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Pokémon Registration Office

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Re: Pokémon Registration Office

[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 1/2 of the damage done. If the attraction was moderate, it heals 1/3 of the damage done. If the attraction was weak, it heals 1/10 of the damage done.

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.

Good.

...oh whoops. Just noticed that needs a usage gap too >< Sorry.
 
Re: Pokémon Registration Office

'Nother member to the Steele arsenal! ~

[Rift] Gastly (F)
<Levitate>

Sig attribute: Steel armour

Rift was a Nosepass, a skilled controller of magnetism in her earlier stages of life. When she was killed, she somehow managed to inherit not only her memories, but her power of magnetism. How is a mystery for all ages.
Rift has contorted all sorts of metals over the years, and through all of her experiments, she found that steel is the strongest. After a painstakingly long process, Rift crafted a perfectly fitting suit of steel to fit around her body; utilizing magnetism, again, to keep the armour in place. There is a catch, though. Steel conducts fire very well.

When Rift is sent out, she has a non-permanent +1 in Defense and Special Defense.

Rift takes 3% extra damage from fire-type moves, as a catch.

Rift loses Night Shade and gains Flash Cannon.

Sig Move: Shadow Steel

Type: Ghost
Power: 70
Accuracy: 95
Attack is phisical.
Other: High critical hit ratio.
Usage gap: Once per round.

Rift's natural ghostly powers have always been fun to use. So are her metal powers. Why not combine them?

Rift uses a short magnetized burst to rip a few pieces of naturally formed, earth-tempered metal from the ground, picking a particularly sharp piece. Next, she infuses it with an aura of the evilest, vilest energies you could imagine, imbuing it to the point that the blade itself glows with evil.

With yet more magnetism to manipulate the blade, she swipes it right over any weak points her opponent may have.

What? Your Buzz Off evolved into a bank link!
 
Last edited:
Re: Pokémon Registration Office

[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 / Usage Gap: Every six rounds

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 1/2 of the damage done. If the attraction was moderate, it heals 1/3 of the damage done. If the attraction was weak, it heals 1/10 of the damage done.

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.

Good?
 
Re: Pokémon Registration Office

Sig Move: Shadow Steel

Type: Ghost
Power: 70
Accuracy: 95
Attack is phisical.
Other: High critical hit ratio.
Usage gap: Once per round.

Rift's natural ghostly powers have always been fun to use. So are her metal powers. Why not combine them?

Rift uses a short magnetized burst to rip a few pieces of naturally formed, earth-tempered metal from the ground, picking a particularly sharp piece. Next, she infuses it with an aura of the evilest, vilest energies you could imagine, imbuing it to the point that the blade itself glows with evil.

With yet more magnetism to manipulate the blade, she swipes it right over any weak points her opponent may have.

What? Your Buzz Off evolved into a bank link!

Proper format. Please.

[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 / Usage Gap: Every six rounds

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 1/2 of the damage done. If the attraction was moderate, it heals 1/3 of the damage done. If the attraction was weak, it heals 1/10 of the damage done.

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.

Good?

Yeah, it's good. Considering it's got the same BP and similar circumstances to Dream Eater, though, I think you can lower the energy cost. After all, for a Mismagius, Dream Eater costs around 6% energy.

If you don't feel like reposting, though, you can consider this the "approved" post.
 
Re: Pokémon Registration Office

'Nother member to the Steele arsenal! ~

[Rift] Gastly (F)
<Levitate>

Sig attribute: Steel armour

Rift was a Nosepass, a skilled controller of magnetism in her earlier stages of life. When she was killed, she somehow managed to inherit not only her memories, but her power of magnetism. How is a mystery for all ages.
Rift has contorted all sorts of metals over the years, and through all of her experiments, she found that steel is the strongest. After a painstakingly long process, Rift crafted a perfectly fitting suit of steel to fit around her body; utilizing magnetism, again, to keep the armour in place. There is a catch, though. Steel conducts fire very well.

When Rift is sent out, she has a non-permanent +1 in Defense and Special Defense.

Rift takes 3% extra damage from fire-type moves, as a catch.

Rift loses Night Shade and gains Flash Cannon.

Sig Move: Shadow Steel

Type: Ghost/ Power 70/ Stat: Phisical/ Accuracy: 95/ Duration: One Action/ Usage gap: Once per round/ High critical hit ratio

Rift's natural ghostly powers have always been fun to use. So are her metal powers. Why not combine them?

Rift uses a short magnetized burst to rip a few pieces of naturally formed, earth-tempered metal from the ground, picking a particularly sharp piece. Next, she infuses it with an aura of the evilest, vilest energies you could imagine, imbuing it to the point that the blade itself glows with evil.

With yet more magnetism to manipulate the blade, she swipes it right over any weak points her opponent may have.

