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Signature Booking Office

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 battle 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 any future special AAAACHOO! cases.

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).

~*~

Did the edits as I was asked.
 
Oh yeah, I had something I was talking about ages ago that I want to ask the approval staff. My Spritzee and Swirlix have fulfilled their evolution requirements, but they're too cute to evolve. :C Since we don't have any sort of custom sprite functionality so that I could just refuse to use the evolved sprites, I wanted to try giving them signature attributes that basically grant them the speed and movepools of their evolutions, conditional upon them holding their evolution items at all times. Would that be acceptable? :O

If not, I guess I'll just go and evolve them and insist refs use their pre-evolution sprites at all times, lmao. This is a 100% serious request though, man.
 
Oh yeah, I had something I was talking about ages ago that I want to ask the approval staff. My Spritzee and Swirlix have fulfilled their evolution requirements, but they're too cute to evolve. :C Since we don't have any sort of custom sprite functionality so that I could just refuse to use the evolved sprites, I wanted to try giving them signature attributes that basically grant them the speed and movepools of their evolutions, conditional upon them holding their evolution items at all times. Would that be acceptable? :O

If not, I guess I'll just go and evolve them and insist refs use their pre-evolution sprites at all times, lmao. This is a 100% serious request though, man.

To be honest this sounds like something that would happen in the anime.
 
not addicted to this at all nope

[the new meta] Ditto <Limber Aroma Veil>
Signature Attribute: Amorphous Glands
Flavor: At her battle with Lord of the Fireflies at the Cave of Origin, the new meta's trainer was understandably frustrated. meta had been cleverly manipulated and went a whole round and a half unable to Transform. Never again. Ever since, the two had been working closely with each other, studying the pheromones and hormonal glands on Spritzee, learning their details so well that the new meta could form them on themself almost instinctively. Never again would she be taunted right off the bad and just blob around uselessly for an entire round.
Effect: the new meta's ability is replaced with Aroma Veil when not transformed.
 
Ether's Bane's BurNIng's B-God: tentative Junior 1/2
Eifie's fairies' things: see below
Meursault's the new meta's Amorphous Glands: Junior 1/2
Wargle's Kazza's Gravitational Tear: Intermediate 1/2
[BurNIng] Cyndaquil (M) (Flash Fire)

Signature Attribute: B-God

Effects: Any physical damage done by BurNIng to "mage-type" Pokemon (in this case, Psychic and Fairy) is multiplied by 1.1x (after the original final damage of the attack is tallied). Every opposing Pokemon KO'd by BurNIng earns an extra $2 for his trainer, however, BurNIng must get the last hit - if the other Pokemon KO's itself through self-damage, poison, burn, confusion self-damage, or anything other than BurNIng getting the last hit, no extra money will be awarded. BurNIng gains access to Pay Day. However, in double or triple battles, BurNIng will be unable to help his partner(s), so he will not attempt to shield his partner(s) from damage, combine attacks with his partner(s), or any other form of positive battle interaction with his partner(s). Furthermore, if a Dark-type damaging move with 60 or more base power hits BurNIng if BurNIng is on 25% health or less, BurNIng is automatically KO'd on the spot.

Flavor: When he isn't training or battling, Ether's Bane really enjoys Dota - both playing and watching it. His favourite professional player is Xu "BurNIng" Zhilei, the greatest carry player in the history of Dota. He is such a fan of BurNIng that one day, when he obtained a Cyndaquil for his team, Bane aptly named the Cyndaquil after BurNIng. After that, quite often, when Bane would watch a professional game of Dota, BurNIng (the Cyndaquil) would come to his side and watch with him. Somehow, the Cyndaquil had some sort of connection with his namesake, and soon, portions of things in-game which BurNIng (the player) was famous for started to seep into the Cyndaquil's own battle abilities. The Cyndaquil soon gained the ability to earn money just by getting the last hit, and he also discovered that he had become rather effective against magical Pokemon - he was now an "anti-mage", if you will. However, during internal training sessions, the Cyndaquil's teammates also discovered that at times, he would be unwilling to help them out when they were on the same team. Furthermore, it also became apparent that he was now more susceptible to powerful Dark-type attacks if he could be KO'd. Ironically, this discovery was made during a run-in with a Bug-type specialist (who, as an aside, insisted on using the Japanese names for every type; thus, he referred to his own type as "Mushi"). Nevertheless, with the spirit of the legendary carry ablaze within him, BurNIng (the Cyndaquil) has only one goal in mind:

Farm.

...Wait, what? Win, not farm!

...Okay, farm as well.

...At the expense of the team, though?

...Here we go again...

Okay, I think this is fine now. Pay Day and the extra money don't matter very much because BurNIng probably won't be able to KO more than one opposing Pokemon per battle, and the damage boost against "mage types" is lower than it seems in practice, I think. Meanwhile most Pokemon learn something like Thief, Knock Off, or Bite, so the auto-KO factor balances out the boosts alright. Junior 1/2.

Oh yeah, I had something I was talking about ages ago that I want to ask the approval staff. My Spritzee and Swirlix have fulfilled their evolution requirements, but they're too cute to evolve. :C Since we don't have any sort of custom sprite functionality so that I could just refuse to use the evolved sprites, I wanted to try giving them signature attributes that basically grant them the speed and movepools of their evolutions, conditional upon them holding their evolution items at all times. Would that be acceptable? :O

If not, I guess I'll just go and evolve them and insist refs use their pre-evolution sprites at all times, lmao. This is a 100% serious request though, man.

I would personally be fine with it and no one's spoken up specifically to object, so if your writeups look alright I'll give both Junior 1/2.

[the new meta] Ditto <Limber Aroma Veil>
Signature Attribute: Amorphous Glands
Flavor: At her battle with Lord of the Fireflies at the Cave of Origin, the new meta's trainer was understandably frustrated. meta had been cleverly manipulated and went a whole round and a half unable to Transform. Never again. Ever since, the two had been working closely with each other, studying the pheromones and hormonal glands on Spritzee, learning their details so well that the new meta could form them on themself almost instinctively. Never again would she be taunted right off the bad and just blob around uselessly for an entire round.
Effect: the new meta's ability is replaced with Aroma Veil when not transformed.

