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Signature Booking Office

Eifie

oh man, good times.
Pronoun
she/her
Note: while the post below describes how to input your signature moves and attributes in the database, the code for that has not yet gone live, so you'll need to manually type up the information to post here.

Signature Booking Office

A simple and straightforward competition between two Pokémon can be very exciting to watch, but it can be made even more so with a sprinkle of character. A little bit of personality can be the difference between a footrace and a desperate struggle towards the destination, a wrestle and a feud. And there's nothing that can seal this deal better than that peculiar trait that changes the pace of the duel and forces the enemy to rethink their strategy, or that breathtaking finishing move to heroically bust out right at the climax. And thus, the most entertaining contestants in ASB bring into battle not only the abilities that they're given as Pokémon, but also, entirely new powers that stamp that which they're part of with their very own names and faces -- their signature.

Adding a signature move or signature attribute to your Pokémon is free and simple. To do so, go into the individual page of the Pokémon that you wish to assign a signature move/attritube to (you can easily find these pages in your Pokémon management page), and check the "modifications" heading. Under it, you will find Move Modification and Body Modification, and if your Pokémon happens not to have one of those, you will have the option to assign, respectively, a signature move and/or a signature attribute into these slots. By simply clicking into the appropriate link, you will be taken to a page where you may fill in all the information relevant to the signature move/attribute you're creating. This information will be further explained in the further sections of this thread's guide.

However, the most thrilling character is not the one who can always win without breaking a sweat, and victory is more glorious when there was still every chance to lose. There's need to carefully adjust the signature so that battles cannot be won or lost by them alone -- so that they add to the fun rather than take it away. A rigorous approval process is needed in order to keep these new powers from being implemented if they're not adequate for the game, and to readjust them until they are so. Hence, the bureaucracy comes before the stardom.

And so, when you have submitted your signature move/attribute, the dB will provide a text form for you to post in this thread, so that your creation may undergo the approval process. The officially appointed approvers will check the signature move/attribute in order to verify that its battle effects are not overpowered and that it cannot otherwise be exploited for unfair advantages in battle. A signature move or attribute must be approved by two different approvers in order to be accepted. If one of the two approvers is a Junior Approver, the other must be a Senior Approver or staff.

Signature Moves

A signature move is an unique attack custom-made for a certain Pokémon, often more spectacular than the standard attacks that many different Pokémon can learn. Any Pokémon can be given a signature move for free, as long as they do not already have a signature move or move mod, and as long as the signature move is approved. Signature moves can be used in any battle that begins after the approval is given, and they can also be changed anytime, be it a small tweak or a complete overhaul, so as long as a month has passed since the last time the move was modified and as long as the changes are duly approved as well.

Signature moves are not restricted by regular conventions of the Pokémon games and need not be similar to any existing moves (and in fact, it's encouraged to deviate from that standard in order to create something truly unique). They can be given almost any kind of effect and appearance, beyond that which is typical of the Pokémon's species, granting them even more individuality and character; signature moves can be serious or silly, powerful or bizarre, straightforward or complicated, anything that the trainer wants. If you're having trouble envisioning a signature move, it can help to see how other people are putting theirs together, although you should never outright copy someone else's signature move -- doing so is strictly forbidden.

The following are the fields that go into a signature move:

  • Name: Naturally, a signature move cannot have the same name as a canon Pokémon move or ability, nor can it have the same name as an already existing and approved signature move in this ASB league.
  • Type: All signature moves must have a type, such as Fire or Fairy; this is exactly one type out of the eighteen currently existing ones. It cannot have more than one type, it cannot be typeless, and it cannot be assigned a non-canon type. This also doesn't need to be wildly original; many excellent signature moves are Normal-type and/or the same type as one of its user's types.
  • Damage Class: If your signature move deals damage, that damage should be classed as Physical or Special. If it does not deal damage, your signature move should be classed as Non-Damaging.
  • Base Power: This is the raw damage dealt by a damaging signature move, before modifiers such as STAB or effectiveness are accounted for. When filling this into the database, be sure to input an actual base power value, akin to the kind found in the games (e.g. 150 rather than 15%). If the signature move does not deal damage, or if its base power isn't fixed, this field should be left blank (and in the latter case, the means of determining the move's base power at a given situation should be specified in the Effects section).
  • Base Energy: This is the amount of energy that must be expended in order to use the move. This need not be a factor of the base power as is usually the case, and in fact, assinging a hefty energy cost can help to balance a powerful move. If the signature move's base energy cost isn't fixed, this field should be left blank, and the means of determining the base energy cost should be specified in the Effects section.
  • Accuracy: This is the likelihood of this move successfully connecting against its target when used, in percentage. Making a signature move less likely to hit can also be a convenient means of balancing it if it has powerful effects. If the signature move cannot miss, leave this field blank. Note that a move that affects its own user exlusively (e.g. Swords Dance, Protect) or has effects on the whole field (e.g. Sunny Day, Grassy Terrain) can never miss, and should be given the appropriate accuracy rate, although you are free to give such moves a separate chance of failure.
  • Target: This is simply which Pokémon are elligible targets for the move and how many at a time are so. You'll only need to pick the appropriate designation from the drop-down menu.
  • Usage Gap: Signature moves are usually more powerful and complex than standard attacks, and even the most well-balanced of them are not made for repetitive use -- all signature moves must have a specified usage gap, that is, a limit on how often it can be used. This can either be an amount of actions after using the move that the Pokémon must wait before being able to use it again (such as 6 actions, which is the traditional standard), or a limited number of times that a move can be used in the match (such as 1 use, which is common for very powerful and/or game-changing kinds of effect that must be balanced by being given only one pop per battle). The more powerful your move is, the more restrictive its usage gap should be. Note that most moves with effects that spread across a certain duration should have usage gaps that count starting after those effects reach the end of their duration.
  • Effects: These are the primary in-battle effects that your move can be expected to cause whenever it's used. It's rather akin to the Summary sections usually found on canon moves. Most of the information here will be mechanical and specific (things like "20% chance of inflicting a burn" or "deals 3% more damage if the target's last used move dealt physical damage"), but even more vague effects should be covered here if they're the main intended bonus of using the move (things like "the user sprouts wings" or "a massive mushroom grows on the opponent's head"), along with as much specification as possible of these vague effects's mechanical consequences (in the mentioned cases, things like how much energy the Pokémon must expend to fly or whether the mushroom does something specific to the opponent like constantly sapping health -- effects described in this section should never be of the entirely played out sort).
  • Description: This is an explanation of how this move is executed and what it looks like in battle. This should clarify how the move's effects are caused and contain any of the information that is absolutely required for a referee to narrate this move in your battles, and it's both the grounds that you have if you wish to use your move in a different way from the usual (similarly to how you'd be able to spread out a Flamethrower in order to attack in a wide radius or utilize Psychic's psychokinesis to pick up and hurl objects in the arena instead of attacking directly) and the grounds that your opponent has if they might find a clever way to turn your own move against you. For this reason, this section is subject to approval, although it will not be evaluated for quality of the writing; rather, the approver will usually be vetoing signature move descriptions if they give the move obvious means of being exploited for unfair advantages, if the described execution of the move is dissonant enough from its effects to either cause problems for the referee or make it unfairly difficult for external circumstances to affect them, or if their contents are inappropriate or otherwise liable of bothering people involved in a battle where the move is used.
  • Flavor: This is an entirely optional field that can be left blank if you choose so, and is not subject to the approval process at all outside of very extenuating circumstances. In this field, you can flesh out the signature move to whatever extent you'd like, giving it more background and story than what would need to go into the Description field. Although information inputted in this field can never have a proper effect in battle and is liable of not even being read by referees in charge of your battles, a signature move with substance is much more fun than one without, so we do recommend giving the flavor its due as well. You should also feel free to ask approvers (or even any other people) for advice or subjective criticism on the contents of this section, if you'd like to.

The following are examples of signature moves, courtesy of Negrek with edits by Metallica Fanboy, which should help you view a bit of signature moves in practice, and possibly even help you come up with some:

[Paladin] Nidoqueen (F)
Ability: Poison Point

Name: Purifying Strike
Type: Normal / Stat: Physical / Base Power: 100 / Base Energy Cost: 8% Accuracy: 90% / Target: Single / Usage Gap: 6 actions
Effects: If Purifying Strike connects, its target is healed of all major status effects currently afflicting them. Purifying Strike's base power is 150 if the target Pokémon is a Dark- and/or Poison-type. Purifying Strike has a 50% chance of lowering the struck Pokémon's accuracy by 1- if it lands.
Description: Paladin's fist glows a brilliant white that is difficult to look at as she dashes towards her target. As she swings her arm forward in a powerful punch, streamers of crackling energy trail in its wake, and the punch connects with an explosion of white light. The target is lifted off its feet and tossed away, surrounded by a nimbus of white energy that drives down and into its body, scouring away all traces of poison and other maladies that can afflict mortal pokémon. However, the energy reacts violently with Poison-types and Dark-types.
Flavor: A devout worshiper of Jirachi, Paladin believes in justice, compassion, and honesty. At times, she is even ashamed to be a Poison-type Pokémon, whose very nature causes so much suffering to other pokémon and makes it dangerous for them to even touch her. To help remedy the hurt that she believes she inflicts upon the world, Paladin developed a special technique to drive poison and other corruption from the body. However, the effects of this technique are less than predictable where they're applied to Pokémon who are poisonous or corrupt by nature; this did not seem to deter Paladin, who in fact seems happy to give her healing powers the added purpose of cleansing the world of the evils that she considers these Pokémon responsible for.

[Prodigy] Alakazam (F)
Ability: Synchronize

Name: It's Over 9000!
Type: Psychic / Stat: Other / Base Power: -- / Base Energy Cost: 6% Accuracy: -- / Target: User / Usage Gap: 9 actions after the move's effects end
Effects: For six actions, Prodigy's Special Attack is increased by 6+, but she will not respond to her trainer's commands, and will instead use nothing but randomly chosen damage-dealing moves of the Special damage class. These moves will target Pokémon on the field randomly, but Prodigy will not specifically aim any moves at herself or at an ally. During these six actions, Prodigy will inherently hover, although she won't be far enough off the ground to protect herself from any kind of attack, including Earthquake and the like. At the end of the six action duration, her Special Attack stat will return to the value it was before the move was initiated, with any boosts or reductions that occoured during the six actions applied now, and she will once more perform moves as properly commanded, but she will also become severely confused.
Description: Raising her spoons in front of her face, Prodigy focuses, removing the mental blocks that normally keep her exceptional mental powers under wraps. Her spoons and eyes glow blue, then purple, then red as she does this, and an aura of the same color starts to leak into the air all around her as she goes. Towards the end of her charge-up period, flashes of psychic energy start to dance in the air around Prodigy, which becomes heavily charged with psychic force. As the final blocks are removed Prodigy will gently float up from the ground, hovering about half a foot into the air. Unfortunately, while in such a state Prodigy is lost in the ecstasy of her own power and totally uninterested in listening to any lesser minds that might be trying to order her around. Ignoring her trainer completely, she blasts away at whatever Pokémon most annoys her at the moment, choosing her moves on a whim, and cackling madly all the while. This stupendous outpouring of mental strength cannot be sustained for long without seriously threatening what little sanity Prodigy ordinarily has, however, and so after a while she stops glowing and returns her feet to the ground. Wracked by persistent giggles and rather addled, though, her actions are erratic for several actions after It's Over 9000! falls out of direct effect.
Flavor: It's a well-known fact that Alakazam have incredibly powerful brains, boosting their psychic powers through the roof. Most Alakazam, in fact, are considered to have an IQ of over 5,000 when measured by human standards. Prodigy, however, is a genius among her own species, a visionary and the proud possessor of an IQ of over 9,000--if you believe the intellectual heavyweight herself, that is. Other alakazam might tell you that one of her spoons is just a little bent, if you know what I mean, but Prodigy considers herself above such small minds, anyway. Under ordinary circumstances, Prodigy keeps her true mental power under wraps in an attempt to "fit in" and for fear of accidentally hurting those around her with a discharge of intense mental force. In the midst of battle, however, she can call upon the true power of her astounding mind, unlocking terrible psychic capabilities.

