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Pokémon Registration Office

Re: Pokémon Registration Office

Ralts
[Good Sir] Ralts (M)
Ability: Synchronize

Signature Move: Da Lecture

Good Sir has always been sophisticated, as seen when he debates with Flaress over serious matters. Over the course of these discussions, the Ralts has gained vast knowledge of certain topics, and the thing certainly loves to share his knowledge with others. He will often go off in his own world, speaking of these matters. However, at the ends of them, Good Sir finds that all around him have fallen asleep or became extremely confused. He shrugs it off, knowing they are unworthy of his wisdom. However, if someone dares to interrupt his lecture, the Ralts will become irate, raising the power of any hostile acts.

Psychic / Status / 0% / 100% / Field / 7% / One Action

All Pokemon within the battle have a 50/50 chance of either being put to sleep or becoming confused. If inflicted with an attack that uses noise before speaking, Good Sir gains a +1 boost in both Attack and Sp. Attack.
It is not physical contact, a punch move, grounded by Gravity, defrosts when used, reflected by Mirror Coat, blocked by Detect, or copyable by Mirror Move.
It is Snatchable, a Sound-Type, and blocked by Protect.

Once per battle.
 
Re: Pokémon Registration Office

Pokemon: Vince
Species: Drilbur
Gender: Male
Signature Attribute: Earthsensing

Drilbur, when underground, rely on their ability to understand the ground. Vince was one of the few that grew up in a highly earthquake-prone region, and learned to react to the tiniest shift in the earth. A few training sessions were all that were required to adapt this for battle.

Effect: Because he can predict earthquakes, Vince will be able to partially avoid one, halving the damage he takes from the move Earthquake. Also, he is able to predict where an earthquake would have the most effect, increasing the power of his own Earthquake move by 1.3 times. However, all other Ground-type moves will be 'unpredictable' to him, giving them 0.7 of their usual accuracy when used by him, and when used against him will will deal 1.5x their normal damage.
 
Re: Pokémon Registration Office

I tried to make the moves gained and lost be sort of equivalent, but some are a little off. Hopefully this is better.

[Gelio] Ralts F (Trace)
Signature Attribute – Aikido


There are two unique things about Gelio. One is that she always wears a kimino, for some odd reason. That one doesn't do anything. The other is that she has always wanted to be a Gallade. When she was young, she dreamed of growing up and evolving into one. Then, one day, someone told her that only male Ralts could become Gallade. She rebelled against Gamefreak's Mother Nature's blatant gender discrimination and learned Aikido by watching fighting-type pokemon. She also learned a few other tricks, mostly ones that involved something she could replicate with her psychic powers, since she doesn't have the strength to actually punch or kick hard. Unfortunately, as a result of spending so much time learning fighting-type moves, she doesn't actually know much about the powers of psychic-type pokemon, and isn't as adept at manipulating the very fabric of reality and telling the laws of physics to sit down and shut up as well as others of her kind are.

Gelio gains access to the moves Aura Sphere, Circle Throw, Counter, Detect, Drain Punch, Focus Blast, Force Palm, Reversal, Seismic Toss, Storm Throw, Vacuum Wave, Vital Throw, and Work Up, but loses access to the moves Shock Wave, Confusion, Magic Coat, Disable, Dream Eater, Psychic, Zen Headbutt, Stored Power, Psyshock, Shadow Ball, Thunderbolt, and Calm Mind.

Approved.

CorsolaSprite.png

Moonflower (f)
<Hustle>

Signature Attribute: Zooplankton Gardening


Moonflower grew up in a very special type of water. Actually, instead of living on a coral reef like most other Corsola, she was born in a very clear lake on top of a mountain. The result of this is that plants could develop quite faster than in salty water. And everybody knows Corsola are very sensitive to any kind of plant invasion. To defend against this, Moonflower’s family acquired (after few centuries of adaptation) a very unique trait: they became the host of a tiny parasitic zooplankton. These organisms developed in a way they could entirely absorb vegetal cells nearby, and thus found in Corsola’s heavily targeted body a great place to call home. So small they are invisible to the naked eye, they built up colonies on Moonflower’s branches so they could absorb and eat up the plants or grass type energy she received. Since the parasites don’t cover Moonflower’s entire body, they can’t absorb all the attack, but they can surely weaken them enough for her to tolerate the blow. Since they filled Moonflower’s porous exoskeleton, they connected to her nervous system, and can use the extra energy from powerful grass-type blows to send invigorating pulses to her. However, the zooplanktons need energy to live, and as any parasite they take the energy from their host. Additionally, zooplanktons have much more difficulty to survive in very dry environments, meaning they will need even more energy.