What? Your Buzz Off evolved into a bank link! And randomly evolved into another bank link!
 
Re: Pokémon Registration Office

Sig Move: Shadow Steel

Type: Ghost/ Power 70/ Stat: Phisical/ Accuracy: 95/ Duration: One Action/ Usage gap: Once per round/ High critical hit ratio

Rift's natural ghostly powers have always been fun to use. So are her metal powers. Why not combine them?

Rift uses a short magnetized burst to rip a few pieces of naturally formed, earth-tempered metal from the ground, picking a particularly sharp piece. Next, she infuses it with an aura of the evilest, vilest energies you could imagine, imbuing it to the point that the blade itself glows with evil.

With yet more magnetism to manipulate the blade, she swipes it right over any weak points her opponent may have.

You're missing the energy cost. Also, please change the base power into a percentage - that is, 7%. And the usage gap should be slightly larger - six actions, or two rounds, should be fine.

Another thing: if Rift is fighting in an arena with no naturally-formed metal (think an aquatic arena, or perhaps an aerial one), then does the attack fail? Or can she magically form metal out of thin air? Should be specified in the description.
 
Re: Pokémon Registration Office

Oh. Base energy. I'm such an idiot.

[Rift] Gastly (F)
<Levitate>

Sig attribute: Steel armour

Rift was a Nosepass, a skilled controller of magnetism in her earlier stages of life. When she was killed, she somehow managed to inherit not only her memories, but her power of magnetism. How is a mystery for all ages.
Rift has contorted all sorts of metals over the years, and through all of her experiments, she found that steel is the strongest. After a painstakingly long process, Rift crafted a perfectly fitting suit of steel to fit around her body; utilizing magnetism, again, to keep the armour in place. There is a catch, though. Steel conducts fire very well.

When Rift is sent out, she has a non-permanent +1 in Defense and Special Defense.

Rift takes 3% extra damage from fire-type moves, as a catch.

Rift loses Night Shade and gains Flash Cannon.

Sig Move: Shadow Steel

Type: Ghost/ Power 7%/Energy 6%/ Stat: Phisical/ Accuracy: 95/ Duration: One Action/ Usage gap: Once every two rounds/ High critical hit ratio

Rift's natural ghostly powers have always been fun to use. So are her metal powers. Why not combine them?

Rift uses a short magnetized burst to rip a few pieces of naturally formed, earth-tempered metal from the ground, picking a particularly sharp piece. Next, she infuses it with an aura of the evilest, vilest energies you could imagine, imbuing it to the point that the blade itself glows with evil.

With yet more magnetism to manipulate the blade, she swipes it right over any weak points her opponent may have. This attack does not work in areas without earth nearby, though Rift can use a piece of her armour as a compromise, but then she would lose both of the defensive boosts.

What? Your Buzz Off evolved into a bank link! And randomly evolved into another bank link! Aaand again!

(The only reason I'm still putting the whole Pokémon up instead of just the sig move is because the Pokémon itself still needs approved.)
 
Re: Pokémon Registration Office

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.

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 Cotton Spore due to the wool being clumped, making her unable to excrete spores. She gains the ability Cute Charm instead of Static.


Fixed. Made simpler because it was too much of hassle with everything else.
 
Re: Pokémon Registration Office

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.
Too powerful. The moves lost do not balance the moves gained, the speed modifier is hardly a penalty on something with only 40 speed to begin with and would need language to indicate that it is inherent and cannot be e.g. psych upped, and adding an ability is right out without more drawbacks.

Oh. Base energy. I'm such an idiot.

[Rift] Gastly (F)
<Levitate>

Sig attribute: Steel armour

Rift was a Nosepass, a skilled controller of magnetism in her earlier stages of life. When she was killed, she somehow managed to inherit not only her memories, but her power of magnetism. How is a mystery for all ages.
Rift has contorted all sorts of metals over the years, and through all of her experiments, she found that steel is the strongest. After a painstakingly long process, Rift crafted a perfectly fitting suit of steel to fit around her body; utilizing magnetism, again, to keep the armour in place. There is a catch, though. Steel conducts fire very well.

When Rift is sent out, she has a non-permanent +1 in Defense and Special Defense.

Rift takes 3% extra damage from fire-type moves, as a catch.

Rift loses Night Shade and gains Flash Cannon.

Sig Move: Shadow Steel

Type: Ghost/ Power 7%/Energy 6%/ Stat: Phisical/ Accuracy: 95/ Duration: One Action/ Usage gap: Once every two rounds/ High critical hit ratio

Rift's natural ghostly powers have always been fun to use. So are her metal powers. Why not combine them?