I think this is okay, given that the new meta could get Aroma Veil in addition to Limber even when transformed just by holding a Sachet. Junior 1/2.

[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 / 7% 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 6% energy from the opponent and pulling it into the void and dealing 7% damage as the energy is rent from the body painfully.

Usage Gap: Four Rounds

Yeah, I think the damage is low enough now for the energy cost and usage gap that this move is alright. Approved for Intermediate 1/2, unless another approver has a big problem with it.

edit: Okay, here's a move for my Gardevoir! Let me know if I need to clarify or depower some of the effects.

gardevoir [River] Gardevoir (f) <Synchronize>
Signature Move: Echo
Type: Psychic / Stat: Status / Base Power: — / Base Energy: * / Accuracy: — / Target: self / Usage Gap: 9 actions after a special move is used

Effects: River's next special attack will cost 2% more final energy but have its damage calculated as if she had +6 Special Attack, even if the attack misses, fails, or is blocked. Echo costs 4 - (River's current Special Attack stages)% energy, or 1% if this number would be less than 1, and does not factor in her STAB energy cost reduction.

Description: River's entire body glows light blue as she builds up Psychic power, creating a charge of energy in preparation for her next attack. Doing this takes much more out of her if her concentration has already been disrupted, but on the other hand, it's easier for River to perform this technique if she's already spent some time improving her mental abilities. The next time River uses a ranged move, a faint "echo" of her earlier energy stockpile will increase the attack's damage, but releasing the echo along with the attack takes a fair amount of concentration on her part.

Flavor: Through the many battles she's watched and participated in, River has a fuller understanding than more inexperienced Pokemon that clever use of stat boosts and drops can be the keys to victory. As a result, she's spent a fair amount of her time learning how to nullify drops and leverage boosts with moves that she naturally knows, like Stored Power or Psych Up. In researching these techniques, however, she also became determined to transcend the inevitable losses that often resulted upon accruing heavy stat drops, and soon formulated the idea to release a hefty energy charge at the same time as another attack, greatly augmenting its damage output; the exact size of the charge would scale depending on her Special Attack stages for maximum efficiency. After many hours of careful practice she perfected her ability to store a charge and then release it with another move, eventually naming the technique "Echo" after the resulting attack's semi-translucency.
 
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Might as well signature moves a shot!

[Rex] Meowth (m) <Technician>

Signature Move Name: Voice Training

Type: Normal / Stat: Status / Base Power: — / Base Energy: 9% / Accuracy: — / Target: Self / Usage Gap: once a game

Effect: Rex's Echoed Voice and Round will get a boost for the rest of the game (for echoed voice, add 1% to the final calculation for each time used-

(specifically, let's pretend that the final damage on the first EV would be 2 (ignoring STAB right now) - you would add 1 to make 3%, then double it the next consecutive time used without the 1% added, so it would be (2*2=4, plus the bonus 1 = 5%))

-and for Round, 1% flat each time). Unfortunately, however, he will only be able to use Echoed Voice and Round both 3 times each (they count as one)

(if Rex uses Round ~ EV ~ EV, he will have to take a 2 round break before using either again - if he tries to use Round ~ something else ~ something else and then round ~ round ~ EV, EV won't work)

, then he will have to take a 2-round break before he uses either again. Rex can also damage ghosts with these moves, but they will be immune to the boosted damage.

Description:
Rex will clear his throat and start doing tongue-twisters (my meowth made me mash my m-'n-ms (spare one word (guess!), an actual excercise we used to do in my chorus class a few years ago)) and arpeggios to strengthen his vocal chords and pronounciation. He'll do it softly enough that the opponent can't really hear it, though.

Flavor:
Rex loves to sing. So much, his trainer has been getting him private voice lessons to feed his talent. His teacher (a very kind Jigglypuff) has taught him a certain excercise to strengthen his voice on the go, how to manipulate it so it touches the eardrums of everything in his vicinity - even ghosts.
 
Effect: Rex's Echoed Voice and Round will get a boost for the rest of the game (for echoed voice, add 1% to the final calculation for each time used-

(specifically, let's pretend that the final damage on the first EV would be 2 (ignoring STAB right now) - you would add 1 to make 3%, then double it the next consecutive time used without the 1% added, so it would be (2*2=4, plus the bonus 1 = 5%))

-and for Round, 1% flat each time). Unfortunately, however, he will only be able to use Echoed Voice and Round both 3 times each (they count as one)

(if Rex uses Round ~ EV ~ EV, he will have to take a 2 round break before using either again - if he tries to use Round ~ something else ~ something else and then round ~ round ~ EV, EV won't work)

, then he will have to take a 2-round break before he uses either again. Rex can also damage ghosts with these moves, but they will be immune to the boosted damage.

You'll want to edit this to make it clearer and more succinct. Try something like "After use of this move, Rex will gain a 1% bonus to the final damage of his uses of Round and Echoed Voice. Ghost-types will take neutral damage from Round and Echoed Voice when used by Rex, but the 1% damage bonus will not be applied. After every three uses of either of these moves, Rex will not be able to use Round or Echoed Voice for the next six actions. These effects cannot be reset in any way."

(Also, your usage gap should say "once per battle", not "once a game".)
 
Heehee, here are my fairies' attributes. The stories are not that great, so let me know if you want me to think of something more plausible. Also, if the resistance to Trick, etc. is too much, I'll take it out.

swirlix
Aimable's L'Instant Magic Swirlix (F)
Ability: Sweet Veil
Signature Attribute: Gripped Whipped (Dream)

Aimable's L'Instant Magic really loves her Whipped Dream. So much, in fact, that she's never seen without it. You can imagine her horror when she was told that, in order to evolve, she must eat it. Aimable's L'Instant Magic wasn't too thrilled with this Slurpuff initiation ritual. There had to be another way! Scoffing at the unforgiveable sacrifices made by her Slurpuff friends, she distanced herself from them and instead watched from afar, practicing for ages upon ages with her dear Whipped Dream as a punching bag until she could perform the Slurpuff-exclusive techniques as well as any of them. So there, cannibals.

