. Effects of each style are listed above. Switching costs 3% energy.
- Swapping styles does not take a full action to complete if Anastasia is not attacked the action she swaps. If she is attacked, that entire action is used as a 'Swap' action and costs an additional 2% energy.
- Changes made by styles are applied with 'switch priority' and so will always be applied BEFORE the action starts. For instance, if Anna switches to her kick stance the same action an opponent uses Quick Attack, she will still receive the -3 Defence penalty in defending against it.
- The move Sucker Punch affects stance swaps, and thus if used will disrupt and invoke the swap penalty.

Moveset Alterations:
- Cross Chop, Bullet Punch, Sky Uppercut, Fury Cutter, Dig



Pretty much just adds a stance and adds some clarification and cleanup.

AND THEN.



~Signature Move~
-Chain Combo-


With her exceptional skill and training, Anna has turned her fighting style into something of an art form - effortlessly weaving her attacks together in a choreographed flair and keeping pressure on her opponent. On its own, the combo kick is little more than a weak, flourished sweep - its power comes from using it as an immediate follow-up to other moves, performing 'Finishing Blows' with a variety of styles and effects, depending on the perquisite move. It is used in the same fashion as any other 'combo move' (such as Force Kick + Chain Combo ~ Move), however its effects will be different depending on what it is linked with, as follows;

Vital Strike - Force Kick
Following up Force Kick's precise, sometimes crippling strike, Anna will use the opportunity to deliver a crushing blow to her opponent's stomach (or stomach analogue), with the intent on knocking the wind out of them and causing adverse effects which will make it difficult for them to continue the fight.
Deals its base power in both health and energy damage, 50% chance of moderate confusion.
Type: Fighting / Stat: Physical / Base Damage: 60 / Accuracy: 100% / Target: Single Opponent / Energy: 8%

Rolling Kick - High Jump Kick
By using the momentum gained from the previous jump kick, Anna will enter into a roll, following her opponent's movement, and deliver a powerful follow-up spring kick. This move cannot miss if High Jump Kick connected, however it will fail if it did not.
Type: Fighting / Stat: Physical / Base Damage: 120 / Accuracy: 100% / Target: Single Opponent / Energy: 8%

Crush Drop - Brick Break
Following up the crushing power of Brick Break, Anna will deliver a second, bone-shattering heel drop, causing tremendous internal damage and possibly crippling her opponent for the remainder of the match. 50% chance of severe paralysis.
Type: Fighting / Stat: Physical / Base Damage: 75 / Accuracy: 100% / Target: Single Opponent / Energy: 8%



Element Breaker - Elemental Kicks
Many Pokémon have access to the elemental strikes, allowing them to gather energy taking on various forms - even those not aligned with their own type. However, after such a strike, most simply allow the energy to dissipate - when chained into a Breaker attack, Anna will not only keep the gathered energy, but charge it further. When released, it will violently explode outwards, engulfing Anna, her target, and any unfortunate others within a rough 5-metre radius.
Unfortunately gathering so much energy is straining, and furthermore, Anna herself receives some blowback from setting off such blasts of energy at melee range.

All Breakers cost 10% energy to use. Anna receives 1/4 the damage dealt as recoil. Any other Pokémon within range (friend or foe regardless) is also struck at 3/4 the original power, but is not prone to any added effects.

Inferno - Blaze Kick
A blistering ball of superheated air which goes off like a small bomb, scorches anything in range, and may knock back small targets. Has a 10% chance to Flinch.
Type: Fire / Stat: Special / Base Damage: 100 / Accuracy: 100% / Target: Single Opponent + 5 Metre Explosion / Energy: 10%

Flashfrost - Ice Kick
By releasing the cluster of cryogenically-charged particles used to gather together a significant Ice-typed strike, any moisture within a small radius can be flash-frozen, creating a sphere of sheer, dry cold, inflicting significant pain and sprinkling the ground with a dusting of 'snow'. There may also be kickback when the warmer air begins to equalise with the supercooled bubble. Has a 100% chance to lower opponent's speed 1 stage.
Type: Ice / Stat: Special / Base Damage: 100 / Accuracy: 100% / Target: Single Opponent + 5 Metre Explosion / Energy: 10%

Thunder Break - Thunderkick
In a similar manner to the move Discharge, Thunder Break is a quick discharge of electrically charged particles which expand at light speed with a tremendous crackling boom. Within its effective range, this move is unavoidable.
Type: Electric / Stat: Special / Base Damage: 100 / Accuracy: Always Hits / Target: Single Opponent + 5 Metre Explosion / Energy: 10%

Spirit Burst - Shadow Kick
A powerful spiritual vortex, Spirit Burst calls forth a packet of ethereal energy to expand and consume a small bubble of the physical realm briefly, blacking out vision and assaulting both body and soul. This move pierces Protect/Detect and does damage regardless.
Type: Ghost / Stat: Special / Base Damage: 100 / Accuracy: 100% / Target: Single Opponent + 5 Metre Explosion / Energy: 10%

Aura Storm - Close Combat
The ultimate finisher, upon getting in close and pummelling her target at the cost of her own safety, Anna can quickly and violently release her imbued aura in an all-consuming, whirling storm of aura energy. Doing so has tremendous kickback - but few can resist such an attack.
Anna receives 1/2 damage dealt as recoil.
Type: Fighting / Stat: Special / Base Damage: 150 / Accuracy: 100% / Target: Single Opponent + 8 Metre Explosion / Energy: 20%



Type: Fighting / Stat: Physical / Base Damage: 30 / Accuracy: 100% / Target: Single Opponent / Energy: 5% / Duration: N/A


-Effects
Although significantly weak on its own, when chained after certain moves, it will become a variety of devastating new attacks. Chaining works the same way as any other combo (I.E. Force Kick + Chain Combo ~ Move) and uses up two turns to execute, however each move is executed one after another immediately, and the effects are calculated as two separate moves. Each move's individual statistics override the base when executed.