Effects: Moonflower takes damage from grass-type attacks as she was only one time weak to them. Additionally, when hit by one exceeding 79 in power, there is a 30% chance the zooplanktons will send a nervous pulse, raising her Speed and Accuracy by one level, or waking her up if she is asleep. Spores and seeds can’t penetrate in Moonflower’s body, meaning that Cotton Spore, Leech Seed, Sleep Powder, Spore, Stun Spore and Worry Seed won’t work on Moonflower. However, beneficial effects of plants won’t affect her either, meaning Aromatherapy won’t heal her from status and if she ever receives Cotton Guard from an ally using Baton Pass, its effect will fade. Also, if Moonflower were to hold a berry, it would be consumed without its effect kicking in. Finally, the zooplankton will absorb 4% energy from Moonflower per round in normal conditions, and 6% if in a very dry environment (read: desert) or when Sunny Day is in effect.

-----

309-frame1.png

Voltari – Electrike (m)
<Lightningrod>

Signature Attribute: From the Wild

Voltari, unlike most other Electrike who were raised by humans or close to cities, comes from the Wild (with a big W). No one really knows where it is exactly and how he grew up, but what is known is that he grew up completely away from any civilization, and the most eminent scientists of Asber think that his family lived for generations completely cut from the rest of the world. This theory is supported by the fact that Voltari is very different from other Electrike, physically-wise. He has a much stronger dentition, with longer canines and a superior jaw power. Since the Wild is very dangerous, communication with others is the key to survival, and Voltari’s pack has adapted to the situation by developing a more complex and strong communication system, using more powerful and efficient cries. However, since Voltari didn’t get used to any sort of technology since his birth, he can’t utilize man-made items to help him in battle. Also, he is very distrustful to all humans but his trainer, and even then, his wild nature might take over his confidence in his trainer and make him ignore commands to simply attack the opposing battler.

Effects: Voltari has a superior biting force, giving each of his biting moves (Bite, Crunch, Fire Fang, Ice Fang and Thunder Fang) a 1.25 multiplier before all calculations. Also, he is very adept at communicating through various sounds, giving Howl and Snarl twice the effect (two-stages modifier instead of a one-stage modifier). However, Voltari is unable to use man-made items, but still able to use berries and items that just have to be hold (ex: Scope Lens or Choice Band will have no effect, but Lum Berry and Reaper Cloth, which only affects appearance, will work). Moreover, there is a 5% chance each action that Voltari will ignore his trainer’s commands to use a random damaging move on an opponent.

Approved.

Wow, completely forgot Blueblade's back story, just shows where my head is. I actually posted this yesterday, but I guess technical errors deleted it..somehow.

Anyhow, hopefully they're fixed.

[Skywing] Starly (m)
Ability: Keen Eye
Signature Move: Vacuum Pump

Skywing spent many years under the care of Fire Fighter Dave, of the Johto region. This man, unlike traditional fire fighters, forsook Water Pokemon (water actually being a very inefficient way of putting out fires) and instead worked with Flying Pokemon.

Learning that fires need Oxygen to burn, and thus could not exist in a vacuum, Dave taught a variety of Flying Pokémon a very dangerous and controversial move; Vacuum Pump. By flapping their wings at incredible speed, these Flying Pokémon could literally suck the air from a fire, killing it instantly. This move, however, was greatly taxing on the Pokémon, using it actually put them in pain and exhausted them greatly.*

Dave was forced to release his Pokémon under grounds of cruelty, but Skywing never forgot the move. He knows how effective it is in battle, because not only can he defeat all forms of fire attacks with this move, but by removing the oxygen from a foe's Pokémon's immediate area, it becomes much harder for them to attack, or even move.*

Type:Flying
Stat:This move deals no damage.
Base Damage:This move deals no damage.
Accuracy:100%
Target:One Pokemon (or many, if they are close together).
Energy:35%
Duration:One attack (which's effects last five turns).
Effects:Vacuum Pump nullifies any Special fire moves that are used against Skywing immediately before the move is used. It also greatly increases the energy the target must use for five turns, doubling the amount. This move costs Skywing 30% energy. Because of the great strain this move has, Skywing looses 5% health.
Use Gap:This move cannot be used twice in one battle.

