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Yay, all my money didn't go down the drain!
[Mongrel] Zangoose (M)
[Cube] Spheal (M)
Ability: Ice Body
[Fiona] Charmander (F)
Body Mod: Shiny but has no effect, right?
[Kira] Shinx (F)
Ability: Intimidate
Yay, all my money didn't go down the drain!
[Mongrel] Zangoose (M)
[Cube] Spheal (M)
Ability: Ice Body
[Fiona] Charmander (F)
Shiny
[Kira] Shinx (F)
Ability: Intimidate
Yay, all my money didn't go down the drain!
[Mongrel] Zangoose (M)
[Cube] Spheal (M)
Ability: Ice Body
[Fiona] Charmander (F)
Body Mod: Shiny but has no effect, right?
[Kira] Shinx (F)
Ability: Intimidate
Approved.Paying to evolve Colias Palaeno to Metapod.
[Colias Palaeno] Caterpie (M)
Ability: Shield Dust
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V
[Colias Palaeno] Metapod (M)
Ability: Shed Skin
this coupon will grant you one (1) visit to the Bank of Bab- I mean, TCoD
Okay, so... Starting team for me.
[Thorn] Chikorita (F)
Overgrow
Price: R3 = $10 due to the Initial Rarity Three thing for starters
[Dart] Pichu (M)
Static
Price: R3 = $10
[Audrey] Feebas (F)
Swift Swim
Price: R1 = $5
[Koyomi] Staryu
Natural Cure
Price: R2 = $7
[Q] Magnemite
Magnet Pull
Price: R3 = $10
So I believe the price total comes to $42.
The effects of this attack do not readily appear to relate to the description of the modifications. I don't see how having scented wool would prevent charge from working, but more pressingly...Wants a Mareep
[Sweetums] Mareep (F)
Ability: Cute Charm
Signature Attribute: Sweet Smell
Note: Shiny
Sweetums lived on a farm where the move Sweet Scent was used to herd the Mareeps. After having Sweet Scent used her so many times, her wool took in the scent of it. With the scent taken in, Sweetums' body soon became pink, making it a shiny. Now, whenever she battles, Pokemon are attracted to the aroma and feel slower.
The farm became famous because all of the Mareep took in the Sweet Scent. The farm started a company that shaved the Mareep line for its sweet smelling wool. After, the Mareep would grow it back. Soon some of these Mareeps were given away to Trainers. These Mareeps also learned how to use Sweet Scent to boost the effect of its wool.
Effects: Sweetums gains the move Sweet Scent and loses the move Charge due to the scented wool. Like the ability, there is a 30% chance of being Attracted. There is also a 10% the Pokemon will fall asleep. The asleep effect won't be instant. It will act like Yawn, first the Pokemon is drowsy then it sleeps the next round. The wool also lowers a Pokemon's speed by 3 points. The effects are activated at the start and the lowered speed wears off after 6 rounds.
Okay, I'd like to apply a signature move to my Pichu. I had it approved before everything vanished ages ago, but since I only just got back into this, I don't really have any proof other than that I copied it into a notepad file back when I made it. Also, it was made for a Pikachu, so I weakened it a bit in hopes that it won't be too strong for a Pichu to use.
[Dart]Pichu (M)
Static Ability
Signature Move: Elemental Spark
Pichu, being young, are known to have occasional problems controlling their electricity. This tended to discourage Dart, so he began to look for other means of offense. Fascinated by the wide variety of pokemon types, Dart experimented with the elemental energy deep within him, and learned to use some of this energy to perform attacks that most Pichu wouldn't dream of.
Elemental Spark can only be used after a type for the move "Hidden Power" has been determined. Dart taps into his hidden power for this move, becoming surrounded by multi-colored sparks as that power is drawn out. As a result, he may use one move outside of his usual movepool (chosen by the trainer) belonging to the type that "Hidden Power" had become. However, as the move is unfamiliar to Dart, he cannot use it as effectively, so all damage caused by a selected damaging move is reduced by 1%, and all side-effects of any move, damaging or otherwise, wear off slightly faster than normal. Naturally, it takes a fair amount of Dart's energy in order to pull off such an unusual attack. In addition, some moves cannot be chosen: Rock Polish cannot be chosen, for example, as Pichu are not made of rocks or any similar material. Finally, as a Pichu, only moves with a base power of 60 or less can be chosen (if the attack causes any damage at all).