Signature Attributes

Signature attributes are similar to signature moves in that they can bring customized and unique effects to the table for a battle that a Pokémon participates in, but there's a slight difference -- while a signature move is an action, something that must be commanded for and used, a signature attribute brings about a more passive type of change, in the Pokémon's appearance, body, abilities, so on forth. The effects of a signature attribute are usually constant throughout the match, although many are triggered or changed by certain circumstances. This can make their approval trickier as their effects often must be more balanced to make up for their constant duration, and the more open nature of their effects can make them harder to design. Still, a signature attribute can make a given Pokémon stand out very clearly from the lot of its species, even more so than a signature move would grant.

As with signature moves, signature attributes are not restricted to existing mechanics from the Pokémon games, and there is ample room for creativity, both in the effects and in the flavor. If you're having trouble envisioning a signature attribute, it can help to see how other people are putting theirs together, although you should never outright copy someone else's signature attribute -- doing so is strictly forbidden.

The following are the fields that go into a signature attribute:

  • Name: Naturally, a signature move cannot have the same name as a canon Pokémon move or ability, nor can it have the same name as an already existing and approved signature attribute in this ASB league.
  • Effects: These are the primary in-battle effects that your attribute causes while it's in effect, as well as any trigger conditions that it might have, or the different effects it may take on as the circumstances vary. Signature attributes usually have broad effects, but they should still be outlined in the clearest and most objective way possible.
  • Description: This is an explanation of how the attribute affects the appearance and behavior of the Pokémon that wields it, as well as the elements that bring its effects about. This should contain any of the information that is absolutely required for a referee to narrate this attribute's presence and effects in your battles, and it may also be grounds for you or your opponent to creatively interact with the attribute's logical interaction with the circumstances of battle. For this reason, this section is subject to approval, although it will not be evaluated for quality of the writing; rather, the approver will usually be vetoing signature attribute descriptions if they give the attribute obvious means of being exploited for unfair advantages, if the description of the attribute is dissonant enough from its effects to either cause problems for the referee or make it unfairly difficult for external circumstances to affect them, or if their contents are inappropriate or otherwise liable of bothering people involved in a battle where the move is used.
  • Flavor: This is an entirely optional field that can be left blank if you choose so, and is not subject to the approval process at all outside of very extenuating circumstances. In this field, you can flesh out the signature attribute to whatever extent you'd like, giving it more background and story than what would need to go into the Description field. Although information inputted in this field can never have a proper effect in battle and is liable of not even being read by referees in charge of your battles, a signature attribute with substance is much more fun than one without, so we do recommend giving the flavor its due as well. You should also feel free to ask approvers (or even any other people) for advice or subjective criticism on the contents of this section, if you'd like to.

The following are examples of signature attributes, courtesy of Negrek with edits by Metallica Fanboy, which should help you view a bit of signature moves in practice, and possibly even help you come up with some:

[Hatchet] Kabutops (M)
Ability: Battle Armor

Name: Dominant Status
Effects: Hatchet's rune-covered carapace causes his attacks that make contact have a 10% chance of causing the opponent to flinch (this is not applied to moves that naturally have a chance to inflict flinching). Hatchet constantly has a +1 Attack boost for each one of his opponents that is a Kabuto or Kabutops. Any move that may inflict flinching is up to 20% less likely to successfully do so against Hatchet, and he is unaffected by the ability Intimidate, and any attacks based on intimidation or fear, such as Mean Look and Scary Face, will have their effects on Hatchet limited. All attacks used against Hatchet have up to 10% added to their base accuracy.
Description: Hatchet's head is covered in interlocking, overlapping carved runes, and the rest of his body has similar markings etched in ink (some, but not as many, are also actual carvings). These not only grant him an objectively fearsome appearance, but stand out to any Kabuto and Kabutops as a testament to the courage and prowess in battle that Hatchet once held and has retained yet plenty of -- as such, enemies will cower in fear at the sight, and Hatchet himself is emboldened by his own appearance. However, the runes blend poorly into most backgrounds and cause Hatchet to be readily visible to his foes at all times, which makes it more difficult to evade attacks.
Flavor: In ancient days Hatchet was a most feared creature, as deadly in battle with his fellow Kabutops as he was to the hapless prey-creatures that wandered into his path. In accordance with ancient tradition, each Kabutops that he defeated in battle, shattering their dominant scythe with one of his own, would carve their mark into the victor's armor, creating a lasting record not only of the winner's victory, but also of the loser's shame. Hatchet was so accomplished a battler that his body was covered all over with interlocking, overlapping runes in a wide variety of shapes and sizes. While most of these ancient marks of courage did not survive the revival process Hatchet underwent, those on his broad, scythe-shaped head, the only part of him that became fossilized, did. Before going into battle the, Kabutops also adorns the rest of his body with black ink scrawlings that mimic the etchings that once covered his armor from head to toe. Furthermore, Hatchet still keeps to the old ways -- for each battle he's had since being brought back to life, he's had another rune carved onto his rocky armor, and he hopes someday to have a collection as spectacular as was his of old.

[Polytron] Porygon (X)
Ability: Download

Name: Cheap Orrean Knock-Off
Effects: As Polytron's health decreases, it begins to malfunction and acts increasingly erratically. These malfunctions are cumulative but disappear in reverse order if Polytron's health is restored. These malfunctions, and the health levels that trigger them, are as follows:
  • 86%-100%: "All operations fall within acceptable parameters." (No effects.)
  • 67%-85%: "ERROR 586676: Minor attack programming anomalies; several programs corrupted or lost." (Polytron cannot use any Special-class moves with Base Power lower than 80, but its Special Attack is increased by 1+.)
  • 41%-66%: "ERROR 121665: Power modulation system failure; energy attacks discharged at unsafe levels." (Special-class damaging moves used by Polytron deal 2% more damage after all other factors, but using these moves will cost 1% more and cause 1% damage to Polytron with each use.)
  • 26%-40%: "ERROR 068850: Conversion.exe program failure; constant fluctuations in manifest type occur." (Polytron gains the ability Color Change in addition to all others.)
  • 16%-25%: "ERROR 883939: Guidance system failure; foe-differentiation software corrupted." (Polytron's single-target attacks can no longer have their targets specified and will instead randomly target a Pokémon on the field other than Polytron.)
  • 6%-15%: "ERROR 827235: Type-differentiation software failure; energy attacks impossible to correctly analyze." (Polytron's Special-class damaging moves now deal damage of a randomly chosen type instead of their usual type while retaining their regular effects.)
  • 0-5%: "ERROR 936466: Power supply destabilized; random discharges frequently occur." (Polytron gains the ability Static in addition to all others and deals 3% Electric-type damage to any Pokémon that uses a contact move against it.)
Description: Normally, Polytron behaves like an ordinary Porygon model and is only differentiable by the fact that it is a pale purple color where ordinary porygon are pink; however, the differences are more apparent in its programming that, while initially admirably robust, degrades quickly as the unit sustains damage.
Flavor: The dusty, backwater region of Orre is notorious as a haven of digital pirates and hackers, all of whom are looking to make a buck by any means necessary. In addition to marketing dowloaded movies and other relatively innocuous breaches of interregional copyright law, they have produced such ambitious products as the Vii and the hiPhone which are, if not always quite as high-quality as the products they emulate, significantly cheaper. Now Silp Labs of Orre are proud to release their latest innovation of questionable legality: Polytron, the virtual-reality pokémon for whom all resemblances to Silph's Porygon model are, of course, merely unfortunate coincidence.

Some Tips for a Smooth Approval Process

  • Be fair and willing to self-criticize. The approvers will mostly likely have better things to do than fix something that's obviously broken -- do try to present what you'd consider the most balanced possible version of your signature move/attribute.
  • Be as specific as possible about the mechanical battle effects. Your signature move/attribute should not simply have "a chance to inflict a burn", for example; it should have a specific chance, such as 20% or 30%.
  • In ASB, there are no "turns", so avoid referring to those when your signature move/attribute's effects span a certain duration. Time in ASB is measured in actions and rounds. Beware of mixing those two up, as well.


The Approving Staff

Approvers are paid $1 per move or attribute reviewed, which can be claimed in the bank.

Signature Attributes

Senior Approvers: JackPK, Byrus
Intermediate Approvers: Lord of the Fireflies, Music Dragon, Metallica Fanboy
Junior Approvers: Keldeo, Dazel

Signature Moves

Senior Approvers: Lord of the Fireflies, Byrus
Intermediate Approvers: Music Dragon, Keldeo, JackPK, Metallica Fanboy
Junior Approvers: Dazel, Superbird
 
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Note that for now the onus is on you to make sure your opponents and referee are aware of your Pokémon's signature move or attribute in any battles you wish to use it in. If a Pokémon with a signature move or attribute is in your active squad at the beginning of a battle, you will need to post as soon as possible with a link to it so that the other battlers can see, otherwise you will not be permitted to use it.

Signature Masterlist

Signature Attributes

Ether's Bane: BurNIng (B-God (Junior 1/2))
The Omskivar: Bolla (Granite Homeostasis (0/2))
Pixel Chinchill: Shocktail (Rewired (0/2))
Nira: Boris (Stone Cold (0/2))
TruetoCheese: Pluto (Hush (0/2))
Eifie: Adelle (Wind Reader (0/2))

Signature Moves

Lilycolo: Rex (Voice Training (Intermediate 1/2))
Nira: Mercuria (Slohemian Rhapsody (Junior 1/2))
Meursault: Usagi (Moon Tiara Action (0/2))
Metallica Fanboy: Colias Palaeno (Coupon Distribution (0/2))
Music Dragon: Coldie Freeze (Freezbe (0/2))

JackPK: Judge Judy (Kangaroo Court)
Superbird: Meta (Memory Transformation)
Eifie: Bambi (Kadabra's Lucky Charm) (Refuel)
I liek Squirtles: Mr. Turtle (AAAACHOO!)
Pixel Chinchill: Queen (Make Them Kneel)
Metallica Fanboy: Dexterous (Prehistoric Banter)
Pixel Chinchill: Aisling (Pangur Bahn)
Keldeo: River (Echo)
Wargle: Kazza (Gravitational Tear)
Sangfroidish: Solaire (Sunlight Spear)
Guestrodon: CateGory (Better the Pay, Better the Day)

 
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to start this off, here is an attribute with which I will attempt to actually use Luvdisc legitimately, lmao. I hope there will be no need for drawbacks because it's a freakin' Luvdisc. If necessary I guess she can lose some moves and/or be weak to Steel or something, idk. I have no idea how to actually give an explanation for Jo-Ni being part-Fairy because idk man, I think Luvdisc is a reasonable candidate for Fairy? Suggestions would be appreciated, haha.

Jo-Ni Time Travler of Dears Luvdisc (F)
Ability: Hydration
Signature Attribute: fucking depths of hell

Flavour: Formerly known as blob of fucking depths of hell, Jo-Ni is a fuckin' menace, yo. For some reason, growing up her trainer thought it was a great idea to let her hang out with all the rental fairies at the Laverre City Gym before the second late bracket of the Kalos Open, and now she won't stop playing all these freakin' pranks on everyone she meets. To top it off, her skin is this garish shade of fairy pink. Freakin' jeez. What do you mean, she always looked that way? Her trainer never let her out of her Poké Ball before, how would you know?

