Pichu (F)
Signature Move: Thunderball
Description: Always a playful little chu, Pichu and her trainer have been practicing little tricks. Pichu does them because they are fun, and the trainer lets her because they wear her out quickly. One day, when somersaulting, Pichu's cheeks went off and surrounded Pichu with electricity. The rolling started to fuel itself as the ball known as Pichu begun to pick up trace particles of metal. These particles caused an electromagnetic effect that caused Pichu to roll faster and faster and faster. Soon, Pichu rolled into a tree, but just before crashing, the metal particles went to where the orb was going to make contact, causing the ball of lightning to rebound off like a rubber ball. This ball of lightning that Pichu was encased in kept on going faster and faster as it bounced off different surfaces, acting like a pinball. The faster she went, the more crazy the roll pattern of Pichu was. At one point, the oddly rubbery properties of this ball failed to cushion the impact before rebounding, causing Pichu to get hurt! But, the technique was very powerful. And thus, the Thunderball technique was born, which causes Pichu to roll and bounce around at high speeds, rebounding off of opponents and shocking them
Type: Electric / Stat: Physical / Base Damage: 3% per Hit. Can hit up to 5 times. Exception is Steel Types, whom will receive 3% constantly for five actions / Accuracy: 80% for the first hit, then it drops by 10% for each subsequent hit. Exception is Steel Types, which cause all hits to have 100% accuracy / Target: Random (always goes for Steel Types first), Single / Energy: 20% Total / Duration: 5 Actions
Effects: Pichu will rebound off of all surfaces unless they are metal, in which case, she will stick to them upon contact due to the electromagnetism. For each action spent using this attack, Pichu loses more and more control, causing the attack to become more random and liable to hurt allies and even Pichu herself if she makes contact with a hard enough surface
Usage Gap: 10 Rounds from the end of all effects
There we go. And the main reason for wanting this technique, despite it being scrapped later on, is two reasons:
1) I may give it to another Pichu later after Pichu discards this
2) The next attack is a little strong, and I would like a Signature Attack that I can use while working on said attack
Also, I think I will scrap the bio and name of the Signature Attribute after all. The, "Beaten up and is a target" bio is cliche, and kind of clashes with, "Happy go lucky and very energetic"
Signature Attribute: Electric Reserve
Description: Pichu's, as we know, discharge energy very easily when startled. Of course, this discharge likely does very little if it happened within battle. However, if one learned to control these discharges and instead store up energy, then it may end up being quite powerful indeed. That is what Pichu did. She, through practice, learned how to store up her energy. This energy remains within her until she is weakened too much to keep it in anymore. At this point, she lets it all out, and her fur, almost like a Mareep's, absorbs it. As such, any contact made with her causes the electricity to jump to the opponent. The electricity is so lively that it even jumps to special attacks that Pichu may use! However, all this energy is not good for anyones health, and as such, it continually harms Pichu. Also, due to the constant zapping occurring, it makes it nearly impossible to just calm down and chill
Effects: Pichu, upon going under 33% health, starts doing an extra 2% electric-type damage for every attack made, whether electric type or not. Also, all of her physical attacks have a 5% chance of paralysis if they have no secondary effect already. As a cost, however, all attacks cost an extra 1% energy to perform, along with Pichu receiving 1% damage, whether attacked or not, after each action performed. This damage is not affected by Protect or Detect. Also, while this attribute is activated, Pichu cannot chill. Entering a body of water causes the damage done to Pichu at the end of each action to go up to 2% instead of 1%. Also, while in a body of water, all Pokemon within five feet that are also in the water will receive 1% electric-type damage at the end of each action.