Blueblade is a Royal Piplup, heir to the Artica throne. Part of why he is travelling with Coroxn is because he is training to be a strong warrior, so that he may lead his people with courage, valor and wisdom upon his father's passing. Because of his Royal anscestry, Blueblade has access to a rather special move.

As law in Artica states, anyone who succeeds in assassinating a Royal can take their place on the throne. The reason why Blueblade's bloodline have been reighning successfully for three centuries is not for a lack of assassins, but for a move they created: Water Wall. Using their natural control of waters, the Royals create a wall of water, taken from the moisture in the air, to be a physical barrier between the Royal and the attacker-or the attacker's weapon.

Blueblade has excelled in this technique. Unfortunately, there is considerably less moisture in the air in most climates, and he must be within a metric meter (three feet) of a body of water to pull it off, unless he is in a polar region, where it can be used anytime.

[Blueblade] Piplup (m)
Ability: Torrent
Signature Move: Water Wall
Type:Water
Stat/Base Damage:This move deals no damage.
Accuracy:---
Target:Self-possibly team mates.
Energy:20%
Duration:Five turns
Effects: Blueblade (and any team mate within three feet of the body of water) are protected by the Water Wall. Thus, they gain a Defense and Special Defense bonus of +2. However, the wall reduces their Attack and Special Attack by -1. In polar regions, this move can be used anywhere, regardless of nearby water. In this case, any teammate within three feet of Blueblade will be protected (and hindered) also.

Both approved.

Ralts
[Good Sir] Ralts (M)
Ability: Synchronize

Signature Move: Da Lecture

Good Sir has always been sophisticated, as seen when he debates with Flaress over serious matters. Over the course of these discussions, the Ralts has gained vast knowledge of certain topics, and the thing certainly loves to share his knowledge with others. He will often go off in his own world, speaking of these matters. However, at the ends of them, Good Sir finds that all around him have fallen asleep or became extremely confused. He shrugs it off, knowing they are unworthy of his wisdom. However, if someone dares to interrupt his lecture, the Ralts will become irate, raising the power of any hostile acts.

Psychic / Status / 0% / 100% / Field / 7% / One Action

All Pokemon within the battle have a 50/50 chance of either being put to sleep or becoming confused. If inflicted with an attack that uses noise before speaking, Good Sir gains a +1 boost in both Attack and Sp. Attack.
It is not physical contact, a punch move, grounded by Gravity, defrosts when used, reflected by Mirror Coat, blocked by Detect, or copyable by Mirror Move.
It is Snatchable, a Sound-Type, and blocked by Protect.

Once per battle.

Is this attack meant to affect Good Sir as well? I assume not, so you may want to rephrase the "all Pokémon within the battle" part. Otherwise fine.

Pokemon: Vince
Species: Drilbur
Gender: Male
Signature Attribute: Earthsensing

Drilbur, when underground, rely on their ability to understand the ground. Vince was one of the few that grew up in a highly earthquake-prone region, and learned to react to the tiniest shift in the earth. A few training sessions were all that were required to adapt this for battle.

Effect: Because he can predict earthquakes, Vince will be able to partially avoid one, halving the damage he takes from the move Earthquake. Also, he is able to predict where an earthquake would have the most effect, increasing the power of his own Earthquake move by 1.3 times. However, all other Ground-type moves will be 'unpredictable' to him, giving them 0.7 of their usual accuracy when used by him, and when used against him will will deal 1.5x their normal damage.

Why would other Ground-type moves being unpredictable to Vince affect how accurate his attacks are on others? And if he can sense "the tiniest shift in the Earth", why can he only sense Earthquakes?
 
Re: Pokémon Registration Office

[Good Sir] Ralts (M)
Ability: Synchronize

Signature Move: Da Lecture

Good Sir has always been sophisticated, as seen when he debates with Flaress over serious matters. Over the course of these discussions, the Ralts has gained vast knowledge of certain topics, and the thing certainly loves to share his knowledge with others. He will often go off in his own world, speaking of these matters. However, at the ends of them, Good Sir finds that all around him have fallen asleep or became extremely confused. He shrugs it off, knowing they are unworthy of his wisdom. However, if someone dares to interrupt his lecture, the Ralts will become irate, raising the power of any hostile acts.