Effects: Jo-Ni is a Water/Fairy type. She gains the moves Moonblast and Dazzling Gleam. Her trainer will attempt to use her legitimately, but she's probably still a really shitty Pokémon.

Description: Jo-Ni is mostly an ordinary Luvdisc. She just has a secondary Fairy type.
 
I'm gonna go ahead and try to get the mods I had before the restart re-approved. One changed more than the other.

zaP1hkE.png

[Amaterasu] Poochyena (F)
Ability: Quick Feet
Signature Attribute: Sun Demigoddess
Amaterasu is the last in a long line of Mightyena. She was named for her second-most distant ancestor, Amaterasu the goddess of the sun. The original Amaterasu accomplished the amazing feat of defeating Orochi, the 8-headed demon, and Yami, the Emperor of Everlasting Darkness. In doing so, the original Amaterasu traveled around the distant land of Nippon, gathering powers from the thirteen Celestial Brush Gods to use with her divine power, the Celestial Brush. Since the original Amaterasu, every one of her descendants has possessed a celestial brush of their own and followed in their ancestors' footsteps, making their own pilgrimage around Nippon and collecting powers from the Celestial Brush Gods. Amaterasu is no exception. However, she was caught and sold to Superbird before she was able to gain all of the Brush Gods' powers, and thus does not yet have the ability to use all of them, much less at their full power. She has already learned several, however, and plans to return to Nippon to retrieve the rest of them when she evolves:
-Sunrise (Sunny Day)
-Power Slash (Slash)
-Greensprout (Vine Whip)
-Cherry Bomb (Egg Bomb)
-Waterspout (Water Gun)
-Galestorm (Gust)
-Inferno (Ember)
-Mist (Mist)
-Thunderstorm (Thundershock)
-Blizzard (Powder Snow)
All of these attacks are initiated by Amaterasu’s Celestial Brush, and as such, all of them can be used with equal effectiveness regardless of Amaterasu’s distance from her opponent. Slash and Vine Whip deal physical damage but, as they are Brush attacks, are calculated of of Amaterasu’s Special Attack stat. But there is a limit to these attacks; Amaterasu has a limited amount of ink so she can only use one of the above attacks per round. In addition, Greensprout, Waterspout, Inferno, Thunderstorm and Blizzard can only be used with help from Amaterasu's surroundings--flowers, vines, or trees for Greensprout, water for Waterspout, a significant source of heat for Inferno, something with electrical energy for Thunderstorm, and ice (or another icy object) for Blizzard.

Being a demigoddess of the sun, Amaterasu obviously fights better in sunlight. When fighting in strong sunlight, Amaterasu gains an extra +1 in Speed. However, if Amaterasu is fighting when the sky is not visible she loses -1 in that stat instead. In addition, being the Sun Goddess, Amaterasu is a normal-type instead of a dark-type, gaining all the advantages and disadvantages of Normal-type and shedding those of the Dark-type. She also gains a weakness to the Dark-type. Finally, because she is a goddess of sun, Amaterasu has never learned many evil techniques and is violently opposed to them, and thus cannot use them.
Effects:
Amaterasu is now a Normal-type instead of a Dark-type, and gains all the benefits and drawbacks of that type along with an additional weakness to Dark. If she is battling in strong sunlight, Amaterasu gains an extra +1 in Speed, but if the sky is not visible she will have -1 Speed. Note that this modification cannot bypass the +/-6 limit, and they fade if the condition for them is no longer true. Finally, she can use one of the following attacks a maximum of once per round: Sunny Day, Slash, Vine Whip, Water Gun, Egg Bomb, Gust, Ember, Mist, Thundershock and Powder Snow. Finally, Amaterasu loses access to the following attacks: Thief, Embargo, Sucker Punch, Torment, Snatch, Dark Pulse, Shadow Ball, Spite, Covet, and Assurance.


ditto
[Meta] Ditto
Ability: Limber
Signature Move: Memory Transformation
Meta is a bit less playful than most other Ditto. Well, that’s not true – it’s incredibly playful, but it gets bored easily. It’s always looking for new ways to prank the other pokémon hanging around Superbird’s house (or wherever he keeps the rest of them). And so Meta began training its memory. The Ditto began to spend a lot of time in the library, researching other basic pokémon, and practicing transforming by memory rather than by sight. And over time, Meta got a lot better at it – the first time Superbird saw a Magikarp flopping on his bed he was rather confused until Meta revealed itself.

Like any good trainer, Superbird figured that such a practiced skill should not go to waste, and so he began training Meta in this transformation. He brought in some of his other pokémon – as ambivalent as they were about helping the prankster get better at pranking – to help teach the Ditto some moves, and after a couple of questionably legal backdoor visits to the Aurion Home for the Belligerent Elderly, Meta was ready for battle.

Type: Normal / Class: Status / Power: -- / Energy: 5% / Accuracy: -- / Target: Self / Priority: -1 / Usage Gap: Once per battle.
Effects: Meta has trained itself to remember a wide variety of pokémon and moves, and as such it has gained the ability to transform by memory into a variety of common pokémon – without needing to look at them first. By using this move, Meta can transform into any Rarity 1 or Rarity 2 pokémon. However, Meta’s memory isn’t limitless – transforming by memory makes it much more difficult to copy anything but a pokémon’s natural abilities – and while transformed into a pokémon by memory, Meta can only use moves from that pokémon’s level-up movepool, or moves that both the pokémon into which Meta is currently transformed and one of the other pokémon on the field can use somehow (for which it can immediately call back the technique by visualizing itself using it while transformed into that pokémon). Any moves Meta uses that another pokémon on the field cannot learn will also cost 1% more energy and move last in their priority bracket, as recalling them from memory takes a little bit of time. If the pokémon Meta transforms into using this move can have multiple abilities, Meta's ability will be chosen at random, and Meta cannot have a Hidden Ability.
Description: Identical in appearance to Transform.
 
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I had a move approved a while ago for my Bronzor, so I made it a little stronger since it's evolved now.

EDIT: I had another idea for a better move for Bronzong, so I changed this over to Kazza the Kadabra


[Kazza] Kadabra M

Signature Move: Gravitational Tear

It is fabled that shedinja contain the endless void itself in their backs; although at least somewhat disproven by science, there's definitely something in there. The clefairy family has a long-standing obsession with the moon. And bronzor have appeared in the art of dozens of unrelated cultures. How is this all connected? Aliens, obviously.

Or at least that was the logic of a group of star-addled human cultists who tried to breed the perfect poképortal, in order to view the "heart of the universe". Although the group doubtlessly failed, they left in their wake a series of unown, bronzor, shedinja, abra, and clefable (among others) that were never really normal after the fact. Many of the young creatures, after being repurposed by the League, exhibited strange abilities such as antigravity or, in some cases, instinctive knowledge of astronomical forces. Stamford, for example, can create black holes with its mind.

After a number of catastrophic accidents that were thankfully contained by League Alakazam, Kazza rapidly learned how to control itself (being a psychic, after all) and was issued to a new owner, under intense reconnaissance. However, despite the League's worst fears, nothing went wrong, even though they tentatively allowed the ability's use in sanctioned battles. The attack Wargle developed is really nowhere near as dangerous as the early meltdowns were; Kazza simply focuses his mind very hard, shrinking a rock or similar object into a minuscule point. In a split second, the point invisibly and silently expands into a relatively tiny black hole. Although the hole is contained by its powerful psychic abilities, Kazza allows the invisible hole in space to suck away the metaphysical elemental energies of his opponent. The process is intensely painful, the energy's rapid departure causing skin abrasions, but Kazza returns the point to normal before any lasting damage in done to the world.

Psychic / Special / 10% Damage / 100% / Single Opponent / 9% energy /

Effects: Kazza focuses intensely on a single point in space, psychically compacting an object into a shielded, nearly-invisible black hole that absorbs the surrounding light. The attack rips the main elemental energy from the target, draining 10% energy from the opponent and pulling it into the void and dealing 10% damage as the energy is rent from the body painfully.

Usage Gap: Four Rounds


(why was this physical last time)
 
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Let's try this. I hope the one-quarter figure isn't too high; I went back through the battles I've reffed and found that out of the four of them (with 18 Pokemon involved altogether), the vast majority of the Pokemon dealt less than 100 total damage and all but one dealt less than 120 damage (1/4 of which is 30, which is well within a standard damage cap). The only exception was Melia the Eevee in Faorzia vs. VM, who dealt freaking 173 damage because of shenanigans with Super Fang and Trump Card, which I think is very much an outlier and probably doesn't need to be counted.

[Judge Judy] Kangaskhan (F)
Signature move: Kangaroo Court
Type: Normal
Damage class: Physical
Base power: *
Base energy: *
Base accuracy: 85%
Target: Single
Usage gap: Once per battle

Effects: Judge Judy calculates the damage her target has done to her and her teammates and attacks it for one-quarter of that amount. (If Judge Judy has witnessed the majority of the damage directly — such as in a 2v2 or if it was done to her directly — this is automatically done as health damage. Otherwise, the opponent may choose whether to take the attack as damage to its health or its energy.) This attack costs energy equal to three-quarters of the damage that would be dealt before damage caps are accounted for.

Description: Judge Judy confers with the bailiff (the referee) to find out precisely how much pain she and her teammates have been caused by a particular foe. Acting as judge, jury and executioner, she then uses a thrashing, brutal beatdown to inflict a punitive punishment on the foe. If Judge Judy was a witness to its foe's onslaught, she is implacable in her desire to deal vengeful damage, but if she was not, the foe may expend an equivalent amount of energy to protect its health from Judge Judy's beatdown.
 
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I had a move approved a while ago for my Bronzor, so I made it a little stronger since it's evolved now.

[Stamford] Bronzong X

Signature Move: Gravitational Tear

It is fabled that shedinja contain the endless void itself in their backs; although at least somewhat disproven by science, there's definitely something in there. The clefairy family has a long-standing obsession with the moon. And bronzor have appeared in the art of dozens of unrelated cultures. How is this all connected? Aliens, obviously.

Or at least that was the logic of a group of star-addled human cultists who tried to breed the perfect poképortal, in order to view the "heart of the universe". Although the group doubtlessly failed, they left in their wake a series of unown, bronzor, shedinja, and clefable (among others) that were never really normal after the fact. Many of the young creatures, after being repurposed by the League, exhibited strange abilities such as antigravity or, in some cases, instinctive knowledge of astronomical forces. Stamford, for example, can create black holes with its mind.

After a number of catastrophic accidents that were thankfully contained by League Alakazam, Stamford rapidly learned how to control itself (being a psychic, after all) and was issued to a new owner, under intense reconnaissance. However, despite the League's worst fears, nothing went wrong, even though they tentatively allowed the ability's use in sanctioned battles. The attack Wargle developed is really nowhere near as dangerous as the early meltdowns were; Stamford simply focuses it's mind very hard, shrinking a rock or similar object into a minuscule point. In a split second, the point invisibly and silently expands into a relatively tiny black hole. Although the hole is contained by its powerful psychic abilities, Stamford allows the invisible hole in space to suck away the metaphysical elemental energies of his opponent. The process is intensely painful, the energy's rapid departure causing skin abrasions, but Stamford returns the point to normal before any lasting damage in done to the world.

Psychic / Special / 100 power / 100% Accuracy / 9% energy/ Single Opponent / Usage Gap: Four Rounds

Effects: Stamford focuses intensely on a single point in space, psychically compacting an object into a shielded, nearly-invisible black hole that absorbs the surrounding light. The attack rips the main elemental energy from the target, draining 10% energy from the opponent into the void. Furthermore, as the energy is rent from the body it causes physical damage as well.

