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Old 09-14-2009, 12:43 PM   #26
Jerichi
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Quote:
Kricketot: (Bug)
Kricketune: (Bug)
Still no clue.

Maybe sensitivity to sound? More effective sound moves? Kricketot though has nothing very notable.

Latias:
Latios:
Do they levitate? fly? What do these guys do I never saw the movies. All I know is Latias turns into a chick I think? Though I don't think that does anything. Master of illusions maybe?


They fly, and very quickly at that, but they can also do maneuvers similar to levitation.

Lombre: (Grass/Water)
Lombre are capable of restoring more health and energy then grass Pokemon normally get in the rain.

Lotad: (Grass/Water)
Lotad are capable of restoring more health and energy then grass Pokemon normally get in the rain.

Ludicolo: (Grass/Water)
Ludicolo are capable of restoring more health and energy then grass Pokemon normally get in the rain.

Good.

Lunatone:
It has a very bad one atm (can see in dark). I'm sure it does something.


Needs a mention of Levitation. As does Solrock.

Makuhita: (Fighting)
Makuhita are slow and lack agility, but are sturdy and difficult to knock over. Makuhita have powerful hands, and any attacks performed by use of their hands (Arm Thrust, Knock Off, possibly Rock Slide) do 25% more damage.

Good.

Mamoswine: (Ice/Ground)
Not much info here I think.


Boost to charging attacks; hard to knock over or stop.

Manectric: (Electric)
It is filled with electricity, and physical attacks have a 10% chance of dealing slight paralysis as recoil. In situations where an electric attack not originating from Manectric are used, there is a 50% chance it will be redirected to it, if it is within 10 feet of the attack.

Good.

Manaphy: (Water)
Manaphy can restore health from clean water or rain once per battle, restoring up to 1/4th of its maximum health. Heart Swap, as its signature move, uses only a small amount of energy.

Good.

Mawile: (Steel)
Its metal jaw is very strong and exceptionally difficult to force open. Attacks involved with it are 25% stronger then normal.

Good.

Milotic: (Water)
Attract and similar attacks are much more effective then normal. When it uses Safeguard, anyone who looks at it loses some of their fighting will due to its radiant beauty.

Good. The anime also showed it to have the ability to calm foes with a glowing aura.

Mime Jr.: (Psychic)
Mime Jr. is very good at using Mimic, and can Mimic attacks with less energy and is more flexible the type energy for the attacks Mimiced.

Good.

Mismagius: (Ghost)
Confuse Ray is much more effective then normal.

Probably the best we can do.

Mothim: (Bug/Flying)
Uhhh... no idea.

The anime showed like nothing so this may have to stay blank.

Munchlax: (Normal)
Being quite hungry, it can eat anything. Munchlanx will recover a slight amount of energy for things eaten.

Good.

Nincada: (Bug/Ground)
Nincada are very good diggers, and can do so with speed and ease.

Good.

Ninjask: (Bug/Flying)
Ninjask is a very fast and agile Pokemon.

Ninjask isn't particularly agile but it is super fast.

Pachirisu: (Electric)
...

Phione: (Water)
Phione can restore health from clean water or rain once per battle, restoring up to a Thunderbolt worth of health.

Good.

Probopass: (Rock/Steel)
Moves about exclusively by levitation.

His hands (mini-noses as dubbed by the dex) can be moved independently. Suggested descript: The mini-noses can be controlled as if Psychically and can be moved to the edge of its magnetic field (about ??? feet), allowing Probopass to use punching attacks from a distance.

Purugly: (Normal)
No clue at all. :/

Got me.

Ralts: (Psychic)
It's empathy makes it very in touch with its opponent. Attacks that deal with the opponents mental state are slightly more effective. Teleporting also requires slightly less energy as well.

Good.

Rampardos: (Rock)
Attacks involving the skull do 25% more damage, however he also recieves that much more damage from attacks directed there.

Good. Also maybe a bit harder to interrupt charging?

Regice: (Ice)
Being inorganic, Regice cannot be affected by Poison in any way. Its body creates a small cold aura around it, slightly reducing fire damage.

Regigigas: (Normal) - Being inorganic, Regigigas cannot be affected by Poison in any way. It requires 3 rounds before it can operate at full power, and so for the first three rounds all attacks will do 80% regular damage but afterwards attacks will do 120% damage.

Regirock: (Rock)
Being inorganic, Regirock cannot be affected by Poison in any way. Its body can be repaired with rocks, allowing upto 10% of its health to be restored this way.

Registeel: (Steel)
Being inorganic, Registeel cannot be affected by Poison in any way. Its body is made of solid steel and cannot be scratched.

Good.

Rhyperior: (Ground/Rock)
Rhyperior can create rocks from its hands for any rock based attack requiring some from the arena. Its charging based attacks do slightly more damage then normal as well.

Good.

Roselia: (Grass/Poison)
Roserade: (Grass/Poison)
No clue about these two.

Permanent, mild Sweet Scent and/or slight chance of poison when with physical contact.

Rotom: (Electric/Ghost)
No clue how he works at all.