Effects: As long as she is holding her Whipped Dream, Aimable's L'Instant Magic has the base speed of a Slurpuff, and has access to all of Slurpuff's moves. This adds the following moves to her movepool: Drain Punch, Giga Impact, Hyper Beam. Aimable's L'Instant Magic is very attached to her Whipped Dream, and will not willingly part with it; therefore, she will not give it up when targeted by moves such as Trick or Switcheroo, and she cannot use such moves herself, drop her Whipped Dream, or use Bestow or Fling if she happens to gain access to them. Her Whipped Dream can still be forcibly removed by means such as Knock Off and Covet.

spritzee
Diamond Dust Manhattan Café Spritzee (F)
Ability: Healer
Signature Attribute: Sachet Cache

Diamond Dust Manhattan Café really loves her Sachet. So much, in fact, that she's never seen without it. You can imagine her horror when she was told that, in order to evolve, she must snort its contents. Diamond Dust Manhattan Café wasn't too thrilled with this Aromatisse initiation ritual. There had to be another way! Scoffing at the unforgiveable sacrifices made by her Aromatisse friends, she distanced herself from them and instead watched from afar, practicing for ages upon ages with her dear Sachet as a punching bag until she could perform the Aromatisse-exclusive techniques as well as any of them. So there, drug addicts.

Effects: As long as she is holding her Sachet, Diamond Dust Manhattan Café has the base speed of an Aromatisse, and has access to all of Aromatisse's moves. This adds the following moves to her movepool: Aromatic Mist, Drain Punch, Giga Impact, Heal Pulse, Hyper Beam, Psyshock, Thunder. Diamond Dust Manhattan Café is very attached to her Sachet, and will not willingly part with it; therefore, she will not give it up when targeted by moves such as Trick or Switcheroo, and she cannot use such moves herself, drop her Sachet, or use Bestow or Fling if she happens to gain access to them. Her Sachet can still be forcibly removed by means such as Knock Off and Covet.
 
swirlix
Aimable's L'Instant Magic Swirlix (F)
Ability: Sweet Veil
Signature Attribute: Gripped Whipped (Dream)

Aimable's L'Instant Magic really loves her Whipped Dream. So much, in fact, that she's never seen without it. You can imagine her horror when she was told that, in order to evolve, she must eat it. Aimable's L'Instant Magic wasn't too thrilled with this Slurpuff initiation ritual. There had to be another way! Scoffing at the unforgiveable sacrifices made by her Slurpuff friends, she distanced herself from them and instead watched from afar, practicing for ages upon ages with her dear Whipped Dream as a punching bag until she could perform the Slurpuff-exclusive techniques as well as any of them. So there, cannibals.

Effects: As long as she is holding her Whipped Dream, Aimable's L'Instant Magic has the base speed of a Slurpuff, and has access to all of Slurpuff's moves. This adds the following moves to her movepool: Drain Punch, Giga Impact, Hyper Beam. Aimable's L'Instant Magic is very attached to her Whipped Dream, and will not willingly part with it; therefore, she will not give it up when targeted by moves such as Trick or Switcheroo, and she cannot use such moves herself, drop her Whipped Dream, or use Bestow or Fling if she happens to gain access to them. Her Whipped Dream can still be forcibly removed by means such as Knock Off and Covet.

spritzee
Diamond Dust Manhattan Café Spritzee (F)
Ability: Healer
Signature Attribute: Sachet Cache

Diamond Dust Manhattan Café really loves her Sachet. So much, in fact, that she's never seen without it. You can imagine her horror when she was told that, in order to evolve, she must snort its contents. Diamond Dust Manhattan Café wasn't too thrilled with this Aromatisse initiation ritual. There had to be another way! Scoffing at the unforgiveable sacrifices made by her Aromatisse friends, she distanced herself from them and instead watched from afar, practicing for ages upon ages with her dear Sachet as a punching bag until she could perform the Aromatisse-exclusive techniques as well as any of them. So there, drug addicts.

Effects: As long as she is holding her Sachet, Diamond Dust Manhattan Café has the base speed of an Aromatisse, and has access to all of Aromatisse's moves. This adds the following moves to her movepool: Aromatic Mist, Drain Punch, Giga Impact, Heal Pulse, Hyper Beam, Psyshock, Thunder. Diamond Dust Manhattan Café is very attached to her Sachet, and will not willingly part with it; therefore, she will not give it up when targeted by moves such as Trick or Switcheroo, and she cannot use such moves herself, drop her Sachet, or use Bestow or Fling if she happens to gain access to them. Her Sachet can still be forcibly removed by means such as Knock Off and Covet.

Yeah, these look fine to me, especially since most Pokemon have access to a move that forcibly removes a Pokemon's item and they could evolve anyway. Junior 1/2 for both.
 
So, it's been a few days already since it happenned, but I figured I'd post to mention I am now one of the intermediate approvers.

But before I get any work done, let's bring back a blast from the past (in more than one way) and see if I can get away with making it more useful.

Aerodactyl
[Dexterous] Aerodactyl (M)
Ability: Pressure

Signature Move: Prehistoric Banter
Type: Normal / Stat: Non-Damaging / Base Power: -- / Base Energy Cost: 2% (per action) / Accuracy: -- / Target: Self / Usage Gap: 9 actions
Effects: Prehistoric Banter must be used continuously for three actions straight. It will not be interrupted even by moves such as Taunt and Torment (however, such moves will still affect Dexterous as soon as Prehistoric Banter is finished, and will have their status duration counted starting from that point), and Dexterous will not fail to move as a result of paralysis, confusion, attraction, flinching, etc. in the interim. If Dexterous takes 6% or more damage in any one action while using Prehistoric Banter, he will immediately gain up to 6+ Attack (never exceeding the stat increase maximum). This effect can only be activated once per Prehistoric Banter.
Description: When using this move, Dexterous will pace-glide back and forth while reminiscing aloud of glorious days literally ages in the past. He expects everyone to be paying full attention to his stories... and if anyone dares interrupt him by behaving as if they're in the middle of a battle or something, he will unleash the angriest possible tirade about the disrespectful youth of this eon. Even when he runs out of rant, his anger will easily last him as much time as he'll have on the battlefield.
Flavor: Once upon a time, Aerodactyl ruled the skies. They tasted savory fruit and live prey alike, and fought fierce battles against other super-ancient creatures such as Yanmega, Tyrantrum, and even the long-lost ancestors of the species we today know and love as Magikarp. Those were Dexterous' days of glory, all up until the day he became little more than remains trapped in glorified gross tree stuff. Modern technology managed to rescue his body and mind from the ages past, and yet the times themselves can never return -- only remembered. And Dexterous remembers just so much. So much more than anyone could possibly care about.
 