Huh, I looked through the archive and never saw the prior approval you speak of, although I remember something like that happening at some point. At any rate, 9% energy is pretty absurd for a 100-BP attack with no specific secondary effect, and given Bronzong already has access to Psychic for a similar degree of damage output (setting a precedent, I guess) I'm inclined to give a tentative Junior approval with a note that you could probably get away with adding a secondary effect - 50% chance to lower defense or something - if you wanted to try resubmitting it.


[Judge Judy] Kangaskhan (F)
Signature move: Kangaroo Court
Type: Normal
Damage class: Physical
Base power: *
Base energy: *
Base accuracy: 85%
Target: Single
Usage gap: Once per battle

Effects: Judge Judy calculates the damage her target has done to her and her teammates and attacks it for one-quarter of that amount. (If Judge Judy has witnessed the majority of the damage directly — such as in a 2v2 or if it was done to her directly — this is automatically done as health damage. Otherwise, the opponent may choose whether to take the attack as damage to its health or its energy.) This attack costs energy equal to three-quarters of the damage that would be dealt before damage caps are accounted for.

Description: Judge Judy confers with the bailiff (the referee) to find out precisely how much pain she and her teammates have been caused by a particular foe. Acting as judge, jury and executioner, she then uses a thrashing, brutal beatdown to inflict a punitive punishment on the foe. If Judge Judy was a witness to its foe's onslaught, she is implacable in her desire to deal vengeful damage, but if she was not, the foe may expend an equivalent amount of energy to protect its health from Judge Judy's beatdown.

I'm more or less okay with the damage output, given that Kangaskhan has access to Trump Card and Reversal, which boast comparable power while also not being limited to fixed damage as Kangaroo Court would be. However, this attack seems a bit too complicated for everyone involved for my taste, and as mentioned, Kangaskhan does have access to things like Reversal and Retaliate, which would more or less occupy a similar niche in its movepool. I can see it working if it had a few less inherent conditionals (for example, removing the teammates from the equation, or exclusively concerning teammates), but for now gonna just Junior Not Approve this.
 
Okay! Hope I'm doing this right.

edit: Just saw Superbird's post, editing to account for that.

Eifie's Jo-Ni Time Travler of Dears' fucking depths of hell: Junior approved. (1/2; JackPK gave 2/2 below)
Superbird's Amaterasu's Sun Demigoddess: Junior approved. (1/2; JackPK gave 2/2 below)
Superbird's Meta's Memory Transformation: Intermediate approved. (1/2; Lord of the Fireflies gave 2/2 below)
Wargle's Stamford's/Kazza's Gravitational Tear: Intermediate not-approved; much too powerful for the energy cost if it has the effect I think it does, but okay if it has the effect Superbird apparently thinks it does.
JackPK's Judge Judy's Kangaroo Court: Intermediate approved. (1/2; Superbird gave -1/2 above; Eifie gave 2/2 below)

[Judge Judy] Kangaskhan (F)
Signature move: Kangaroo Court
Type: Normal
Damage class: Physical
Base power: *
Base energy: *
Base accuracy: 85%
Target: Single
Usage gap: Once per battle

Effects: Judge Judy calculates the damage her target has done to her and her teammates and attacks it for one-quarter of that amount. (If Judge Judy has witnessed the majority of the damage directly — such as in a 2v2 or if it was done to her directly — this is automatically done as health damage. Otherwise, the opponent may choose whether to take the attack as damage to its health or its energy.) This attack costs energy equal to three-quarters of the damage that would be dealt before damage caps are accounted for.

Description: Judge Judy confers with the bailiff (the referee) to find out precisely how much pain she and her teammates have been caused by a particular foe. Acting as judge, jury and executioner, she then uses a thrashing, brutal beatdown to inflict a punitive punishment on the foe. If Judge Judy was a witness to its foe's onslaught, she is implacable in her desire to deal vengeful damage, but if she was not, the foe may expend an equivalent amount of energy to protect its health from Judge Judy's beatdown.

I actually think this one's good, but I don't think I have enough authority to override Superbird's decision. If a Senior Approver could step in here, that would be appreciated.

[Stamford] Bronzong X

Signature Move: Gravitational Tear

It is fabled that shedinja contain the endless void itself in their backs; although at least somewhat disproven by science, there's definitely something in there. The clefairy family has a long-standing obsession with the moon. And bronzor have appeared in the art of dozens of unrelated cultures. How is this all connected? Aliens, obviously.

Or at least that was the logic of a group of star-addled human cultists who tried to breed the perfect poképortal, in order to view the "heart of the universe". Although the group doubtlessly failed, they left in their wake a series of unown, bronzor, shedinja, and clefable (among others) that were never really normal after the fact. Many of the young creatures, after being repurposed by the League, exhibited strange abilities such as antigravity or, in some cases, instinctive knowledge of astronomical forces. Stamford, for example, can create black holes with its mind.

After a number of catastrophic accidents that were thankfully contained by League Alakazam, Stamford rapidly learned how to control itself (being a psychic, after all) and was issued to a new owner, under intense reconnaissance. However, despite the League's worst fears, nothing went wrong, even though they tentatively allowed the ability's use in sanctioned battles. The attack Wargle developed is really nowhere near as dangerous as the early meltdowns were; Stamford simply focuses it's mind very hard, shrinking a rock or similar object into a minuscule point. In a split second, the point invisibly and silently expands into a relatively tiny black hole. Although the hole is contained by its powerful psychic abilities, Stamford allows the invisible hole in space to suck away the metaphysical elemental energies of his opponent. The process is intensely painful, the energy's rapid departure causing skin abrasions, but Stamford returns the point to normal before any lasting damage in done to the world.

Psychic / Special / 10% Damage / 100% / Single Opponent / 9% energy /

Effects: Stamford focuses intensely on a single point in space, psychically compacting an object into a shielded, nearly-invisible black hole that absorbs the surrounding light. The attack rips the main elemental energy from the target, draining 10% energy from the opponent into the void. Furthermore, as the energy is rent from the body it causes physical damage as well.

Usage Gap: Four Rounds

10% (or around that much) health and energy damage is a lot for an effectively 8% energy cost. Even though Stamford is fully evolved, I'm not really seeing you getting this unless you lower the power a lot, or add a drawback besides the usage gap. edit @ Superbird: I think one of Superbird and me is misunderstanding this move, which means you should clarify - is the 10% energy drain in addition to the 10% special Psychic damage, or is the energy drain all the damage that this move does?

zaP1hkE.png
[Amaterasu] Poochyena (F)
Ability: Quick Feet
Signature Attribute: Sun Demigoddess
Amaterasu is the last in a long line of Mightyena. She was named for her second-most distant ancestor, Amaterasu the goddess of the sun. The original Amaterasu accomplished the amazing feat of defeating Orochi, the 8-headed demon, and Yami, the Emperor of Everlasting Darkness. In doing so, the original Amaterasu traveled around the distant land of Nippon, gathering powers from the thirteen Celestial Brush Gods to use with her divine power, the Celestial Brush. Since the original Amaterasu, every one of her descendants has possessed a celestial brush of their own and followed in their ancestors' footsteps, making their own pilgrimage around Nippon and collecting powers from the Celestial Brush Gods. Amaterasu is no exception. However, she was caught and sold to Superbird before she was able to gain all of the Brush Gods' powers, and thus does not yet have the ability to use all of them, much less at their full power. She has already learned several, however, and plans to return to Nippon to retrieve the rest of them when she evolves:
-Sunrise (Sunny Day)
-Power Slash (Slash)
-Greensprout (Vine Whip)
-Cherry Bomb (Egg Bomb)
-Waterspout (Water Gun)
-Galestorm (Gust)
-Inferno (Ember)
-Mist (Mist)
-Thunderstorm (Thundershock)
-Blizzard (Powder Snow)
All of these attacks are initiated by Amaterasu’s Celestial Brush, and as such, all of them can be used with equal effectiveness regardless of Amaterasu’s distance from her opponent. Slash and Vine Whip deal physical damage but, as they are Brush attacks, are calculated of of Amaterasu’s Special Attack stat. But there is a limit to these attacks; Amaterasu has a limited amount of ink so she can only use one of the above attacks per round. In addition, Greensprout, Waterspout, Inferno, Thunderstorm and Blizzard can only be used with help from Amaterasu's surroundings--flowers, vines, or trees for Greensprout, water for Waterspout, a significant source of heat for Inferno, something with electrical energy for Thunderstorm, and ice (or another icy object) for Blizzard.

Being a demigoddess of the sun, Amaterasu obviously fights better in sunlight. When fighting in strong sunlight, Amaterasu gains an extra +1 in Speed. However, if Amaterasu is fighting when the sky is not visible she loses -1 in that stat instead. In addition, being the Sun Goddess, Amaterasu is a normal-type instead of a dark-type, gaining all the advantages and disadvantages of Normal-type and shedding those of the Dark-type. She also gains a weakness to the Dark-type. Finally, because she is a goddess of sun, Amaterasu has never learned many evil techniques and is violently opposed to them, and thus cannot use them.
Effects:
Amaterasu is now a Normal-type instead of a Dark-type, and gains all the benefits and drawbacks of that type along with an additional weakness to Dark. If she is battling in strong sunlight, Amaterasu gains an extra +1 in Speed, but if the sky is not visible she will have -1 Speed. Note that this modification cannot bypass the +/-6 limit, and they fade if the condition for them is no longer true. Finally, she can use one of the following attacks a maximum of once per round: Sunny Day, Slash, Vine Whip, Water Gun, Egg Bomb, Gust, Ember, Mist, Thundershock and Powder Snow. Finally, Amaterasu loses access to the following attacks: Thief, Embargo, Sucker Punch, Torment, Snatch, Dark Pulse, Shadow Ball, Spite, Covet, and Assurance.


ditto
[Meta] Ditto
Ability: Limber
Signature Move: Memory Transformation
Meta is a bit less playful than most other Ditto. Well, that’s not true – it’s incredibly playful, but it gets bored easily. It’s always looking for new ways to prank the other pokémon hanging around Superbird’s house (or wherever he keeps the rest of them). And so Meta began training its memory. The Ditto began to spend a lot of time in the library, researching other basic pokémon, and practicing transforming by memory rather than by sight. And over time, Meta got a lot better at it – the first time Superbird saw a Magikarp flopping on his bed he was rather confused until Meta revealed itself.

Like any good trainer, Superbird figured that such a practiced skill should not go to waste, and so he began training Meta in this transformation. He brought in some of his other pokémon – as ambivalent as they were about helping the prankster get better at pranking – to help teach the Ditto some moves, and after a couple of questionably legal backdoor visits to the Aurion Home for the Belligerent Elderly, Meta was ready for battle.

Type: Normal / Class: Status / Power: -- / Energy: 5% / Accuracy: -- / Target: Self / Priority: -1 / Usage Gap: Once per battle.
Effects: Meta has trained itself to remember a wide variety of pokémon and moves, and as such it has gained the ability to transform by memory into a variety of common pokémon – without needing to look at them first. By using this move, Meta can transform into any Rarity 1 or Rarity 2 pokémon. However, Meta’s memory isn’t limitless – transforming by memory makes it much more difficult to copy anything but a pokémon’s natural abilities – and while transformed into a pokémon by memory, Meta can only use moves from that pokémon’s level-up movepool, or moves shared with at least one of the other pokémon on the field (for which it can immediately call back the technique by visualizing itself using it while transformed into that pokémon). Any moves Meta uses that another pokémon on the field cannot learn will also cost 1% more energy and move last in their priority bracket, as recalling them from memory takes a little bit of time.
Description: Identical in appearance to Transform.
Amaterasu's looks good, though you'll need JackPK or Byrus to look over it for full approval since I'm a junior approver.