Psychic / Status / 0% / 100% / Field / 7% / One Action

All Pokemon within the battle besides Good Sir himself have a 50/50 chance of either being put to sleep or becoming confused. If inflicted with an attack that uses noise before speaking, Good Sir gains a +1 boost in both Attack and Sp. Attack.
It is not physical contact, a punch move, grounded by Gravity, defrosts when used, reflected by Mirror Coat, blocked by Detect, or copyable by Mirror Move.
It is Snatchable, a Sound-Type, and blocked by Protect.

Once per battle.
 
Re: Pokémon Registration Office

Ralts
[Good Sir] Ralts (M)
Ability: Synchronize

Signature Move: Da Lecture

Good Sir has always been sophisticated, as seen when he debates with Flaress over serious matters. Over the course of these discussions, the Ralts has gained vast knowledge of certain topics, and the thing certainly loves to share his knowledge with others. He will often go off in his own world, speaking of these matters. However, at the ends of them, Good Sir finds that all around him have fallen asleep or became extremely confused. He shrugs it off, knowing they are unworthy of his wisdom. However, if someone dares to interrupt his lecture, the Ralts will become irate, raising the power of any hostile acts.

Psychic / Status / 0% / 100% / Field / 7% / One Action

All Pokemon within the battle besides Good Sir himself have a 50/50 chance of either being put to sleep or becoming confused. If inflicted with an attack that uses noise before speaking, Good Sir gains a +1 boost in both Attack and Sp. Attack.
It is not physical contact, a punch move, grounded by Gravity, defrosts when used, reflected by Mirror Coat, blocked by Detect, or copyable by Mirror Move.
It is Snatchable, a Sound-Type, and blocked by Protect.

Once per battle.
 
Re: Pokémon Registration Office

Are these changes okay? I tried to have it make more sense.
Pokemon: Vince
Species: Drilbur
Gender: Male
Signature Attribute: Earthsensing

Drilbur, when underground, rely on their ability to understand the ground. Vince was one of the few that grew up in a highly earthquake-prone region, and learned to react to the tiniest shift in the earth. A few training sessions were all that were required to adapt this for battle. Unfortunately, he spent a little too much time training to react to Earthquakes, and doesn't fully understand other Ground-type moves, making it harder for him to aim them-or react to them, since his defense and attack strategies are adapted to Earthquakes and nothing else. He adapts to other types slightly better, since they work differently to Ground-type moves.

Effect: Because he can predict earthquakes, Vince will be able to partially avoid one, halving the damage he takes from the move Earthquake. Also, he is able to predict where an earthquake would have the most effect, increasing the power of his own Earthquake move by 1.3 times. However, all other Ground-type moves will be 'unpredictable' to him, giving them 0.7 of their usual accuracy when used by him, and when used against him will will deal 1.5x their normal damage. When he uses other moves, they will deal 0.8x the damage, and will deal 1.2x the damage to him.
 
Re: Pokémon Registration Office

Are these changes okay? I tried to have it make more sense.
Pokemon: Vince
Species: Drilbur
Gender: Male
Signature Attribute: Earthsensing

Drilbur, when underground, rely on their ability to understand the ground. Vince was one of the few that grew up in a highly earthquake-prone region, and learned to react to the tiniest shift in the earth. A few training sessions were all that were required to adapt this for battle. Unfortunately, he spent a little too much time training to react to Earthquakes, and doesn't fully understand other Ground-type moves, making it harder for him to aim them-or react to them, since his defense and attack strategies are adapted to Earthquakes and nothing else. He adapts to other types slightly better, since they work differently to Ground-type moves.

Effect: Because he can predict earthquakes, Vince will be able to partially avoid one, halving the damage he takes from the move Earthquake. Also, he is able to predict where an earthquake would have the most effect, increasing the power of his own Earthquake move by 1.3 times. However, all other Ground-type moves will be 'unpredictable' to him, giving them 0.7 of their usual accuracy when used by him, and when used against him will will deal 1.5x their normal damage. When he uses other moves, they will deal 0.8x the damage, and will deal 1.2x the damage to him.
 