Aerodactyl
[Dexterous] Aerodactyl (M)
Ability: Pressure

Signature Move: Prehistoric Banter
Type: Normal / Stat: Non-Damaging / Base Power: -- / Base Energy Cost: 2% (per action) / Accuracy: -- / Target: Self / Usage Gap: 9 actions
Effects: Prehistoric Banter must be used continuously for three actions straight. It will not be interrupted even by moves such as Taunt and Torment (however, such moves will still affect Dexterous as soon as Prehistoric Banter is finished, and will have their status duration counted starting from that point), and Dexterous will not fail to move as a result of paralysis, confusion, attraction, flinching, etc. in the interim. If Dexterous takes 6% or more damage in any one action while using Prehistoric Banter, he will immediately gain up to 6+ Attack (never exceeding the stat increase maximum). This effect can only be activated once per Prehistoric Banter.
Description: When using this move, Dexterous will pace-glide back and forth while reminiscing aloud of glorious days literally ages in the past. He expects everyone to be paying full attention to his stories... and if anyone dares interrupt him by behaving as if they're in the middle of a battle or something, he will unleash the angriest possible tirade about the disrespectful youth of this eon. Even when he runs out of rant, his anger will easily last him as much time as he'll have on the battlefield.
Flavor: Once upon a time, Aerodactyl ruled the skies. They tasted savory fruit and live prey alike, and fought fierce battles against other super-ancient creatures such as Yanmega, Tyrantrum, and even the long-lost ancestors of the species we today know and love as Magikarp. Those were Dexterous' days of glory, all up until the day he became little more than remains trapped in glorified gross tree stuff. Modern technology managed to rescue his body and mind from the ages past, and yet the times themselves can never return -- only remembered. And Dexterous remembers just so much. So much more than anyone could possibly care about.

Belly Drum does the same for 15% health, and given this is sacrificing a full three actions, I'd say that's fair. Junior Approved.
 
itt sang sucks at balance
Take 2!


minccino.png

[Priscilla] Minccino ♀
Ability: Technician

Signature Attribute: Crossbreed


Description: Somewhere generations back in Priscilla's bloodline, despite taboo and the usual logistics of Pokémon breeding, her ancestors somehow crossbred with Dragon-type Pokémon. The genes remained dormant at first, such that this abomination went unnoticed for a long while until finally Priscilla was born. The latent dragon genes finally awoke, and she was born unlike any of her predecessors, freakishly exaggerated in size and bestowed with elemental properties and abilities like none of her kind. She was duly shunned by her relatives and cast out, regarded as a freak and an abomination by all who came upon her. Despite being captured by the Asber league and finally accepted by her trainer, the emotional scars of this persecution have yet to fade.

Effects: Priscilla is granted the Dragon type, thus changing her typing to Normal/Dragon. Her height and weight are both double that of the rest of her kind. Being considered a freak and an abomination for her entire life has made Priiscilla cold, aloof and highly suspicious of any form of praise or friendly gesture, as well as unable to empathise with or pity opponents. Thus the moves After You, Attract, Baby-Doll Eyes, Captivate, Charm, Encore, Flatter, Helping Hand, Hold Hands, and Play Nice have no effect on her, though nor is she able to use any of those same moves herself. Taunt and Torment remain in effect on her for one action longer than normal.

Movepool changes:
+ Dragon Breath, Dragon Dance, Dragon Tail, Twister
- After You, Attract, Baby-Doll Eyes, Captivate, Charm, Dazzling Gleam, Encore, Gunk Shot, Helping Hand, Seed Bomb, Work Up


abra.png

[Logan] Abra ♂
Ability: Inner Focus

Signature Attribute: Big Hat

Description
: Logan is an introverted sort, much preferring to lose himself in thought than pay attention to others around him. Unfortunately, this led to him being considered something of an oddball, his presence often drawing the unwanted attention of staring eyes. Try as he might, he found it impossible to concentrate with so much ogling going on. Fortunately, his trainer found a solution; an enormous brown wizard's hat, with a brim several times as wide as the peak is tall, more than wide enough to block his ears and completely obscure his face. With it on, no amount of staring, noise, or snide gossiping could distract him! However, needless to say having a huge, heavy hat weighing him down and blocking his view is not without drawbacks.

Effects: Logan's concentration is increased immensely, reducing the duration of Taunt or Torment by one action, causing him to recover more quickly from confusion and attraction, (i.e. 6% fail chance reduction per action he passes a check), and increasing the final damage of all his special attacks by 1%. His eyes are also completely covered by the brim of the hat, meaning no moves requiring eye contact can effect him (or be used by him, for that matter), unless the foe using them is close up enough to peer under the brim. However, this also means the base accuracy of all his moves is decreased by 10% due to the difficulty of seeing his target, and the weight of the titanic piece of headgear reduces his base speed to 50.


(I know it was recommended that I drop the attraction and confusion bit altogether, but if I just boost their per-action deterioration by 1% that only equals out to one action less in total and saves having that whole effect just spring from nowhere when he evolves. Why I thought 10% wasn't stupidly broken I can't say, I guess I got the idea into my head it needed to be a nice round number for whatever reason :v I snipped off an extra 10 points of speed to add a little more handicap, because in hindsight 60 speed is still pretty darn nippy.)
 