Usage Gap: 3 Rounds​
 
Re: Pokémon Registration Office

Evolution time.

Houndour
[Angel] Houndour (M)
Ability: Flash Fire
One
Two

Three
|
|
V
Houndoom
[Angel] Houndoom (M)
Ability: Flash Fire


Growlithe
[Donna] Growlithe (F)
Ability: Intimidate
Item: Fire Stone
One
|
|
V
Arcanine
[Donna] Arcanine (F)
Ability: Intimidate
 
Re: Pokémon Registration Office

[Envy] Ditto (X) Limber
Links: Obtained

Signature Attribute: Supermassive True Form

Envy's not like the other ditto. Oh, sure, it can transform along with the best of them, creating an almost-perfect copy of another pokémon with all of their moves and special powers available to it, but still, there are some things that are just odd. Like the much-deeper-than-normal footprints it tends to make when running, or the deep craters from when a jigglypuff falls. It avoids taking the form of flyers and swimmers, and it is far from fond of fragile ground and rickety bridges.

See, Envy wasn't always a ditto. Not until it was consumed by self-hatred and a burning desire to look like something else, and gave up everything it had in exchange for the ability to transform. It had a different default form, once, a true form that was too ugly for it to assume, but more importantly to everyone but itself, it was huge. Heavy. And, while Envy is secretly too ashamed to show anyone what it truly looks like (especially when it can look cute and pink like it normally does), its inability to completely violate the Law of Conservation of Mass (there is no such thing as conservation of energy in the pokémon world) means it can't just shed the excess when it transforms.

Effects: No matter what pokémon or form Envy assumes, its weight is always treated as 1000 kg. Besides the usual effects of being so heavy, the extra weight allows Envy to throw extra power behind its attacks, as well as resist being moved by an opponent's physical attacks. Therefore, all physical contact moves Envy performs will be boosted by +3, and it has an inherent defence boost of +2.

Unfortunately, while Envy can usually avoid plunging through the ground when standing on tiny legs, most pokémon bodies are most definitely not made to carry around 1000 kg of mass, even with every internal modification Envy can manage. Envy moves very much like it is always under the effects of gravity; it cannot fly or levitate under nearly any circumstances, and moves requiring jumping or otherwise leaving the ground cost 1.5x energy. Furthermore, due to its slow reflexes and graceless movements, attacks used against it have an accuracy boost of +2, and every action requiring physical movement costs an additional 1% energy.

[Wrath] Natu (M) Synchronize
Links: Obtained

Signature Attribute: Ultimate Eye

Ever since he was just a chick, Wrath was trained to fight and to serve his trainer loyally, under the watchful eye of a gold-beaked xatu. He learned how to react to moves and take advantage of openings, and he learned ruthlessness and cold-blooded murder. So, while he would later be made to drink the vitreous fluid mixed with the blood of an ancient xatu to rise above and beyond the other natu, all of his reflexes and abilities are his own.

As pokémon are wont to do, Wrath was chosen to receive the "gift" of the ancient xatu by defeating all of the other natu in a tournament. He then underwent the painful process of having his body ripped apart and his eye rotting out to accommodate the growth of a new eye, one with a unique marking and unusual pupil. With this eye, he found, he could naturally see into the future, and while he didn't see nearly as far as the legendary xatu allegedly did, he could easily turn this to his advantage.

Effects: With one eye, Wrath can see mere seconds into the future at all times, which allows him to see the effects of actions an opponent has already started to take. But this means he can react that much quicker, whether the opponent is trying to dodge his attacks or strike him themselves. Effectively, Wrath is treated as though his evasion and accuracy are one level higher than normal by default. Evasion and accuracy treat this as the zero-point, so evasion can range from -5 to +7 and accuracy can range from -5 to +1.
 
Re: Pokémon Registration Office

Let's get some sig attributes, shall we?

[Esperanza] Ledyba F (Early Bird)
Sig Attribute: Pugilist Ladybug

Esperanza is a fighting spirit. At a young age, she happened to witness a Hitmonchan fighting a Linoone. Wowed by the boxer's incredible strength, Esperanza asked him if he would give her lessons. Hitmonchan, being a kindly fellow, agreed and trained the young fighter in the art of boxing.

As a result, she began to stop using her wings and focus on swiftly attacking her enemies.

Effects:

Esperanza's ability is Iron Fist. She loses the flying-type and becomes a bug/fighting type instead. Her attack and sp. attack stats are reversed, so her attack is 40 and her special is 20. She gains and loses the following moves:

+ Shadow Punch, Hammer Arm, Bullet Punch, Sky Uppercut, Bulk Up
- Barrier, Reflect, Light Screen, Silver Wind, Solarbeam, Dig
 
Re: Pokémon Registration Office

First Registration - 45$

sprite.php
(female) - 5$
name: Cotton
trait: Natural Cure (Cloud Nine if possible)

Swinub(P)Sprite.png
(male) - 7$
name: Coat
trait: Snow Cloak (Thick Fat if possible)

353.png
(female) -7$
name: Ombre
trait: Insomnia

303.png
(female) - 25$
name: Snow
trait: Intimidate (Sheer Force/Encourage if possible)

5$ + 7$ + 7$ + 25$ = 44$

Which leave me with a whopping 1$ to spare. Yippee.
 
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