Re: Pokémon Registration Office

[Good Sir] Ralts (M)
Ability: Synchronize

Signature Move: Da Lecture

Good Sir has always been sophisticated, as seen when he debates with Flaress over serious matters. Over the course of these discussions, the Ralts has gained vast knowledge of certain topics, and the thing certainly loves to share his knowledge with others. He will often go off in his own world, speaking of these matters. However, at the ends of them, Good Sir finds that all around him have fallen asleep or became extremely confused. He shrugs it off, knowing they are unworthy of his wisdom. However, if someone dares to interrupt his lecture, the Ralts will become irate, raising the power of any hostile acts.

Psychic / Status / 0% / 100% / Field / 7% / One Action

All Pokemon within the battle besides Good Sir himself have a 50/50 chance of either being put to sleep or becoming confused. If inflicted with an attack that uses noise before speaking, Good Sir gains a +1 boost in both Attack and Sp. Attack.
It is not physical contact, a punch move, grounded by Gravity, defrosts when used, reflected by Mirror Coat, blocked by Detect, or copyable by Mirror Move.
It is Snatchable, a Sound-Type, and blocked by Protect.

Once per battle.

Approved.

Are these changes okay? I tried to have it make more sense.
Pokemon: Vince
Species: Drilbur
Gender: Male
Signature Attribute: Earthsensing

Drilbur, when underground, rely on their ability to understand the ground. Vince was one of the few that grew up in a highly earthquake-prone region, and learned to react to the tiniest shift in the earth. A few training sessions were all that were required to adapt this for battle. Unfortunately, he spent a little too much time training to react to Earthquakes, and doesn't fully understand other Ground-type moves, making it harder for him to aim them-or react to them, since his defense and attack strategies are adapted to Earthquakes and nothing else. He adapts to other types slightly better, since they work differently to Ground-type moves.

Effect: Because he can predict earthquakes, Vince will be able to partially avoid one, halving the damage he takes from the move Earthquake. Also, he is able to predict where an earthquake would have the most effect, increasing the power of his own Earthquake move by 1.3 times. However, all other Ground-type moves will be 'unpredictable' to him, giving them 0.7 of their usual accuracy when used by him, and when used against him will will deal 1.5x their normal damage. When he uses other moves, they will deal 0.8x the damage, and will deal 1.2x the damage to him.

I guess this is approvable. Approved.
 
Re: Pokémon Registration Office

*Cue evolution music*

Evolving my Gligar, Ptah into a Gliscor.

207.png

[Ptah]
Ability: Hyper Cutter
|
|
\ /

472.png

[Ptah]
Ability: Hyper Cutter
Signature Move: Divebomb

Flying/80 Base Power/80% accuracy
Target: Single
Class: Physical
Stat: Attack

Description: The user takes a very steep dive from above the enemy. The resulting collision may cause paralysis.

Effects: Ptah can only use this move if he has been directed to fly into the air. He does a steep dive at the opponent, which may cause paralysis in both pokemon (30% on the target, 15% on Ptah)

Usage Gap: Any given time, granted he is airborne and unless he is paralyzed.

Do I need the post where he got the Xp? If so, here it is.
 
Re: Pokémon Registration Office

Evolution isn't handled by the PRO anymore, you do it via the Manage your Pokémon screen on the ASB control panel. Negrek should make it so Ptah can evolve when she comes round to add EXP.

Also, is that a new sig move you're submitting there or one Ptah already has? If the former it needs some description of backstory.
 
Re: Pokémon Registration Office

That's what I thought, but he has the Exp, but the option isn't there, so I just figured.

It's a new one, so I'll get to that.

EDIT: Unless I'm wrong about his evolution conditions. He completed one battle with the proper evolution item, so shouldn't he be ready to evolve?
 
Re: Pokémon Registration Office

Yes, but Negrek needs to tinker with your profile in some way to make the "Evolve This" button come up.
 
Re: Pokémon Registration Office

Pokemon: Deneb(Male Tympole)
Ability: Hydration


Signature Move: Geyser

Being a Pokemon of ground and water, Deneb liked going under ground as far as he could until he hit the water level, or going under water far enough until he could go through the ground. So, when he manages to dig far enough under the ground and return to the surface, a large Geyser of water follows behind, propelling him up into his opponent and causing the field to get rather damp, weakening fire type moves. He digs through the ground by spinning his body at a rapid speed, letting him dig through the ground quickly. Plus, Seismitoad can learn Dig.