Rift uses a short magnetized burst to rip a few pieces of naturally formed, earth-tempered metal from the ground, picking a particularly sharp piece. Next, she infuses it with an aura of the evilest, vilest energies you could imagine, imbuing it to the point that the blade itself glows with evil.

With yet more magnetism to manipulate the blade, she swipes it right over any weak points her opponent may have. This attack does not work in areas without earth nearby, though Rift can use a piece of her armour as a compromise, but then she would lose both of the defensive boosts.

What? Your Buzz Off evolved into a bank link! And randomly evolved into another bank link! Aaand again!

(The only reason I'm still putting the whole Pokémon up instead of just the sig move is because the Pokémon itself still needs approved.)
Attribute:

- Saying that the defense boosts are temporary is misleading; I assume that they're permanent so long as Rift's armor is intact. You should change this to state that the boosts are in effect so long as Rift's armor is intact, and also that they are inherent to Rift and therefore cannot be power tricked away, won't be copied by psych up, and so on. Basically, you get the boosts only if you wear the armor.
- There is no apparent reason why Rift should gain flash cannon or lose night shade.

Move:

- Effects and such go below the description, not above.
- The "high critical hit ratio" should at least be labeled as "effects" if you're not going to break it out into a separate section.
- Raise the usage gap to three rounds.

The pokémon themselves are approved, just to put you out of your link-misery.
 
Re: Pokémon Registration Office

Rift's customizations!

[Rift] Gastly (F)

Sig attribute: Steel armour

Rift was a Nosepass, a skilled controller of magnetism in her earlier stages of life. When she was killed, she somehow managed to inherit not only her memories, but her power of magnetism. How is a mystery for all ages.
Rift has contorted all sorts of metals over the years, and through all of her experiments, she found that steel is the strongest. After a painstakingly long process, Rift crafted a perfectly fitting suit of steel to fit around her body; utilizing magnetism, again, to keep the armour in place. There is a catch, though. Steel conducts fire very well.

When Rift is sent out, she has a +1 in Defense and Special Defense, which will stay there unless a move like Screech is used. This effect cannot be stolen by Psych Up, Snatch or any other stat stealing move. It cannot be reduced by Haze, and if Haze is used in battle, then Rift will bounce back to +1 in Defense and Special Defense. The armour must be on Rift's body for any of the aforementioned effects to come in play. The armour also must remain intact.

Rift takes 3% extra damage from fire-type moves, as a catch.

Sig Move: Shadow Steel

Rift's natural ghostly powers have always been fun to use. So are her metal powers. Why not combine them?

Rift uses a short magnetized burst to rip a few pieces of naturally formed, earth-tempered metal from the ground, picking a particularly sharp piece. Next, she infuses it with an aura of the evilest, vilest energies you could imagine, imbuing it to the point that the blade itself glows with evil.

With yet more magnetism to manipulate the blade, she swipes it right over any weak points her opponent may have. This attack does not work in areas without earth nearby, though Rift can use a piece of her armour as a compromise, but then she would lose both of the defensive boosts.

Type: Ghost/ Power: 7%/ Energy: 6%/ Duration: One action/ Usage gap: 9 Actions/Three rounds/ Effects: High critical hit ratio
 
Re: Pokémon Registration Office

[Slash Grizzly] Teddiursa F
Intimidate

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 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, and cannot be given to the opponent through psych up or any other such moves.

In addition, each move used involving her claws requires 1% more energy to perform after all calculations, as a result of how heavy these claws are.

Slash's claws give her an intimidating appearance, changing her the ability to Intimidate.

Good now?
 
Re: Pokémon Registration Office

Rift's customizations!

[Rift] Gastly (F)

Sig attribute: Steel armour

Rift was a Nosepass, a skilled controller of magnetism in her earlier stages of life. When she was killed, she somehow managed to inherit not only her memories, but her power of magnetism. How is a mystery for all ages.
Rift has contorted all sorts of metals over the years, and through all of her experiments, she found that steel is the strongest. After a painstakingly long process, Rift crafted a perfectly fitting suit of steel to fit around her body; utilizing magnetism, again, to keep the armour in place. There is a catch, though. Steel conducts fire very well.

When Rift is sent out, she has a +1 in Defense and Special Defense, which will stay there unless a move like Screech is used. This effect cannot be stolen by Psych Up, Snatch or any other stat stealing move. It cannot be reduced by Haze, and if Haze is used in battle, then Rift will bounce back to +1 in Defense and Special Defense. The armour must be on Rift's body for any of the aforementioned effects to come in play. The armour also must remain intact.

Rift takes 3% extra damage from fire-type moves, as a catch.

Sig Move: Shadow Steel

Rift's natural ghostly powers have always been fun to use. So are her metal powers. Why not combine them?