SINCE I GOT MY BABY (thanks to Eifie <3), it's time to give him his trait!

pichu
Name: Shocktail the Pichu
Ability: Static

Signature Attribute

Name: Rewired
Effects: Shocktail is immune to electric-type attacks.
Description: When struck by an electric attack, the electricity immediately runs through Shocktail's body and is discharged harmlessly through his tail, through the routes his own electricity travels within his body.
Flavour: All Pichu, Pikachu and Raichu are born with the innate ability to store electricity in their cheeks (though Pichus need to learn this skill and have difficulty with it due to their youth). Most then typically discharge from these storage pouches, both in self-defense and to stop themselves from becoming 'overcharged' and hurting themselves. Most.
Shocktail's body is somewhat altered; while the electricity is still stored in his cheeks, he can't discharge directly from them. Instead the electricity runs through his body, discharging through his tail. This odd ability saved Shocktail from being electric-disabled and allows him to reject excess electricity with extreme ease.

Very open to ideas for drawbacks on Rewired! And a Move for Aisling :D

Cottonee

Name: Aisling
Ability: Prankster

Signature Move
Name: Pangur Bahn
Type: Fairy
Damage Class: Status
Base Power: --
Base Energy: 4%
Accuracy: 100%
Target: Single
Usage Gap: Four rounds

Effects: The target Pokemon's ability is changed to Infiltrator.
Description: Singing an ancient melody, Aisling shrouds her target in a mystic power that allows them to slip past defenses.

Flavor: Aisling's trainer often taught her about old myths and fairytales, including the story of the Secret of Kells, which inspired her name. One scene that stuck in Aisling's mind was the song sung by her namesake, to enchant a cat to tread where she could not to free her friend. Since then she trained herself, seeking a way t bring that ancient magic to the battlefield.
 
but wait there's more

8QJ2yt9.png

[Solaire] Helioptile ♂
Ability: Dry Skin

Signature attribute: Praise the Sun!

Description:
Solaire becomes irrepressibly jolly and upbeat whenever exposed to the sun, lifting his arms into the air at his sides and standing on tiptoe to salute it whenever it starts shining brightly. He will take every opportunity to stare directly at it in admiration whenever not busy fighting, and as long as its benevolent rays shine upon him, nothing is able to ruin his mood. Conversely, when it's dark and gloomy, he becomes incredibly depressed until his beloved sun returns.

Effects:
Solaire's Dry Skin is nullified. In bright sunlight, his attack, special attack and speed are boosted by one level independent of all conventional stat changes, while his accuracy is reduced by one level. (Thus during bright sunlight his attack, special attack and speed range from -5 to +7 and his accuracy ranges from -7 to +5). The base power of his Return is also increased by 10, and he becomes unable to use Frustration. In rain, snow, hail, sandstorm, or in an inherently dark arena, his attack, defense and speed are reduced by one level (also independent of all conventional stat changes), the base power of his Frustration is increased by 10, and he becomes unable to use Return.

Movepool changes:
+ Morning Sun, Solarbeam, Sunny Day
- Iron Tail, Rain Dance, Sandstorm, Surf

Flavour: The sun is a wondrous body, like a magnificent father. If only I could be so grossly incandescent...
Almost all Helioptile adore the sun, it being the source of their electrical power and thus fundamental to their very lives, but Solaire takes it further, regarding the sun with an almost religious fervour. So dear is the sun to him that its rays fill him with jubilation, and he even goes so far as to stare directly at it whenever he is able, to the detriment of his vision.


Signature Move: Sunlight Spear
Type: Electric
Class: Special
Base power: varies
Base energy: 9%
Accuracy: 100%
Target: Single
Usage gap: 3 rounds

Description: Solaire holds his hand aloft, forming a glowing lance of electricity in his palm before tossing it at his target like a javelin. The spear will be shorter and less bright if the sun isn't out, and if it's raining, snowing, hailing, there is a sandstorm, or the arena is unlit, it will fizzle out in his hand.

Effects: in bright sunlight, Sunlight Spear has 140 base power and other targets standing within a few feet of the one struck recieve 3% splash damage. Without any weather effects in play, it has 50 base power and deals no splash damage. If rain, snow, hail, or sandstorm are in effect, or the arena is foggy, overcast, or without natural light, it does nothing. Whatever the case, Solaire's special attack is reduced by two stages until Sunlight Spear's usage gap is over; if he uses it again during the same round it becomes usable again, the reduction will linger and stack.

Flavour: through his religious observance of the sun, Solaire has taught himself how to focus its power into forms more potent than the rest of his kind can, and taken it upon himself to weaponise it to vanquish foes in its name.
 
8QJ2yt9.png

[Solaire] Helioptile ♂
Ability: Dry Skin

Signature Move: Sunlight Spear
Type: Electric
Class: Special
Base power: varies
Base energy: 9%
Accuracy: 100%
Target: Single
Usage gap: 3 rounds

Description: Solaire holds his hand aloft, forming a glowing lance of electricity in his palm before tossing it at his target like a javelin. The spear will be shorter and less bright if the sun isn't out, and if it's raining, snowing, hailing, there is a sandstorm, or the arena is unlit, it will fizzle out in his hand.

Effects: in bright sunlight, Sunlight Spear has 140 base power and other targets standing within a few feet of the one struck recieve 3% splash damage. Without any weather effects in play, it has 50 base power and deals no splash damage. If rain, snow, hail, or sandstorm are in effect, or the arena is foggy, overcast, or without natural light, it does nothing. Whatever the case, Solaire's special attack is reduced by two stages until Sunlight Spear's usage gap is over; if he uses it again during the same round it becomes usable again, the reduction will linger and stack.

Flavour: through his religious observance of the sun, Solaire has taught himself how to focus its power into forms more potent than the rest of his kind can, and taken it upon himself to weaponise it to vanquish foes in its name.

This move is, mechanically, a cross between Solar Beam, Overheat, and Flame Burst. Which is an interesting idea - in particular, its drawback is even more intense than Solar Beam's, and rather than simply taking more energy to perform when there's no sun, it receives a severe power decrease, to become (surprisingly) even less powerful than Solar Beam in rain. Comparing Sunlight Spear to Overheat, it has 10 more power and 10% more accuracy, and while the Solar Beam gimmick is more than enough of a drawback to justify the extra power, the flavor of the move makes me think it ought to maintain the 90% accuracy.