Water / Water Sport / 16% from water, 9% from ground / 75 / Single Pokemon/ 20% /two turns

Deneb hides underground for one turn and then propels himself out of the ground underneath his opponent. There is more water when he digs underwater, so the attack does more damage from the water. The water from the Geyser also gets the field damp, weakening Fire-Type attacks.
Usage Gap: Once after every two rounds
 
Re: Pokémon Registration Office

mort3tr.gif

[Mort] Gastly [M]
Levitate

Signature Attribute
: Snowy Spirit

Mort, although his personality is the very picture of the typical trickster gastly, he's very obviously different, physically. Born to a clan of northern-spawned gastly, and with a very definite streak of froslass, glalie, and castform in his ancestry, Mortimer the Ghost is not an animate cloud of gaseous compounds; he is, in fact, an animate cloud of snow, ice, and frigid air. When he was 'spawned', coalescing from his egg into a ghostly 'body', his egg had been left above-ground during an intense blizzard. As his family his phased underground, the high-velocity snowflakes and chips of ice were caught in his unstable still-forming body. The gastly's castform ancestry having imbued him with a slight tendency to react to weather, and his snorunt ancestors giving his body a natural affinity for ice, this invasion of ice particles was, instead of expelled or changed to water vapor by his immune system, accepted as a natural bodily feature and incorporated into his (very abnormal and ghostly) DNA. This reduced his innate poisonous abilities, dampened his more fiery powers to nil, and changed what effect he can have over the weather.

Effects: Mort is considered to be a Ghost/Ice type. He loses use of the moves Rain Dance, Fire Punch, Will-O-Wisp, Venoshock, and Sludge Bomb. He gains use of the moves Hail, Aurora Beam, Icy Wind, Ice Beam, and Powder Snow.

Signature Move: Spine Chiller

Mort, as a ghost, is well-versed in a number of hilarious pranks: he can do the old Haunted Scarecrow bit, or the newer Kanto Kick-in-the-Pants, or even the complicated It's Raining Eyeballs. His favorite however, as an Ice-type, is the good old Spine Chiller. In its normal, simple form, a ghost of any type is able to induce a physical feeling of panic in a person by quickly passing through them; Mort is rather more literal-minded than that in his performance of the trick. By phasing himself swiftly through his target, while amplifying his innate Ice energies, Mort can leave an inches-thick layer of frosty ice that covers a part of his opponents body. He can choose beforehand what part of his opponent to freeze, say, a torso or perhaps their ankles. The result see is rather more akin to the freezing in the anime than in most other moves; a large hunk of ice covering part of the opponent rather than a thin layer of frost.

Type: Ice / Stat: Status / Target: Single Target / Accuracy: 100% / Energy: 6% /

Effects: Mort flies through his opponent, leaving them severely frozen over a chosen point on their body. The area chosen may not exceed a third of his opponent's body; he could, for example, freeze a hitmonlee about up to its knee area if he so chose, but not its whole legs.
 
Re: Pokémon Registration Office

Pokemon: Titania
Species: Togepi
Gender: Female
Ability: Serene Grace
Signature move: Fairy Blessing
Titania is a Togepi, a Pokemon of happiness-and a little bit of magic.
Titania was very young when she encountered a hurt Scyther being tended by a Chansey. The Chansey needed help to heal the Scyther, and took on Titania as an apprentice, of sorts. Over time, Titania learned better ways to help Pokemon heal, and started experimenting with her own mysterious powers. She eventually discovered that she could transfer some of her own power to another Pokemon.
Fairy Blessing allows Titania to transfer a specified amount of her HP or energy to another Pokemon, similar to Substitute. This only works once in a battle, however, and has another drawback. Titania can no longer focus healing energy on herself. All direct healing moves will fail when used by her. Indirect healing moves will only damage the other Pokemon, having no effect on her. Since Chill doesn't force her to use her powers, she can still use it.

Also, why doesn't the Manage Your Pokemon page show Vince's Earthsensing?
 
Re: Pokémon Registration Office

Axew
(Strašan) Axew [M] <Rivalry>
Signature Move: Elemental Bane

Being a Dragon-type, Strašan is particularly good at defending against the four types commonly referred to as "elemental": Water, Grass, Fire, and Electric. However, this Axew has never been the type to simply play dfensively. No, Strašan prefers to attack the opponent rather than let them slowly fade away. So Strašan has developed a special technique that he believes will help him be a much more powerful Pokemon.