The memory transformation sections of Meta's look fine to me, considering that Transform could turn it into those Pokemon anyway. However, I don't think the drawbacks for Meta's ability to use moves that another Pokemon on the field can't learn are large enough, because that essentially gives it the ability to use every move with very light penalties - I would consider harshly limiting which moves Meta has access to, or making the drawbacks much more severe. You should also clarify whether Meta can use moves that wouldn't be physically possible for its memory-transformed form, whether distraction would disrupt its transformation as it does Transform, and whether it can use moves that another Pokemon on the field can't learn when not transformed via memory.

(edit @ below: Okay, I think that works out to be balanced enough, so consider it intermediate-approved, unless another approver has a beef with it. You might still want to clarify the original wording, though.)

Jo-Ni Time Travler of Dears Luvdisc (F)
Ability: Hydration
Signature Attribute: fucking depths of hell
Flavour: Formerly known as blob of fucking depths of hell, Jo-Ni is a fuckin' menace, yo. For some reason, growing up her trainer thought it was a great idea to let her hang out with all the rental fairies at the Laverre City Gym before the second late bracket of the Kalos Open, and now she won't stop playing all these freakin' pranks on everyone she meets. To top it off, her skin is this garish shade of fairy pink. Freakin' jeez. What do you mean, she always looked that way? Her trainer never let her out of her Poké Ball before, how would you know?

Effects: Jo-Ni is a Water/Fairy type. She gains the moves Moonblast and Dazzling Gleam. Her trainer will attempt to use her legitimately, but she's probably still a really shitty Pokémon.

Description: Jo-Ni is mostly an ordinary Luvdisc. She just has a secondary Fairy type.
Yeah I think Luvdisc is bad enough that this can go without a drawback. This is still subject to evaluation from JackPK or Byrus, though, since I'm a junior approver.
 
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I actually think this one's good, but I don't think I have enough authority to override Superbird's decision. If a Senior Approver could step in here, that would be appreciated.

Yeah, if one approver's iffy about the move, it's best to have someone experienced make sure it's okay. Thanks for making an early start, you two.
 
10% (or around that much) health and energy damage is a lot for an effectively 8% energy cost. Even though Stamford is fully evolved, I'm not really seeing you getting this unless you lower the power a lot, or add a drawback besides the usage gap. edit @ Superbird: I think one of Superbird and me is misunderstanding this move, which means you should clarify - is the 10% energy drain in addition to the 10% special Psychic damage, or is the energy drain all the damage that this move does?
yeah I was interpreting it as only targeting health. If it targets both health and energy I think a 10% energy cost at minimum should be warranted given it would then be a 20% damage attack. And then we get to the issue that that's more powerful than any ordinary move in the game. 7% damage to health and energy for 8% energy might be more reasonable? (though again, I could see this as a 10% damage attack with a 100% chance to lower Defense by one stage)

The memory transformation sections of Meta's look fine to me, considering that Transform could turn it into those Pokemon anyway. However, I don't think the drawbacks for Meta's ability to use moves that another Pokemon on the field can't learn are large enough, because that essentially gives it the ability to use every move with very light penalties - I would consider harshly limiting which moves Meta has access to, or making the drawbacks much more severe. You should also clarify whether Meta can use moves that wouldn't be physically possible for its memory-transformed form, whether distraction would disrupt its transformation as it does Transform, and whether it can use moves that another Pokemon on the field can't learn when not transformed via memory.
Ah, yeah, I should have phrased that better. I mostly meant that it would be able to use any moves which the pokémon it's transformed into currently shares with an opponent (for example, if Meta was transformed into a Rattata while fighting against a Voltorb, Meta would be able to use Shock Wave but not, say, Icy Wind, because Voltorb doesn't learn Icy Wind). So if there's a move that Ditto's transformed form can learn that its opponents or allies can also learn, it would be able to use that.
 
Eifie — [Jo Ni Time Travler of Dears] Luvdisc (F) — fucking depths of hell
Jo-Ni Time Travler of Dears Luvdisc (F)
Ability: Hydration
Signature Attribute: fucking depths of hell

Flavour: Formerly known as blob of fucking depths of hell, Jo-Ni is a fuckin' menace, yo. For some reason, growing up her trainer thought it was a great idea to let her hang out with all the rental fairies at the Laverre City Gym before the second late bracket of the Kalos Open, and now she won't stop playing all these freakin' pranks on everyone she meets. To top it off, her skin is this garish shade of fairy pink. Freakin' jeez. What do you mean, she always looked that way? Her trainer never let her out of her Poké Ball before, how would you know?

Effects: Jo-Ni is a Water/Fairy type. She gains the moves Moonblast and Dazzling Gleam. Her trainer will attempt to use her legitimately, but she's probably still a really shitty Pokémon.

Description: Jo-Ni is mostly an ordinary Luvdisc. She just has a secondary Fairy type.

Luvdisc is so awful (seriously, it doesn't have anything to improve its Atk/Sp. Atk OR lower its foe's Def/Sp. Def) that I think it's alright to give it a couple more STAB moves that are weaker than several it already has. Fairy is a fairly good defensive type, but I mean, it's Luvdisc. It doesn't have Huge Power or Belly Drum or any of the other things that make the only other Water/Fairy Pokemon a threat. Senior approved.





Superbird — [Amaterasu] Poochyena (F) — Sun Demigoddess
zaP1hkE.png

[Amaterasu] Poochyena (F)
Ability: Quick Feet
Signature Attribute: Sun Demigoddess
Amaterasu is the last in a long line of Mightyena. She was named for her second-most distant ancestor, Amaterasu the goddess of the sun. The original Amaterasu accomplished the amazing feat of defeating Orochi, the 8-headed demon, and Yami, the Emperor of Everlasting Darkness. In doing so, the original Amaterasu traveled around the distant land of Nippon, gathering powers from the thirteen Celestial Brush Gods to use with her divine power, the Celestial Brush. Since the original Amaterasu, every one of her descendants has possessed a celestial brush of their own and followed in their ancestors' footsteps, making their own pilgrimage around Nippon and collecting powers from the Celestial Brush Gods. Amaterasu is no exception. However, she was caught and sold to Superbird before she was able to gain all of the Brush Gods' powers, and thus does not yet have the ability to use all of them, much less at their full power. She has already learned several, however, and plans to return to Nippon to retrieve the rest of them when she evolves:
-Sunrise (Sunny Day)
-Power Slash (Slash)
-Greensprout (Vine Whip)
-Cherry Bomb (Egg Bomb)
-Waterspout (Water Gun)
-Galestorm (Gust)
-Inferno (Ember)
-Mist (Mist)
-Thunderstorm (Thundershock)
-Blizzard (Powder Snow)
All of these attacks are initiated by Amaterasu’s Celestial Brush, and as such, all of them can be used with equal effectiveness regardless of Amaterasu’s distance from her opponent. Slash and Vine Whip deal physical damage but, as they are Brush attacks, are calculated of of Amaterasu’s Special Attack stat. But there is a limit to these attacks; Amaterasu has a limited amount of ink so she can only use one of the above attacks per round. In addition, Greensprout, Waterspout, Inferno, Thunderstorm and Blizzard can only be used with help from Amaterasu's surroundings--flowers, vines, or trees for Greensprout, water for Waterspout, a significant source of heat for Inferno, something with electrical energy for Thunderstorm, and ice (or another icy object) for Blizzard.

Being a demigoddess of the sun, Amaterasu obviously fights better in sunlight. When fighting in strong sunlight, Amaterasu gains an extra +1 in Speed. However, if Amaterasu is fighting when the sky is not visible she loses -1 in that stat instead. In addition, being the Sun Goddess, Amaterasu is a normal-type instead of a dark-type, gaining all the advantages and disadvantages of Normal-type and shedding those of the Dark-type. She also gains a weakness to the Dark-type. Finally, because she is a goddess of sun, Amaterasu has never learned many evil techniques and is violently opposed to them, and thus cannot use them.
Effects:
Amaterasu is now a Normal-type instead of a Dark-type, and gains all the benefits and drawbacks of that type along with an additional weakness to Dark. If she is battling in strong sunlight, Amaterasu gains an extra +1 in Speed, but if the sky is not visible she will have -1 Speed. Note that this modification cannot bypass the +/-6 limit, and they fade if the condition for them is no longer true. Finally, she can use one of the following attacks a maximum of once per round: Sunny Day, Slash, Vine Whip, Water Gun, Egg Bomb, Gust, Ember, Mist, Thundershock and Powder Snow. Finally, Amaterasu loses access to the following attacks: Thief, Embargo, Sucker Punch, Torment, Snatch, Dark Pulse, Shadow Ball, Spite, Covet, and Assurance.
You're giving up an awful lot of very good moves there in exchange for some weak but broad type coverage. Egg Bomb and Slash are really the only moves you're getting that raise my eyebrow even a little, but they're roughly comparable to, say, Take Down, which Poochyena already gets. Meanwhile, Sucker Punch, Torment, Snatch, Dark Pulse and Shadow Ball are all outstanding moves, and the others you're giving up aren't too shabby in certain circumstances, either.

Whenever this gets uploaded to the database or wherever it will eventually be housed, it'd be nice to tweak the second sentence of your effects paragraph so instead of "if the sky is not visible she will have -1 Speed," it would say something like "if the sky is not visible, she loses this boost and is slowed by a further -1 Speed." Or, you know, some other way to clarify that Amaterasu doesn't have her Speed reset to exactly -1 when the weather changes, regardless of what other Speed stage modifiers are in effect at the time. That's just a minor wording quibble, though.

Overall, you've got an intricate interlacing of benefits and trade-offs, but I think you've kept it fairly well balanced. If anything, it's almost against your favor, since you're losing so many good moves and the STAB you're gaining isn't super-effective against anything. But I look forward to seeing how the versatility of types you've added to Poochyena's movepool pays off. Senior approved.

Your Ditto's Memory Transformation move is honestly complex enough that I'm hesitant to try to unravel it at the moment.
 
Heehee! Yes, Jo-Ni! Let's destroy the competition! Kalos Open round four, here we come!

This is just in time for the next sig thing I had planned, too! Here's a move for my Litwick, who I'm always a little surprised to find has no draining moves besides Dream Eater. I kept the base power low since he's very little and I wasn't sure how much I wanted to try to get away with: when he evolves, I'll probably raise it a little and eventually up the recovery to 75%.

Bambi (Kadabra's Lucky Charm) Litwick (M)
Ability: Flash Fire
Signature Move: Refuel

Type: Ghost / Damage Class: Special / Base Power: 40 / Base Energy: 4% / Accuracy: 100% / Target: Single / Usage Gap: 6 actions

Flavour: Wild Litwick are well-known for their trickery, pretending to guide lost travelers through dark areas with their candlelight only to turn on them and devour their life energy away. The League has forbidden Litwick from using this power in battle: for some reason, they weren't okay with these Pokémon running around eating their opponents' souls.

Most Litwick learn to adapt to this new lifestyle, but Bambi just couldn't deal with the vegetarian diet. His flame grew weak and his body grew steadily more feeble, until his trainer decided that something needed to be done. Hundreds of soulless wild Diggersby later, Bambi finally began to figure out how to rein in his lifeforce-sucking powers so as not to do permanent damage to an opponent... probably.