Rift uses a short magnetized burst to rip a few pieces of naturally formed, earth-tempered metal from the ground, picking a particularly sharp piece. Next, she infuses it with an aura of the evilest, vilest energies you could imagine, imbuing it to the point that the blade itself glows with evil.

With yet more magnetism to manipulate the blade, she swipes it right over any weak points her opponent may have. This attack does not work in areas without earth nearby, though Rift can use a piece of her armour as a compromise, but then she would lose both of the defensive boosts.

Type: Ghost/ Power: 7%/ Energy: 6%/ Duration: One action/ Usage gap: 9 Actions/Three rounds/ Effects: High critical hit ratio
Approved.

One more paid evolution.

[Colias Palaeno] Metapod (M)
Ability: Shed Skin

|
|
|
V

[Colias Palaeno] Butterfree (M)
Ability: Compoundeyes

tiem for metamorp- erm, evolution
Approved.

[Slash Grizzly] Teddiursa F
Intimidate

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 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, and cannot be given to the opponent through psych up or any other such moves.

In addition, each move used involving her claws requires 1% more energy to perform after all calculations, as a result of how heavy these claws are.

Slash's claws give her an intimidating appearance, changing her the ability to Intimidate.

Good now?
The attacks lost and gained are still not balanced.
 
Re: Pokémon Registration Office

Starting out an ASB journey.

[Leafpod] Chikorita (Male)
Ability: Overgrowth

[Treesmash] Turtwig (Male)
Ability: Overgrowth
 
Re: Pokémon Registration Office

I'd like to start this team please
magnemite (genderless) magnet pull
vulpix (m)
ghastly (f)
squirtle (f)
diglett (m) sandveil
bank link
 
Re: Pokémon Registration Office

...well, since the claws are mechanical, I guess that Fire Punch wouldn't be a wise move to use.

[Grizzly Slash] Teddiursa F
Intimidate

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 X-Scissor, Dragon Claw, and Psycho Cut. She cannot use Fling, Focus Punch, Fire 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, the fire would damage the metal 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, and cannot be given to the opponent through psych up or any other such moves.

In addition, each move used involving her claws requires 1% more energy to perform after all calculations, as a result of how heavy these claws are.

Slash's claws give her an intimidating appearance, changing her ability to Intimidate.

Good now?
 
Re: Pokémon Registration Office

Starting out an ASB journey.

[Leafpod] Chikorita (Male)
Ability: Overgrowth

[Treesmash] Turtwig (Male)
Ability: Overgrowth
Your bank post has already been rejected in any case, but when you try again you should note that the bank link goes *inside* the post with the pokémon you want approved. Look at how other people in the thread are doing it.

I'd like to start this team please
magnemite (genderless) magnet pull
vulpix (m)
ghastly (f)
squirtle (f)
diglett (m) sandveil
bank link
Team approved.

...well, since the claws are mechanical, I guess that Fire Punch wouldn't be a wise move to use.

[Grizzly Slash] Teddiursa F
Intimidate

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 X-Scissor, Dragon Claw, and Psycho Cut. She cannot use Fling, Focus Punch, Fire 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, the fire would damage the metal 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, and cannot be given to the opponent through psych up or any other such moves.

In addition, each move used involving her claws requires 1% more energy to perform after all calculations, as a result of how heavy these claws are.

Slash's claws give her an intimidating appearance, changing her ability to Intimidate.

Good now?
Okay, I guess my real issue with this attack is only partially the attack balance thing.

You're trying to give teddiursa three attacks using elemental energy that is not seen anywhere else in its offensive movepool. How does getting metal arms suddenly wield psychic energy in a psycho cut? Likewise dragon energy? Psycho cut and dragon claw are both very flavor-specific attacks, though I'm willing to let the x-scissor pass because it seems to get thrown around pretty indiscriminately and teddiursa at least gets fury cutter.

In general, though, if you want three high-power, elementally diverse attacks on your baseform pokémon, you're going to need to give up at least their power equivalent in attacks. If you were going for non-damaging attacks, then the things like charm and fake tears would be more appropriate... but they just don't map well to what you're trying to earn.
 
Re: Pokémon Registration Office

Would giving it X-Scissor and Poison Jab (or Cross Poison, although that's a bit too powerful) be acceptable? Most Pokemon learn Toxic, at the very least, and that's Poison type.

I can see your problems here, so I'll try to repost it. Let's see if I got it right this time...

[Grizzly Slash] Teddiursa F
Intimidate

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 X-Scissor and Poison Jab. She cannot use Fling, Focus Punch, Fire 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, the fire would damage the metal 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, and cannot be given to the opponent through psych up or any other such moves.

In addition, each move used involving her claws requires 1% more energy to perform after all calculations, as a result of how heavy these claws are.

Slash's claws give her an intimidating appearance, changing her ability to Intimidate.
 
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