Strašan charges forward at his opponent, mouth open wide. As he does this he harnesses a special kind of energy he found deep within his body. Energy that he normally uses to deflect against elemental attacks is reversed, and instead he uses this power to increase his own offensive ability. As he runs forward his tusks begin to grow a dark-purple colour, the shade usually used to categorize Dragon-type Pokemon. He strikes his opponent with his tusks, leaving a much larger mark on Elemental Pokemon.

However, as he is using energy that is usually defensive against such elemental Pokemon, he is able to adjust the power of the move based on how risky he wants to get with losing his defensive capabilities. The more powerful the attack, the longer he loses his resistance. The table is below.

7% power: 1 action, 6% energy
9% power: 2 actions, 7% energy
11% power: 3 actions, 8% energy

Even though this attack is Dragon-type in its making, the attack is not conventional and thus other Dragon-types do not feel weak against this attack, actually resisting the attack quite effectively.

Dragon / Physical / 7%/9%/11% / 85% / Single / 6%/7%/8%
Effects: Strašan strikes his opponent with his tusks using a special type of Dragon energy. This attack is considered super-effective against Electric, Water, Fire, and Grass-type Pokemon, while it is resisted by Dragon-type Pokemon. After this move is used Strašan loses his resistance to elemental types for a certain amount of time, depending on the power of the attack.
Usage Gap: 2 rounds (6 actions)
 
Re: Pokémon Registration Office

[Gustave] Totodile (M)
Ability: Torrent
Signature Attribute: Ambush Hunter

Gustave comes from a tribe of Totodiles, Croconaws and Feraligatrs that live in a secret area far north of the Lake of Rage, in the Johto region. Here they live in peace because they still haven't been discovered by Humans yet. The reason for this is that they have perfected a special technique that allows them to stay undetected for larger periods of time. To do this they use their influence over water to be able to camouflage themselves underwater and remain unseen. This doesn't take up too much energy because all they have to do is remain motionless and they will be almost invisible to the naked eye. However this technique is not flawless as they can be revealed using special techniques not unlike those used to find ghost type pokemon when they go invisible. Also the slightest movement can unmask their hiding place so they have to concentrate on remaining still, which is sometimes harder for the younger Totodiles. It was this reason that Gustave was captured and taken to the ASB league headquarters to be given out to new recruits.

Gustav has adapted this technique to be used in battle and now has more control or the ability. Unfortunately Gustave was taken before his training was complete so he cannot use it for long periods of time. Also whenever he uses this technique he reverts back to his wild instincts and doesn't listen to his trainers command. Beside these drawbacks it is a useful tactic as it can be used to startle the opponent as Gustave jumps out of the water and make them lower their defences as they try to react to the situation.

Effects: while underwater Gustave gains the ability to become invisible, just like it is stated in the rules for Ghost types:

The easiest ability for a ghost to use is its ability to become invisible. While invisible, a ghost retains all its normal weaknesses and resistances, but obviously is nearly impossible to hit because it cannot be seen. Unerring attacks like magical leaf will still be effective against invisible ghosts, and reliance on sound may still give an indication as to where a ghost is. Also, if a ghost uses any attack that makes it obvious where it's hiding--basically any projectile that is not invisible and would be seen to come from the ghost--invisibility is obviously of little help. Mind reader and lock on can be used to find an invisible ghost, as can scanning with psychic abilities. It costs a ghost 1% per action to remain invisible.

Except that instead of taking 1% energy per action to remain invisible, Gustave uses 2% energy per action. Also while invisible Gustave doesn't listen to his trainer's commands and instead uses a random move from his level up move list, or just waits for a moment to strike, either of which is chosen by the referee at a 75% of attacking and a 25% chance of staying still. This doesn't count as chilling as Gustave is concetrating on staying still, not relaxing. When Gustave uses a physical attack from being invisible Gustave is revealed and the opposing Pokemon gets a -1 defence and a -1 special defence drop which cannot exceed the usual -6/+6 stat gain.
As Gustave comes from a family of just Totodiles, Croconaws and Feraligatrs Gustave cannot use any of his egg moves in battle, e.g. AncientPower, Dragon Dance etc.
 
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