But that's ignoring the point that this move is far stronger than anything else Helioptile can learn (its strongest move otherwise being Thunder, which is a move with very distinct drawbacks). I would be A-OK with approving this for a Heliolisk, but for the time being I think it might be better to lower its damage output for Solaire until he evolves - say, 100 power instead of 140, with a proportional decrease in energy usage (maybe 7% rather than 9%). So Junior Not Approved for now, though I encourage you to make a couple adjustments and resubmit it - I don't think the drawbacks are what you should be changing, really, those are wonderful. You could probably even stand to nerf the drawbacks a little.
 
but wait there's more

8QJ2yt9.png

[Solaire] Helioptile ♂
Ability: Dry Skin

Signature attribute: Praise the Sun!

Description:
Solaire becomes irrepressibly jolly and upbeat whenever exposed to the sun, lifting his arms into the air at his sides and standing on tiptoe to salute it whenever it starts shining brightly. He will take every opportunity to stare directly at it in admiration whenever not busy fighting, and as long as its benevolent rays shine upon him, nothing is able to ruin his mood. Conversely, when it's dark and gloomy, he becomes incredibly depressed until his beloved sun returns.

Effects:
Solaire's Dry Skin is nullified. In bright sunlight, his attack, special attack and speed are boosted by one level independent of all conventional stat changes, while his accuracy is reduced by one level. (Thus during bright sunlight his attack, special attack and speed range from -5 to +7 and his accuracy ranges from -7 to +5). The base power of his Return is also increased by 10, and he becomes unable to use Frustration. In rain, snow, hail, sandstorm, or in an inherently dark arena, his attack, defense and speed are reduced by one level (also independent of all conventional stat changes), the base power of his Frustration is increased by 10, and he becomes unable to use Return.

Movepool changes:
+ Morning Sun, Solarbeam, Sunny Day
- Iron Tail, Rain Dance, Sandstorm, Surf

Flavour: The sun is a wondrous body, like a magnificent father. If only I could be so grossly incandescent...
Almost all Helioptile adore the sun, it being the source of their electrical power and thus fundamental to their very lives, but Solaire takes it further, regarding the sun with an almost religious fervour. So dear is the sun to him that its rays fill him with jubilation, and he even goes so far as to stare directly at it whenever he is able, to the detriment of his vision.

I would cut the stat changes in the sun to around +2 at most, and leave the +3 for evolution, but this looks fine otherwise. You're gaining a powerful move in exchange for useful coverage moves, which seems balanced.

SINCE I GOT MY BABY (thanks to Eifie <3), it's time to give him his trait!

pichu
Name: Shocktail the Pichu
Ability: Static

Signature Attribute

Name: Rewired
Effects: Shocktail is immune to electric-type attacks.
Description: When struck by an electric attack, the electricity immediately runs through Shocktail's body and is discharged harmlessly through his tail, through the routes his own electricity travels within his body.
Flavour: All Pichu, Pikachu and Raichu are born with the innate ability to store electricity in their cheeks (though Pichus need to learn this skill and have difficulty with it due to their youth). Most then typically discharge from these storage pouches, both in self-defense and to stop themselves from becoming 'overcharged' and hurting themselves. Most.
Shocktail's body is somewhat altered; while the electricity is still stored in his cheeks, he can't discharge directly from them. Instead the electricity runs through his body, discharging through his tail. This odd ability saved Shocktail from being electric-disabled and allows him to reject excess electricity with extreme ease.

Very open to ideas for drawbacks on Rewired! And a Move for Aisling :D

Cottonee

Name: Aisling
Ability: Prankster

Signature Move
Name: Pangur Bahn
Type: Fairy
Damage Class: Status
Base Power: --
Base Energy: 4%
Accuracy: 100%
Target: Single
Usage Gap: Four rounds

Effects: The target Pokemon's ability is changed to Infiltrator.
Description: Singing an ancient melody, Aisling shrouds her target in a mystic power that allows them to slip past defenses.

Flavor: Aisling's trainer often taught her about old myths and fairytales, including the story of the Secret of Kells, which inspired her name. One scene that stuck in Aisling's mind was the song sung by her namesake, to enchant a cat to tread where she could not to free her friend. Since then she trained herself, seeking a way to bring that ancient magic to the battlefield.

Shocktail - This sounds pretty similiar to Volt Absorb or Lightning Rod, so you could just simplify it to changing his ability to one of those.

Aisling - Changing the target's ability is a powerful effect, but changing it to something useful like Inflitrator seems like a decent enough drawback, so I think this is okay. Senior Approved 1/2

itt sang sucks at balance
Take 2!


minccino.png

[Priscilla] Minccino ♀
Ability: Technician

Signature Attribute: Crossbreed


Description: Somewhere generations back in Priscilla's bloodline, despite taboo and the usual logistics of Pokémon breeding, her ancestors somehow crossbred with Dragon-type Pokémon. The genes remained dormant at first, such that this abomination went unnoticed for a long while until finally Priscilla was born. The latent dragon genes finally awoke, and she was born unlike any of her predecessors, freakishly exaggerated in size and bestowed with elemental properties and abilities like none of her kind. She was duly shunned by her relatives and cast out, regarded as a freak and an abomination by all who came upon her. Despite being captured by the Asber league and finally accepted by her trainer, the emotional scars of this persecution have yet to fade.

Effects: Priscilla is granted the Dragon type, thus changing her typing to Normal/Dragon. Her height and weight are both double that of the rest of her kind. Being considered a freak and an abomination for her entire life has made Priiscilla cold, aloof and highly suspicious of any form of praise or friendly gesture, as well as unable to empathise with or pity opponents. Thus the moves After You, Attract, Baby-Doll Eyes, Captivate, Charm, Encore, Flatter, Helping Hand, Hold Hands, and Play Nice have no effect on her, though nor is she able to use any of those same moves herself. Taunt and Torment remain in effect on her for one action longer than normal.