Description: Bambi's flame abruptly flares up, emitting a pale, ghostly light. His opponent's life force is drawn from its soul to his flame in the form of a violet rope of energy connecting them. His flame grows larger and larger as he absorbs more energy from his opponent, until he is finally satiated; it then gradually diminishes in size again over the next six actions as he uses up the stolen life force, and until then he will not be willing to feed again. Bambi's just a little Litwick, with not that much control over his powers, so sometimes he can get a bit carried away: there's a small chance that he'll feast on his opponent's soul a bit too much, after which a League enforcer will step in and prevent him from using this move for the rest of the battle.

Effects: Drains half the damage dealt to heal Bambi. This attack can be commanded to target health or energy. Has a critical hit domain one stage higher than normal, but if this move scores a critical hit, Bambi cannot use it again for the rest of the battle.
 
Also, I was planning to just leave this up to the designated approvers, but since people are approving my stuff, I'll certainly help out with theirs during the initial crush.

Let's try this. I hope the one-quarter figure isn't too high; I went back through the battles I've reffed and found that out of the four of them (with 18 Pokemon involved altogether), the vast majority of the Pokemon dealt less than 100 total damage and all but one dealt less than 120 damage (1/4 of which is 30, which is well within a standard damage cap). The only exception was Melia the Eevee in Faorzia vs. VM, who dealt freaking 173 damage because of shenanigans with Super Fang and Trump Card, which I think is very much an outlier and probably doesn't need to be counted.

[Judge Judy] Kangaskhan (F)
Signature move: Kangaroo Court
Type: Normal
Damage class: Physical
Base power: *
Base energy: *
Base accuracy: 85%
Target: Single
Usage gap: Once per battle

Effects: Judge Judy calculates the damage her target has done to her and her teammates and attacks it for one-quarter of that amount. (If Judge Judy has witnessed the majority of the damage directly — such as in a 2v2 or if it was done to her directly — this is automatically done as health damage. Otherwise, the opponent may choose whether to take the attack as damage to its health or its energy.) This attack costs energy equal to three-quarters of the damage that would be dealt before damage caps are accounted for.

Description: Judge Judy confers with the bailiff (the referee) to find out precisely how much pain she and her teammates have been caused by a particular foe. Acting as judge, jury and executioner, she then uses a thrashing, brutal beatdown to inflict a punitive punishment on the foe. If Judge Judy was a witness to its foe's onslaught, she is implacable in her desire to deal vengeful damage, but if she was not, the foe may expend an equivalent amount of energy to protect its health from Judge Judy's beatdown.

This could be a bit of a pain for the ref if they don't post their calculations, so just a note that if you have a ref that doesn't post calcs and it's possible you'll be using Judge Judy, make sure to mention it to them so they can save some re-calculating later. Other than that, nerfing the attack so the target can choose whether it targets health or energy if Judge Judy hasn't seen the majority of the damage go down doesn't entirely address the scenario of sending her out against an opponent who just KO'd a teammate and getting around 25% damage off straight away. Then again, it likely won't cost a Pokémon 75% energy to do 100% damage anyway, unless it's using a direct healing move. I think it would be a good idea to have the damage done to energy by this move count towards the damage cap, though.

Clarify in your effects section that the foe only has to pay the energy cost (if it chooses to) if the move doesn't miss. Approved.
 
I see your attempt to drag a less-than-stellar Pokemon into the limelight, Eifie, and it reminded me of my unrealized effort to do the same with my Cascoon.

Cascoon
[Bolla] Cascoon (M)
Ability: Shed Skin
Signature Attribute: Granite Homeostasis
Long before humans had ever invented the Pokeball, many of the more common Pokemon seen today were quite different. Doduo's predecessors were land-dwelling, scaly beasts with wicked claws and two cunning heads full of razor-sharp teeth; as we already know, Magikarp was once remarkably more formidable as well. The case was the same for the lowly Wurmple. In the prehistoric jungles of Hoennic and Sinnoan Pangea, the ancestor of Wurmple (Helminthus spinosus pseudoscolipus) was the most feared predator, a full Bug/Poison with wicked tail-stingers and spines all over its large, flexible, agile body. It raced through the underbrush, picking off multiple small mammals in a single day to satisfy its huge appetite. Frequently, ancient Helminthus could be seen barrelling through the canopies, chasing down large birds with relative ease. It was without rival in almost every way, and undoubtedly the top of the food chain. This was the reason that, while the metamorphosis process was shaping Helminthus into one of the two ultimate jungle predators--Chloroptera venenosus toxica, an enormous insect that hovered over various altitudes showering its prey with a paralyzing dust, rendering it immobile for weeks and keeping it in one place for later consumption, or Chromopteryx proborhinos papilios, a deceptively festive-colored aerial expert that used its lengthy coiled proboscis to stab and drain its prey, even in impossibly small spaces or underwater--anyway, this was why so many of the chrysalises of Helminthus were attacked while they slept; even long-standing blood feuds would be put aside to prevent the arrival of a Chromopteryx or Chloroptera in the area. It was for this reason that ancient Cascoon began to hide themselves inside of trees or underground (though this was mostly ineffective until they became more condensed and consequently smaller in size), a trait that lives on today. Bolla, however, is a Cascoon from a little bit before that time.

As a Cascoon (technically Porphyropelta pupa fossilis), Bolla wrapped himself in silk around the time that his fellow native jungle-dwellers had realized that this particular phase in his metamorphosis was easily the most vulnerable. Many of his brethren were laid to waste mere days after his transformation, and Bolla was fully aware that he was next. As luck would have it, he was able to slip out of the jungle as fast as his limb protrusions could carry him. He soon found a rocky cave, slipped inside just in time to avoid a Doduoraptor, and pressed himself to the back as the monster's twin heads took turns trying to reach him. Finally, night fell, and Bolla was safe. So he did what all Cascoons do when they are safe. He slept.

He slept and slept and slept and slept and slept for a very long time. Without stimuli, his body entered a state of homeostasis, and without room to fluctuate with the changing for inside of him, his inner Helminthus died and became the functionary equivalent of a ribcage for an entirely new being, created by the homeostatic properties of the silk that made up the chrysalis. See, present-day Cascoon generally use plantmatter to cover themselves--bark, leaves, grass, maybe the occasional decent-sized branch. The silk doesn't just stick to the items in question; rather, it bonds with them, and seems to draw them into the center of the Pokemon, when in actuality it is trying to make room for more silk to cover the plantmatter. At most, the long-term effect would give the Cascoon a soft green palor, and make the resulting Dustox's wings a little more vibrant, and sometimes more durable in the case of excess bark; however, a Cascoon is virtually never completely covered by anything; it still needs to see and to move around in case of emergency. Rewind a few millennia, and Bolla was unaware of these basic needs. His fight-or-flight had kicked in, and he was in no shape to fight, so fly he did. As he slept, the gravel and rocks all around him stuck to his silk, even as virtually every system in his body stopped working. Eventually, the stone in the cave became grafted into his wrappings, forming a protective casing with imperceptible creases to allow for movement of his limb-spikes (during hibernation, the limbs will twitch every so often to ensure that the silk doesn't stiffen and immobilize them). While this proved to be the best move from a survivalist standpoint, Bolla was thereby prevented from further evolution, and would have to remain this way for the duration of his life. Naturally, being encased in stone spikes (not to mention much bigger than the average Cascoon) gave Bolla a number of useful abilities, the most prominent of which is heightened Defense and a secondary Rock typing, coupled with a wider moveset and slower reaction time, due to the extra bulk and the weighty stone shell; when The Omskivar found him while prospecting for Pale Spheres (he really wanted that Happiny doll okay), Bolla was startled and woozy after countless centuries of complete equilibrium, but as he regained control over his body, he quickly became a titan in his own right.

Effects: Bolla is considered a Bug/Rock Pokemon. His body is encased almost entirely in stone, and he is about twice as big as a normal Cascoon (at the tip of his spikes he is 1.4 meters, about the height of a grounded Carnivine, and he weighs in at 260.0kg). He is able to move the same way a Cascoon normally would, except that his limbs are essentially thin cones of rock. His eyes and mouthparts are not covered by this stone shell. For purposes of damage scales and Pokemon restrictions, Bolla is considered a fully-evolved Pokemon, and under no circumstances may he evolve any further. Due to the density of his shell, he gains an inherent +2 to Defense, and will reset to +2 under the effects of Clear Smog, Haze and the like. However, due to his bulky figure and heavy armor, he also has an inherent -1 in Speed; this follows the same rules as the Defense boost, with the added curse that he will automatically lose all Speed ties. His skin does not shed; therefore, his ability is not Shed Skin, but Aftermath. He also has attained the following moveset (read: he can use any of these moves, but none that are not on this list):

RolloutAbsorb
Acid
Ancient Power
Attract
Bide
Body Slam
Bulldoze
Captivate
Chill
Clear Smog
Confide
Counter
Cross Poison
Double-Edge
Double Team
Defense Curl
Earthquake
Electroweb
Endure
Explosion
Facade
Fell Stinger
Frustration
Gastro Acid
Giga Drain
Glare
Gyro Ball
Harden
Headbutt
Head Smash
Hidden Power
Infestation
Iron Defense
Iron Head
Leer
Mega Drain
Megahorn
Mud Sport
Mud-Slap
Natural Gift
Nature Power
Payback
Pin Missile
Poison Sting
Protect
Rain Dance
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Secret Power
Shell Smash
Skull Bash
Sleep Talk
Smack Down
Snore
Solarbeam
Spider Web
Spike Cannon
Spikes
Stealth Rock
Steamroller
Sticky Web
Stone Edge
String Shot
Struggle Bug
Substitute
Sunny Day
Swagger
Sweet Scent
Tackle
Take Down
Taunt
Toxic
Twineedle
Zen Headbutt

The ability to use Bug Bite is lost due to the limited mobility of his mouthparts. Finally, he cannot stick to things as easily as he could without the rocky coating. His limbs continue to secrete silk, but his body is simply too heavy to be supported on any less than four strands (or sticking to things with at least four limb-spikes, such as a ceiling or tree trunk). Therefore, any climbing or hanging that he does using silk will take four times the energy that it normally would, using four silk lines instead of one, unless specified otherwise in the command chain.
 
wartortle
[Mr. Turtle] Wartortle
Ability: Torrent

Signature Move: AAAACHOO!

Flavor: Mr. Turtle suffers from a variety of allergies. His Trainer often drops several weeks’ allowance on medication just to keep his starter’s affliction under control. However, both of them noticed some interesting reactions whenever his Trainer forgot to give him his pills; his opponents’ (and the referee’s) faces would scrunch up in fear whenever the Water type sneezed. He expelled a weird, viscous, cyan mass that… moved? Oh God, is it moving?!?!

Thinking like a true Asberian (weaponize everything! structural stability is for the weak!), Mr. Turtle’s Trainer immediately set out on capitalizing on this bodily excretion.

AAAACHOO! can be triggered by the usual array of things (pollen, dust, etc.) just as it can be controlled. In fact, the moment Mr. Turtle gets a whiff of any of these agents, he’ll drop everything and sneeze at his target stronger than usual. However, Mr. Turtle’s Trainer dispenses an allergy pill the first time this happens, assuring the situation never occurs again.

Type: Water/ Class: Special / Power: 60 (90 in special case) / Energy: 4% (7% in special case) / Accuracy: 100 / Target: Single / Priority: – (+1 in special case) / Usage Gap: Once every three rounds (once every four if special case occurs).

Effects: Once the mucus comes in contact with the enemy, they are immediately slowed down (-1 Speed). The secretion is thick and gooey enough to stay on the enemy even if high-pressure water is sprayed on it. The mucus dries out at the end of the third round, removing the Speed debuff.