The chosen move may be used multiple times, however Dart can't be commanded to use it directly (since he doesn't naturally learn it), and therefore must be commanded to use Elemental Spark in order to perform the unnatural move again. Also, if Elemental Spark is used multiple times, Dart must use the same attack chosen the first time for every other time Elemental Spark is used afterwards; a different attack cannot be chosen. In addition, if a move is chosen that spans multiple actions/rounds, such as the effects of Sunny Day, Elemental Spark cannot be used again until the effects of the previous use are over.
However, if Dart's Hidden Power is determined to be the Electric-Type, using Elemental Spark will increase base power of all damaging Electric-Type moves by 1% until the end of the battle. This specific effect cannot be canceled by any means.
Example:
If Hidden Power had been used and become Rock-Type, the trainer orders Elemental Spark and choses one Rock-Type move from outside Dart's movepool to use, in this example, Ancientpower. Dart then taps into its Rock-Type Hidden Power, using it's energy to perform Ancientpower. Damage caused by Ancientpower to the opponent is reduced by 1%. Ancientpower's chances to increase all stats remain the same, however if it occurs, the effects wear off faster than normal. If Elemental Spark is used again in the same battle, it is still the Rock-Type, and Dart may only perform another Ancientpower.
Type: Electric / Stat: -- / Base Damage %: -- / Accuracy: -- / Target: Self / Energy: 3% + the normal Energy Cost of the chosen attack / Duration: One action / Effects: One move outside Pichu's movepool may be used on the following action depending on "Hidden Power"'s determined type. The chosen move's base power is reduced by 1%. Chosen move's effects (if any) wear off slightly quicker (In terms of stat gain/drop that normally do not fade, they will only last for six actions). Only one unnatural move can be used per battle. Chosen move must have 60 base power or less. All damage done by damaging Electric-Type moves gain an additional 1% base power, only if Hidden Power is Electric-Type. / Usage Gap: Two rounds from end of all effects
Fixed.
[Dart]Pichu (M)
Static Ability
Signature Move: Elemental Spark
Pichu, being young, are known to have occasional problems controlling their electricity. This tended to discourage Dart, so he began to look for other means of offense. Fascinated by the wide variety of pokemon types, Dart experimented with the elemental energy deep within him, and learned to use some of this energy to perform attacks that most Pichu wouldn't dream of.
Elemental Spark can only be used after a type for the move "Hidden Power" has been determined. Dart taps into his hidden power for this move, becoming surrounded by multi-colored sparks as that power is drawn out. As a result, he may use one move outside of his usual movepool (chosen by the trainer) belonging to the type that "Hidden Power" had become. However, as the move is unfamiliar to Dart, he cannot use it as effectively, so all damage caused by a selected damaging move is reduced by 1%, and all side-effects of any move, damaging or otherwise, wear off slightly faster than normal. Naturally, it takes a fair amount of Dart's energy in order to pull off such an unusual attack. In addition, some moves cannot be chosen: Rock Polish cannot be chosen, for example, as Pichu are not made of rocks or any similar material. Finally, as a Pichu, only moves with a base power of 60 or less can be chosen (if the attack causes any damage at all).
The chosen move may be used multiple times, however Dart can't be commanded to use it directly (since he doesn't naturally learn it), and therefore must be commanded to use Elemental Spark in order to perform the unnatural move again. Also, if Elemental Spark is used multiple times, Dart must use the same attack chosen the first time for every other time Elemental Spark is used afterwards; a different attack cannot be chosen. In addition, if a move is chosen that spans multiple actions/rounds, such as the effects of Sunny Day, Elemental Spark cannot be used again until the effects of the previous use are over.