Movepool changes:
+ Dragon Breath, Dragon Dance, Dragon Tail, Twister
- After You, Attract, Baby-Doll Eyes, Captivate, Charm, Dazzling Gleam, Encore, Gunk Shot, Helping Hand, Seed Bomb, Work Up


abra.png

[Logan] Abra ♂
Ability: Inner Focus

Signature Attribute: Big Hat

Description
: Logan is an introverted sort, much preferring to lose himself in thought than pay attention to others around him. Unfortunately, this led to him being considered something of an oddball, his presence often drawing the unwanted attention of staring eyes. Try as he might, he found it impossible to concentrate with so much ogling going on. Fortunately, his trainer found a solution; an enormous brown wizard's hat, with a brim several times as wide as the peak is tall, more than wide enough to block his ears and completely obscure his face. With it on, no amount of staring, noise, or snide gossiping could distract him! However, needless to say having a huge, heavy hat weighing him down and blocking his view is not without drawbacks.

Effects: Logan's concentration is increased immensely, reducing the duration of Taunt or Torment by one action, causing him to recover more quickly from confusion and attraction, (i.e. 6% fail chance reduction per action he passes a check), and increasing the final damage of all his special attacks by 1%. His eyes are also completely covered by the brim of the hat, meaning no moves requiring eye contact can effect him (or be used by him, for that matter), unless the foe using them is close up enough to peer under the brim. However, this also means the base accuracy of all his moves is decreased by 10% due to the difficulty of seeing his target, and the weight of the titanic piece of headgear reduces his base speed to 50.


(I know it was recommended that I drop the attraction and confusion bit altogether, but if I just boost their per-action deterioration by 1% that only equals out to one action less in total and saves having that whole effect just spring from nowhere when he evolves. Why I thought 10% wasn't stupidly broken I can't say, I guess I got the idea into my head it needed to be a nice round number for whatever reason :v I snipped off an extra 10 points of speed to add a little more handicap, because in hindsight 60 speed is still pretty darn nippy.)

Priscilla - Looking at those movepool changes, I think you might have actually nerfed this a bit too much, and you could probably get away with some better options there, like Dragon Pulse. If you're satisfied with it, though, fair enough. Senior approved 1/2

Logan - I think your effects look better, but since this is an actual item, I'm wondering if it could potentially be stolen?

So, it's been a few days already since it happenned, but I figured I'd post to mention I am now one of the intermediate approvers.

But before I get any work done, let's bring back a blast from the past (in more than one way) and see if I can get away with making it more useful.

Aerodactyl
[Dexterous] Aerodactyl (M)
Ability: Pressure

Signature Move: Prehistoric Banter
Type: Normal / Stat: Non-Damaging / Base Power: -- / Base Energy Cost: 2% (per action) / Accuracy: -- / Target: Self / Usage Gap: 9 actions
Effects: Prehistoric Banter must be used continuously for three actions straight. It will not be interrupted even by moves such as Taunt and Torment (however, such moves will still affect Dexterous as soon as Prehistoric Banter is finished, and will have their status duration counted starting from that point), and Dexterous will not fail to move as a result of paralysis, confusion, attraction, flinching, etc. in the interim. If Dexterous takes 6% or more damage in any one action while using Prehistoric Banter, he will immediately gain up to 6+ Attack (never exceeding the stat increase maximum). This effect can only be activated once per Prehistoric Banter.
Description: When using this move, Dexterous will pace-glide back and forth while reminiscing aloud of glorious days literally ages in the past. He expects everyone to be paying full attention to his stories... and if anyone dares interrupt him by behaving as if they're in the middle of a battle or something, he will unleash the angriest possible tirade about the disrespectful youth of this eon. Even when he runs out of rant, his anger will easily last him as much time as he'll have on the battlefield.
Flavor: Once upon a time, Aerodactyl ruled the skies. They tasted savory fruit and live prey alike, and fought fierce battles against other super-ancient creatures such as Yanmega, Tyrantrum, and even the long-lost ancestors of the species we today know and love as Magikarp. Those were Dexterous' days of glory, all up until the day he became little more than remains trapped in glorified gross tree stuff. Modern technology managed to rescue his body and mind from the ages past, and yet the times themselves can never return -- only remembered. And Dexterous remembers just so much. So much more than anyone could possibly care about.

As Superbird said, this is esentially Belly Drum with a different, but equally costly, drawback. Approved

Heehee, here are my fairies' attributes. The stories are not that great, so let me know if you want me to think of something more plausible. Also, if the resistance to Trick, etc. is too much, I'll take it out.

swirlix
Aimable's L'Instant Magic Swirlix (F)
Ability: Sweet Veil
Signature Attribute: Gripped Whipped (Dream)

Aimable's L'Instant Magic really loves her Whipped Dream. So much, in fact, that she's never seen without it. You can imagine her horror when she was told that, in order to evolve, she must eat it. Aimable's L'Instant Magic wasn't too thrilled with this Slurpuff initiation ritual. There had to be another way! Scoffing at the unforgiveable sacrifices made by her Slurpuff friends, she distanced herself from them and instead watched from afar, practicing for ages upon ages with her dear Whipped Dream as a punching bag until she could perform the Slurpuff-exclusive techniques as well as any of them. So there, cannibals.

Effects: As long as she is holding her Whipped Dream, Aimable's L'Instant Magic has the base speed of a Slurpuff, and has access to all of Slurpuff's moves. This adds the following moves to her movepool: Drain Punch, Giga Impact, Hyper Beam. Aimable's L'Instant Magic is very attached to her Whipped Dream, and will not willingly part with it; therefore, she will not give it up when targeted by moves such as Trick or Switcheroo, and she cannot use such moves herself, drop her Whipped Dream, or use Bestow or Fling if she happens to gain access to them. Her Whipped Dream can still be forcibly removed by means such as Knock Off and Covet.

spritzee
Diamond Dust Manhattan Café Spritzee (F)
Ability: Healer
Signature Attribute: Sachet Cache

Diamond Dust Manhattan Café really loves her Sachet. So much, in fact, that she's never seen without it. You can imagine her horror when she was told that, in order to evolve, she must snort its contents. Diamond Dust Manhattan Café wasn't too thrilled with this Aromatisse initiation ritual. There had to be another way! Scoffing at the unforgiveable sacrifices made by her Aromatisse friends, she distanced herself from them and instead watched from afar, practicing for ages upon ages with her dear Sachet as a punching bag until she could perform the Aromatisse-exclusive techniques as well as any of them. So there, drug addicts.