The move can be triggered by any of these moves once:
-Sandstorm (and any Abilities that create a sandstorm)
-Sand Attack
-Sand Tomb
-Sweet Scent
-Sleep Powder
-Poison Powder
-Stun Spore
-Cotton Spore
-Spore
-Anything the ref deems eligible (within reason; it can both be moves such as Hurricane carrying insane amounts of dust or the arena itself that cause the sneeze)

When triggered by one of the aforementioned moves, Mr. Turtle randomly forfeits one of his actions in the following round in favor of a stronger AAAACHOO! (90BP/7%/+1 Priority instead of 60 BP/4%/0 Priority). As mentioned earlier, this stronger move can only happen once.

For example, after a Combee uses Sweet Scent, the command string Withdraw~Water Gun~Tackle can end up like this:
AAAACHOO!~Water Gun~Tackle
Withdraw~AAAACHOO!~Tackle
Withdraw~Water Gun~AAAACHOO!

Description: When Mr. Turtle is commanded to use the move (instead of it being triggered), he’ll take a whiff of his surrounding and sneeze out a thick, viscous cyan blob that will stick to the opponent. It’s nasty, gooey, and cold to the touch.

If the special case occurs, Mr. Turtle will stumble around looking like he’s about to sneeze in the round before, and will sneeze with the power of a thousand hurricanes when he actually does. The same glob is sneezed, but at a much higher velocity. Then, I liek Squirtles/Scythers/S Pokemon of the Month takes out a Claritin and gives it to Mr. Turtle, preventing th.

In both cases, the mucus dries out into a kind of crust, and tiny flakes are easily peeled off (y’know, like how boogers usually do when they’re inside your nose).
 
Heehee! Yes, Jo-Ni! Let's destroy the competition! Kalos Open round four, here we come!

This is just in time for the next sig thing I had planned, too! Here's a move for my Litwick, who I'm always a little surprised to find has no draining moves besides Dream Eater. I kept the base power low since he's very little and I wasn't sure how much I wanted to try to get away with: when he evolves, I'll probably raise it a little and eventually up the recovery to 75%.

Bambi (Kadabra's Lucky Charm) Litwick (M)
Ability: Flash Fire
Signature Move: Refuel

Type: Ghost / Damage Class: Special / Base Power: 40 / Base Energy: 4% / Accuracy: 100% / Target: Single / Usage Gap: 6 actions

Flavour: Wild Litwick are well-known for their trickery, pretending to guide lost travelers through dark areas with their candlelight only to turn on them and devour their life energy away. The League has forbidden Litwick from using this power in battle: for some reason, they weren't okay with these Pokémon running around eating their opponents' souls.

Most Litwick learn to adapt to this new lifestyle, but Bambi just couldn't deal with the vegetarian diet. His flame grew weak and his body grew steadily more feeble, until his trainer decided that something needed to be done. Hundreds of soulless wild Diggersby later, Bambi finally began to figure out how to rein in his lifeforce-sucking powers so as not to do permanent damage to an opponent... probably.

Description: Bambi's flame abruptly flares up, emitting a pale, ghostly light. His opponent's life force is drawn from its soul to his flame in the form of a violet rope of energy connecting them. His flame grows larger and larger as he absorbs more energy from his opponent, until he is finally satiated; it then gradually diminishes in size again over the next six actions as he uses up the stolen life force, and until then he will not be willing to feed again. Bambi's just a little Litwick, with not that much control over his powers, so sometimes he can get a bit carried away: there's a small chance that he'll feast on his opponent's soul a bit too much, after which a League enforcer will step in and prevent him from using this move for the rest of the battle.

Effects: Drains half the damage dealt to heal Bambi. This attack can be commanded to target health or energy. Has a critical hit domain one stage higher than normal, but if this move scores a critical hit, Bambi cannot use it again for the rest of the battle.

Senior Approved, although it would be wise to change the flavor as Diggersby is immune to the move.

/nothing escapes me

I see your attempt to drag a less-than-stellar Pokemon into the limelight, Eifie, and it reminded me of my unrealized effort to do the same with my Cascoon.

Cascoon
[Bolla] Cascoon (M)
Ability: Shed Skin
Signature Attribute: Granite Homeostasis
Long before humans had ever invented the Pokeball, many of the more common Pokemon seen today were quite different. Doduo's predecessors were land-dwelling, scaly beasts with wicked claws and two cunning heads full of razor-sharp teeth; as we already know, Magikarp was once remarkably more formidable as well. The case was the same for the lowly Wurmple. In the prehistoric jungles of Hoennic and Sinnoan Pangea, the ancestor of Wurmple (Helminthus spinosus pseudoscolipus) was the most feared predator, a full Bug/Poison with wicked tail-stingers and spines all over its large, flexible, agile body. It raced through the underbrush, picking off multiple small mammals in a single day to satisfy its huge appetite. Frequently, ancient Helminthus could be seen barrelling through the canopies, chasing down large birds with relative ease. It was without rival in almost every way, and undoubtedly the top of the food chain. This was the reason that, while the metamorphosis process was shaping Helminthus into one of the two ultimate jungle predators--Chloroptera venenosus toxica, an enormous insect that hovered over various altitudes showering its prey with a paralyzing dust, rendering it immobile for weeks and keeping it in one place for later consumption, or Chromopteryx proborhinos papilios, a deceptively festive-colored aerial expert that used its lengthy coiled proboscis to stab and drain its prey, even in impossibly small spaces or underwater--anyway, this was why so many of the chrysalises of Helminthus were attacked while they slept; even long-standing blood feuds would be put aside to prevent the arrival of a Chromopteryx or Chloroptera in the area. It was for this reason that ancient Cascoon began to hide themselves inside of trees or underground (though this was mostly ineffective until they became more condensed and consequently smaller in size), a trait that lives on today. Bolla, however, is a Cascoon from a little bit before that time.

As a Cascoon (technically Porphyropelta pupa fossilis), Bolla wrapped himself in silk around the time that his fellow native jungle-dwellers had realized that this particular phase in his metamorphosis was easily the most vulnerable. Many of his brethren were laid to waste mere days after his transformation, and Bolla was fully aware that he was next. As luck would have it, he was able to slip out of the jungle as fast as his limb protrusions could carry him. He soon found a rocky cave, slipped inside just in time to avoid a Doduoraptor, and pressed himself to the back as the monster's twin heads took turns trying to reach him. Finally, night fell, and Bolla was safe. So he did what all Cascoons do when they are safe. He slept.

He slept and slept and slept and slept and slept for a very long time. Without stimuli, his body entered a state of homeostasis, and without room to fluctuate with the changing for inside of him, his inner Helminthus died and became the functionary equivalent of a ribcage for an entirely new being, created by the homeostatic properties of the silk that made up the chrysalis. See, present-day Cascoon generally use plantmatter to cover themselves--bark, leaves, grass, maybe the occasional decent-sized branch. The silk doesn't just stick to the items in question; rather, it bonds with them, and seems to draw them into the center of the Pokemon, when in actuality it is trying to make room for more silk to cover the plantmatter. At most, the long-term effect would give the Cascoon a soft green palor, and make the resulting Dustox's wings a little more vibrant, and sometimes more durable in the case of excess bark; however, a Cascoon is virtually never completely covered by anything; it still needs to see and to move around in case of emergency. Rewind a few millennia, and Bolla was unaware of these basic needs. His fight-or-flight had kicked in, and he was in no shape to fight, so fly he did. As he slept, the gravel and rocks all around him stuck to his silk, even as virtually every system in his body stopped working. Eventually, the stone in the cave became grafted into his wrappings, forming a protective casing with imperceptible creases to allow for movement of his limb-spikes (during hibernation, the limbs will twitch every so often to ensure that the silk doesn't stiffen and immobilize them). While this proved to be the best move from a survivalist standpoint, Bolla was thereby prevented from further evolution, and would have to remain this way for the duration of his life. Naturally, being encased in stone spikes (not to mention much bigger than the average Cascoon) gave Bolla a number of useful abilities, the most prominent of which is heightened Defense and a secondary Rock typing, coupled with a wider moveset and slower reaction time, due to the extra bulk and the weighty stone shell; when The Omskivar found him while prospecting for Pale Spheres (he really wanted that Happiny doll okay), Bolla was startled and woozy after countless centuries of complete equilibrium, but as he regained control over his body, he quickly became a titan in his own right.

Effects: Bolla is considered a Bug/Rock Pokemon. His body is encased almost entirely in stone, and he is about twice as big as a normal Cascoon (at the tip of his spikes he is 1.4 meters, about the height of a grounded Carnivine, and he weighs in at 260.0kg). He is able to move the same way a Cascoon normally would, except that his limbs are essentially thin cones of rock. His eyes and mouthparts are not covered by this stone shell. For purposes of damage scales and Pokemon restrictions, Bolla is considered a fully-evolved Pokemon, and under no circumstances may he evolve any further. Due to the density of his shell, he gains an inherent +2 to Defense, and will reset to +2 under the effects of Clear Smog, Haze and the like. However, due to his bulky figure and heavy armor, he also has an inherent -1 in Speed; this follows the same rules as the Defense boost, with the added curse that he will automatically lose all Speed ties. His skin does not shed; therefore, his ability is not Shed Skin, but Aftermath. He also has attained the following moveset (read: he can use any of these moves, but none that are not on this list):

RolloutAbsorb
Acid
Ancient Power
Attract
Bide
Body Slam
Bulldoze
Captivate
Chill
Clear Smog
Confide
Counter
Cross Poison
Double-Edge
Double Team
Defense Curl
Earthquake
Electroweb
Endure
Explosion
Facade
Fell Stinger
Frustration
Gastro Acid
Giga Drain
Glare
Gyro Ball
Harden
Headbutt
Head Smash
Hidden Power
Infestation
Iron Defense
Iron Head
Leer
Mega Drain
Megahorn
Mud Sport
Mud-Slap
Natural Gift
Nature Power
Payback
Pin Missile
Poison Sting
Protect
Rain Dance
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Secret Power
Shell Smash
Skull Bash
Sleep Talk
Smack Down
Snore
Solarbeam
Spider Web
Spike Cannon
Spikes
Stealth Rock
Steamroller
Sticky Web
Stone Edge
String Shot
Struggle Bug
Substitute
Sunny Day
Swagger
Sweet Scent
Tackle
Take Down
Taunt
Toxic
Twineedle
Zen Headbutt

The ability to use Bug Bite is lost due to the limited mobility of his mouthparts. Finally, he cannot stick to things as easily as he could without the rocky coating. His limbs continue to secrete silk, but his body is simply too heavy to be supported on any less than four strands (or sticking to things with at least four limb-spikes, such as a ceiling or tree trunk). Therefore, any climbing or hanging that he does using silk will take four times the energy that it normally would, using four silk lines instead of one, unless specified otherwise in the command chain.

Even with the exhaustive backstory, what you're basically trying to do here is make up an entirely new pokémon with "custom" moves and typing, and I think that's why you had such a hard time getting it approved the last. I also think the main qualm approvers had with that is that it would create a precedent of people coming up with entirely new movesets for Pokémon... which is, strictly speaking, not a bad thing per se.

Eifie clearly got the bandwagon running with her Luvdisc, and I initially disapproved adding random typing and moves to Pokémon on the basis that they were bad. First off, Luvdisc isn't near as bad in ASB as it is in-game, due to a good base 97 speed, access to a few useful moves and a great DW ability which everyone and their mother has. It concerned me because bad is very subjective, especially in ASB, and I never saw Negrek be more lenient with Sig stuff based on how bad the original pokémon was.