However, if Dart's Hidden Power is determined to be the Electric-Type, using Elemental Spark will increase base power of all damaging Electric-Type moves by 1% until the end of the battle. This specific effect cannot be canceled by any means.
Example:
If Hidden Power had been used and become Rock-Type, the trainer orders Elemental Spark and choses one Rock-Type move from outside Dart's movepool to use, in this example, Ancientpower. Dart then taps into its Rock-Type Hidden Power, using it's energy to perform Ancientpower. Damage caused by Ancientpower to the opponent is reduced by 1%. Ancientpower's chances to increase all stats remain the same, however if it occurs, the effects wear off faster than normal. If Elemental Spark is used again in the same battle, it is still the Rock-Type, and Dart may only perform another Ancientpower.
Type: Electric / Stat: -- / Base Damage %: -- / Accuracy: -- / Target: Self / Energy: 3% + the normal Energy Cost of the chosen attack / Duration: One action / Effects: One move outside Pichu's movepool may be used on the following action depending on "Hidden Power"'s determined type. The chosen attack's damage (if any) is reduced by 1% after all other calculations. Chosen move's effects (if any) wear off slightly quicker (In terms of stat gain/drop that normally do not fade, they will only last for six actions). Only one unnatural move can be used per battle. Chosen move must have 60 base power or less. All damage done by damaging Electric-Type moves gain an additional 1% base power, only if Hidden Power is Electric-Type. / Usage Gap: Two rounds from end of all effects
Getting some sig-attributes.
[Slash Grizzly] Teddiursa F
Pickup
Signature Attribute: Hackencut Claw Armor
Slash was originally a test subject at Hackencut Armor Co., a company that created armor. She was equipped with two powerful metal arms. These arms were equipped with humongous metal claws, giving its wearer access to a wide variety of moves.
However, this comes with a series of side-effects. For one, the arms are rather large and heavy. It also makes Slash look rather intimidating, screwing over all chances of luring opponents off guard.
Effects:
Slash gains access to Poison Jab, X-Scissor, Dragon Claw, and Psycho Cut. He cannot use Fling, Focus Punch, Belly Drum, Fake Tears, or Charm. (She can't fling if she doesn't have hands, she can't punch with these humongous claws, she'd cut herself to pieces if she used Belly Drum, and she's too intimidating for Fake Tears or Charm to work.)
Slash's humongous claws slow her down, effectively giving her a speed modifier of -6. It cannot be changed in any way.
Slash's claws give her an intimidating appearance, giving her the ability Intimidate in addition to Pickup.
Basic sig move for Envy.
[Envy] Mismagius F
Levitate
Sig Move: Heartbreaker
Envy isn't the type of person who enjoys romance. She finds the whole lovey-dovey thing ridiculous. However, she likes how it can be used to manipulate people. As a result, she began to attract her foes during battle.
Although she likes how she can have her opponents wrapped around her little finger, Envy found that sometimes she just wanted the facade of love she put up to... you know, just stop.
And thus, Heartbreaker was born.
Envy releases a neon green ball of spiritual energy, which then takes the form of a glowing sword. It homes in on the opponent, then aims straight at it. The sword does not leave a mark, but drains the opponent of health, in the process sucking away all the love energy inside of it. When it's done, it will return to Envy to give her back some of the drained life energy.
Type: ??? / Stat: Special / Base Damage: 10% / Accuracy: -- / Target: One Pokemon (must be attracted) / Energy: 10% / Duration: One action
The attack's target must be attracted for this move to work. Envy creates a spiritually charged sword and launches it at an attracted Pokemon. This sword is unavoidable, as it's a homing object (much like Swift). It will do 10% typeless damage, then return to Envy. Envy will then regain a certain amount of health, depending on how strong the attraction was.
If the attraction was strong, it heals 50% health. If the attraction was moderate, it heals 30% health. If the attraction was weak, it heals 10% health.
In addition, the foe's attraction will be canceled out. If the target was attracted to Envy, then the Envy cannot successfully use Attract or Captivate on that foe for the rest of the match.
Nonono, it doesn't heal 50% health. It's a draining move, like Absorb or Drain Punch.