Effects: As long as she is holding her Sachet, Diamond Dust Manhattan Café has the base speed of an Aromatisse, and has access to all of Aromatisse's moves. This adds the following moves to her movepool: Aromatic Mist, Drain Punch, Giga Impact, Heal Pulse, Hyper Beam, Psyshock, Thunder. Diamond Dust Manhattan Café is very attached to her Sachet, and will not willingly part with it; therefore, she will not give it up when targeted by moves such as Trick or Switcheroo, and she cannot use such moves herself, drop her Sachet, or use Bestow or Fling if she happens to gain access to them. Her Sachet can still be forcibly removed by means such as Knock Off and Covet.

I don't know what you're talking about, their stories are frickin' adorable. I honestly didn't expect that bit about DDMC having to snort the sachet to evolve and laughed so hard at that oh god

They seem fine to me, so approved.

edit: Okay, here's a move for my Gardevoir! Let me know if I need to clarify or depower some of the effects.

gardevoir [River] Gardevoir (f) <Synchronize>
Signature Move: Echo
Type: Psychic / Stat: Status / Base Power: — / Base Energy: * / Accuracy: — / Target: self / Usage Gap: 9 actions after a special move is used

Effects: River's next special attack will cost 2% more final energy but have its damage calculated as if she had +6 Special Attack, even if the attack misses, fails, or is blocked. Echo costs 4 - (River's current Special Attack stages)% energy, or 1% if this number would be less than 1, and does not factor in her STAB energy cost reduction.

Description: River's entire body glows light blue as she builds up Psychic power, creating a charge of energy in preparation for her next attack. Doing this takes much more out of her if her concentration has already been disrupted, but on the other hand, it's easier for River to perform this technique if she's already spent some time improving her mental abilities. The next time River uses a ranged move, a faint "echo" of her earlier energy stockpile will increase the attack's damage, but releasing the echo along with the attack takes a fair amount of concentration on her part.

Flavor: Through the many battles she's watched and participated in, River has a fuller understanding than more inexperienced Pokemon that clever use of stat boosts and drops can be the keys to victory. As a result, she's spent a fair amount of her time learning how to nullify drops and leverage boosts with moves that she naturally knows, like Stored Power or Psych Up. In researching these techniques, however, she also became determined to transcend the inevitable losses that often resulted upon accruing heavy stat drops, and soon formulated the idea to release a hefty energy charge at the same time as another attack, greatly augmenting its damage output; the exact size of the charge would scale depending on her Special Attack stages for maximum efficiency. After many hours of careful practice she perfected her ability to store a charge and then release it with another move, eventually naming the technique "Echo" after the resulting attack's semi-translucency.

Seems fine. Senior approved 1/2

Honestly, I'm not so sure about Odor Sleuth being a good drawback to this. It (1) resets evasion to normal, (2) makes Ghosts vulnerable to Normal and Fighting, and (3) prevents sneaky moves like Feint Attack. Evasion is honestly not changed much in ASB, so (1) is rarely going to come into play; Raticate is not a Ghost-type, so (2) won't have any effect; and judging by a (very quick) glance, the only move Raticate gets that falls under (3) is Double Team, which is admittedly a highly effective nerf, but it seems like if that's what you intended, you could have just said "his stench reveals him as the true Nurglitch, making him unable to effectively use Double Team."

Aside from that, Attract is so near-universally hated that I think the inability to use it is not much of a nerf, considering people so often include it in banned moves. The Poison-type nerf is good but situational.

I don't want to outright say no to this as written since others may convincingly argue that perma-0 evasion and inability to use Double Team are decent nerfs, but neither do I want to rubber-stamp this quite yet. So uh... I guess this is the opening of a conversation rather than a yes or no.

I mostly specified Odour Sleuth for flavour effect, because of his stench and all that. I could add that it increases the accuracy of his foe's special attacks by 10% if that sounds like an effective nerf.

For reference, I had this approved by Negrek when he was a Rattata, with the chances decreased to 5% and the stat drops randomized, and no poison type invulnerability.
 
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Huh, I thought outright changing it would be OP but if you say so!

pichu
Name: Shocktail the Pichu
Ability: Static*

Signature Attribute

Name: Rewired
Effects: Static is replaced by Lightning Rod.
Description: When struck by an electric attack, the electricity immediately runs through Shocktail's body and contributes to his own, increasing the power of his attacks.
Flavour: All Pichu, Pikachu and Raichu are born with the innate ability to store electricity in their cheeks (though Pichus need to learn this skill and have difficulty with it due to their youth). Most then typically discharge from these storage pouches, both in self-defense and to stop themselves from becoming 'overcharged' and hurting themselves. Most.
Shocktail's body is somewhat altered; while the electricity is still stored in his cheeks, he can't discharge directly from them. Instead the electricity runs through his body, discharging through his tail. This odd ability saved Shocktail from being electric-disabled and also allows him to absorb incoming electrical attacks, turning them on his foes.
 
You'll want to edit this to make it clearer and more succinct. Try something like "After use of this move, Rex will gain a 1% bonus to the final damage of his uses of Round and Echoed Voice. Ghost-types will take neutral damage from Round and Echoed Voice when used by Rex, but the 1% damage bonus will not be applied. After every three uses of either of these moves, Rex will not be able to use Round or Echoed Voice for the next six actions. These effects cannot be reset in any way."

(Also, your usage gap should say "once per battle", not "once a game".)


THANK YOU my brain just kinda noped out on words that day. ( I was like "what do you call one period of a full game? oh well ill just put game")

I'll work on fixing that.
 
Logan - I think your effects look better, but since this is an actual item, I'm wondering if it could potentially be stolen?
I hadn't really considered that! As far as Thief goes, I'd say probably not, since it's a massive heavy article of headgear rather than a small, easy-to-quickly-swipe-and-run-off-with object like held items tend to be (hence it'd also be a stretch to swat away with Knock Off as well), but there's still Covet to consider, and perhaps Trick and Switcheroo as well.
 
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