That being said, Negrek no longer handles the league and I'm not totally against this kind of stuff, so your signature attribute has a fair shot at being approved. I'd like other Approvers to weight in on this, but some moves you slipped in there don't make much sense. Taunt, Twineedle, Megahorn and Clear Smog are not learned by Dustox (or Beautifly for that matter) nor are particularly common among Rock-types, which makes it difficult for me to approve them on a whim. I understand that you want to make your pokémon good, but I fail to see how it is possible to approve this right now.

Now that I think about it, it's also a common problem with Rock-types in general, they rarely carry effective non-damaging moves like Magic Coat, Snatch, Taunt, etc. - which in my sense makes them bad. Should I come up with a sig stuff for every rock-type I buy so it gains access to such moves, making them good? I really want other approvers' input on that.

Not Approved for now.


wartortle
[Mr. Turtle] Wartortle
Ability: Torrent

Signature Move: AAAACHOO!

Flavor: Mr. Turtle suffers from a variety of allergies. His Trainer often drops several weeks’ allowance on medication just to keep his starter’s affliction under control. However, both of them noticed some interesting reactions whenever his Trainer forgot to give him his pills; his opponents’ (and the referee’s) faces would scrunch up in fear whenever the Water type sneezed. He expelled a weird, viscous, cyan mass that… moved? Oh God, is it moving?!?!

Thinking like a true Asberian (weaponize everything! structural stability is for the weak!), Mr. Turtle’s Trainer immediately set out on capitalizing on this bodily excretion.

AAAACHOO! can be triggered by the usual array of things (pollen, dust, etc.) just as it can be controlled. In fact, the moment Mr. Turtle gets a whiff of any of these agents, he’ll drop everything and sneeze at his target stronger than usual. However, Mr. Turtle’s Trainer dispenses an allergy pill the first time this happens, assuring the situation never occurs again.

Type: Water/ Class: Special / Power: 60 (90 in special case) / Energy: 4% (7% in special case) / Accuracy: 100 / Target: Single / Priority: – (+1 in special case) / Usage Gap: Once every three rounds (once every four if special case occurs).

Effects: Once the mucus comes in contact with the enemy, they are immediately slowed down (-1 Speed). The secretion is thick and gooey enough to stay on the enemy even if high-pressure water is sprayed on it. The mucus dries out at the end of the third round, removing the Speed debuff.

The move can be triggered by any of these moves once:
-Sandstorm (and any Abilities that create a sandstorm)
-Sand Attack
-Sand Tomb
-Sweet Scent
-Sleep Powder
-Poison Powder
-Stun Spore
-Cotton Spore
-Spore
-Anything the ref deems eligible (within reason; it can both be moves such as Hurricane carrying insane amounts of dust or the arena itself that cause the sneeze)

When triggered by one of the aforementioned moves, Mr. Turtle randomly forfeits one of his actions in the following round in favor of a stronger AAAACHOO! (90BP/7%/+1 Priority instead of 60 BP/4%/0 Priority). As mentioned earlier, this stronger move can only happen once.

For example, after a Combee uses Sweet Scent, the command string Withdraw~Water Gun~Tackle can end up like this:
AAAACHOO!~Water Gun~Tackle
Withdraw~AAAACHOO!~Tackle
Withdraw~Water Gun~AAAACHOO!

Description: When Mr. Turtle is commanded to use the move (instead of it being triggered), he’ll take a whiff of his surrounding and sneeze out a thick, viscous cyan blob that will stick to the opponent. It’s nasty, gooey, and cold to the touch.

If the special case occurs, Mr. Turtle will stumble around looking like he’s about to sneeze in the round before, and will sneeze with the power of a thousand hurricanes when he actually does. The same glob is sneezed, but at a much higher velocity. Then, I liek Squirtles/Scythers/S Pokemon of the Month takes out a Claritin and gives it to Mr. Turtle, preventing th.

In both cases, the mucus dries out into a kind of crust, and tiny flakes are easily peeled off (y’know, like how boogers usually do when they’re inside your nose).

You seem to be missing the last part of that second to last paragraph, and apart from the fact that this is disgusting, I'm gonna go ahead and Approve this too, unless somebody else has major problems with that.
 
I'm gonna go ahead and try to get the mods I had before the restart re-approved. One changed more than the other.
ditto
[Meta] Ditto
Ability: Limber
Signature Move: Memory Transformation
Meta is a bit less playful than most other Ditto. Well, that’s not true – it’s incredibly playful, but it gets bored easily. It’s always looking for new ways to prank the other pokémon hanging around Superbird’s house (or wherever he keeps the rest of them). And so Meta began training its memory. The Ditto began to spend a lot of time in the library, researching other basic pokémon, and practicing transforming by memory rather than by sight. And over time, Meta got a lot better at it – the first time Superbird saw a Magikarp flopping on his bed he was rather confused until Meta revealed itself.

Like any good trainer, Superbird figured that such a practiced skill should not go to waste, and so he began training Meta in this transformation. He brought in some of his other pokémon – as ambivalent as they were about helping the prankster get better at pranking – to help teach the Ditto some moves, and after a couple of questionably legal backdoor visits to the Aurion Home for the Belligerent Elderly, Meta was ready for battle.

Type: Normal / Class: Status / Power: -- / Energy: 5% / Accuracy: -- / Target: Self / Priority: -1 / Usage Gap: Once per battle.
Effects: Meta has trained itself to remember a wide variety of pokémon and moves, and as such it has gained the ability to transform by memory into a variety of common pokémon – without needing to look at them first. By using this move, Meta can transform into any Rarity 1 or Rarity 2 pokémon. However, Meta’s memory isn’t limitless – transforming by memory makes it much more difficult to copy anything but a pokémon’s natural abilities – and while transformed into a pokémon by memory, Meta can only use moves from that pokémon’s level-up movepool, or moves that both the pokémon Meta is transformed into and one of the other pokémon on the field can use somehow (for which it can immediately call back the technique by visualizing itself using it while transformed into that pokémon). Any moves Meta uses that another pokémon on the field cannot learn will also cost 1% more energy and move last in their priority bracket, as recalling them from memory takes a little bit of time.
Description: Identical in appearance to Transform.

Oh yeah was this approved? If not, Senior Approved now.
 
Hey guys, I'm just going to throw this old thing out there. It was approved in the old league, but I made a few move modifications a while ago.


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Cacnea | Male | Sand Veil Illuminate | 0 Exp
Signature Attribute: Jack-o-Lantern
Flavour:
There once was a man who had a love of fire, a burning passion that made him ire.

But a man like he, he bore no shame. He declared he was a botanist to astonishing acclaim.

A friend to fire and a friend to grass, he declared from the rooftops during Sunday’s mass.

He then fell from the sky and broke his back, leaving him in pain inside his worn old shack.

Not one soul had ever put trust in him, only stealing his life whim by whim.

Soon he bore dire anger for fellow man, and he formulated a very passionate plan.

He would find all the plants, protect them he would.

Then set fire to the humans, let them burn as they should.

He walked into the blaze a happy soul, laughing and cheering through his final toll.

He did not walk out, to the plants’ dismay. He died that day, he died that day.


~

The eternal sandstorm encompassing Sinnoh’s Route 228 is not a very natural phenomenon, breaking the mildly cold climate of the region. This is not because of a sudden change in regional weather, but events of a more spiritual nature.

Before Sinnoh had been completely overcome by modern tides, a small village had stood inside the sea-worn valley of Route 228, a town very similar to Celestic in the mainland. In the town was said to be a very joyous, patient and passionate man: old man Kelvin. He was spontaneous for his age, dancing and prancing about, proclaiming to the heavens his love for his greenhouse and his love for the sun. But a freak accident left him in great pain and forced the populace into a slow and steady show of inconsideration to him.

Being the passionate man he was, he never forgave them for forgetting him. Reports state he burned the town to the ground, then walked into the inferno himself, waving cheerily to his greenhouse, the only building left untouched by his blaze.

Hikers and trainers passing through the Route 228 sandstorm at night occasionally reported sightings of a will-o-wisp like figure floating amongst the sands, eternally searching, but always staying far from the humans. Time had bent his will and twisted his ambitions.

Old man Kelvin’s spirit searched for a vessel, a shelter from the curse of the sandstorm he brought, the sand would forever douse his fires and leave him in eternal pain. He had watched his garden plummet to the vicious sand, and the grit tore anger into him. He would search for a rough, harsh and powerful grass type to shelter his flame. The Cacturne and Cacnea were the only ones that had prevailed in the sandstorm he brought, and he feared leaving the site of the blaze as he may spread the accursed sand wherever he went. The Cacturne always sensed when he was close, and banished him far away from them with malevolent energies, in turn protecting their children furiously.

One fateful night, he came upon a bright orange sphere nestled in the sand, lying still and asleep like a child. His heart welled with fire; there were no Cacturne in sight, and this beautiful orange Cacnea lay unaware. He delved his spirit of fire through the pores in the sand dwellers skin. He had seen pumpkins akin to the baby; the children from the village had loved the jack-o-lanterns he carved.

He was reborn that day.

With time, the infant grew with the spirit inside him. When his parents had realized what was held inside him, they fled in shame and fear. Prickles was left with only the burning spirit of old man Kelvin to nurture him. With time, his mouth grew into a malevolent smile to let the flame within him breathe, his flower wilted and out sprouted a knotted stem. He felt himself get larger, more bright and more, more fiery with every breath he took, slowly shedding his former self to be reborn anew.

Effect: Prickles is considered to be a Grass/Fire type on all occasions (weather, STAB, W/R, etc.), on evolution to Cacturne his secondary type will be Fire and not Dark (he will still be a Grass/Fire type).

Prickles’ shines a fiery light from within himself, shunning the darkness around him and embracing the flame. He loses and gains the following moves:
-Faint Attack, Payback, Switcheroo, Fling, Dark Pulse, Sandstorm
+Flame Wheel, Flame Charge, Inferno, Will-o-wisp, Fire Punch, Flame Burst

On evolution, the glands in his body that produce deadly poison (along with major healing glands) will be unable to do so. The spirit of old man Kelvin influence overcoming them, bestowing upon him his eternal curse, giving him more as a gift for nurturing the old flame:
-Belch, Venoshock, Acid, Poison Sting, Poison Jab, Smellingsalt, Synthesis, Pin Missile, Embargo, Fell Stinger, Pin Missile, Spikes
+Sunny Day, Blaze Kick, Flamethrower, Fire Blast, Hex, Fiery Dance, Mystical Fire

Due to the unnatural energy residing within him, he cannot use Natural Gift, Secret Power or Hidden Power.

When wandering the desert on Route 228, attempting to find prey, Prickles realized that he illuminated the area around him, allowing him to be seen even under the harsh cloak of the sand (Prickles’ ability is now Illuminate instead of Sand Veil, he is no longer immune to Sandstorm’s damage).

---

I could write up a description, but would the sprite be enough? :D
 
Huh, I looked through the archive and never saw the prior approval you speak of, although I remember something like that happening at some point. At any rate, 9% energy is pretty absurd for a 100-BP attack with no specific secondary effect, and given Bronzong already has access to Psychic for a similar degree of damage output (setting a precedent, I guess) I'm inclined to give a tentative Junior approval with a note that you could probably get away with adding a secondary effect - 50% chance to lower defense or something - if you wanted to try resubmitting it.

You approved this before I switched this over to Kadabra, I plan on making it stronger when it evolves to Alakazam, and I figured a secondary effect on top of the dual damage to health and energy would have been ixnayed
 
You approved this before I switched this over to Kadabra, I plan on making it stronger when it evolves to Alakazam, and I figured a secondary effect on top of the dual damage to health and energy would have been ixnayed

Before any of the other approvers spend more time on this: please update the effects section in your post to state exactly how much damage this attack should do to health and to energy. Post here again when you're done editing that, and we'll start the approval process again from the beginning.
 
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