Rotom is very fast and can turn corners sharply. Always in Plasma mode. The rest of the rules are outlined in the SPPf Species Characteristics and someone should CP those for you.

Salamence: (Dragon/Flying)
Salamence look fairly intimidating, and any attack meant to intimidate the foe will have a higher chance of suceeding.

Good.

Sealeo: (Water/Ice)
No clue

Not sure.

Shedinja: (Bug/Ghost)
See Ghost Rules.

Shellos: (Water)
Its body is quite slimy, making it difficult to grab and hold onto.

Good. Maybe stickiness?

Shieldon: (Rock/Steel) - See Bastiodon.
Shieldon deals reduced damage with attacks that involve its skull. However in exchange attacks dealt to its front are reduced 10%.

Good.

Shiftry: (Grass/Dark)
Shiftry are quite adept jumpers, and can jump higher then normal.

Good. Maybe a boost to winds?

Shroomish: (Grass) - See Breloom.
If breloom is no good then no idea here.

Good. Maybe boost to spores?

Shuppet: (Ghost)
Shuppet is considered to be slightly familiar with Psychic attacks. See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.

Good.

Skitty: (Normal)
Attract, Charm and similar attacks are more effective then normal.

Good.

Skorupi: (Poison/Bug)
No clue

Improved digging ability?

Slakoth: (Normal)
Slakoth is quite lazy and unmotivated. In a dire situation where it seems unlikely Slakoth can win, it might lose motivation and do what it wants.

Makes sense.

Slaking: (Normal)
Slaking is quite lazy and unmotivated, although less so then its previous form. In a dire situation where it seems unlikely Slaking can win, it has a small chance to lose motivation and do what it wants.

Good.

Snorunt: (Ice)
Uhh....

Boosts to bites? I dunno, lol.

Snover: (Ice/Grass)
See above.

I dunno lol.

Spheal: (Water/Ice)
See above.

Being round, I imagine that Rollout would be more effective.

Spinda: (Normal)
See above.

Maybe boost to confusion or resistance?

Spiritomb: (Ghost/Dark)
Spiritomb is capable of levitation, although when KOed or asleep will return into its keystone.

Good.

Spoink: (Psychic)
Spoink's pearl boosts its Psychic abilities, and will be weakened when it is away from it. However they are always aware of it's location. (I'm just making shit up lol)

Good.

Staraptor: (Normal/Flying)
Intimidate? Not really sure.

I guess.

Staravia: (Normal/Flying)
Got me.

Starly: (Normal/Flying)
SUX

Got me.

Swablu: (Normal/Flying)
Not sure

Copy the last part of Altaria's?

Swalot: (Poison)
Swalot is quite strechy, and can make itself larger or smaller as needed. It enjoys eating things and can do so with ease if ordered to.

Good.

Swellow: (Normal/Flying)
I dunno, lol.

Got me.

Tangrowth: (Grass)
The thick mass of vines surrounding Tangela cushion it from blows somewhat, so physical attacks do less damage than normal. Its arms can be extended as well to reach or to attack.

Specify extension length. Good otherwise.

Torchic: (Fire)
It's always warm? I dunno.

I guess.

Toxicroak: (Poison/Fighting)
Attacks dealt with the claws will have an additional 20% chance of poisoning.

Good.

Trapinch: (Ground)
Trapinch is an exceptional digger and can do so with much speed and ease.

Good. Ability to stay underground indefinitely?

Vibrava: (Ground/Dragon)
Vibrava is capable of flying in the air with much ease. It flaps its wings quite fast, and any physical attack involving its wings will have a chance to make the opponent flinch.

I would lean more towards special attacks w/ wings.

Volbeat: (Bug)
Volbeat and Illumise are attracted as if they were the same species. Their scent and lighting based attacks are boosted. Its tail light can let it see in the dark, and light the arena for other Pokemon.

Good.

Wailmer: (Water)
Pudgy, slow, but has some defense boost?

Makes sense.

Wailord: (Water)
Gigantic and awkward out of water. It has a decent swimming ability, but is excellent at diving. Works best in large arenas where it can fit and move around with ease.

Good.

Walrein: (Water/Ice)
Slow but sturdy, possible defense boost?

Makes sense.

Wingull (Water/Flying)
Er, not sure.

STEEL WING TO CHANNEL ELECTR-. Um Not sure.

Whiscash: (Water/Ground)
These Pokemon can set off earthquakes with ease, and any earth based ground attacks are quicker to use and will require less energy. Its whiskers can also help locate a real opponent if it is nearby.
Good.
Quote:
Jirachi:
It's ability to Wish is much more effective then normal, restoring more energy as well as some health. Also, once every 5 rounds, Jirachi may use a move to see into the past and recall what has happened in a particular area during the battle, relaying what it sees psychically to its trainer. The last ability only works during a Grand Melee.

Good.

Kecleon: (Normal)
As noted in the move description, Kecleon performs Camouflage more quickly, and expends less energy while doing so, however, Kecleon’s stripe remains visible, so it can still be tracked, although it is much harder. Has long tongue several times its body length but hardly on par with the Lickitung family's in strength.

Good, stickiness of tongue may be worth mentioning.

Kirlia (Psychic)
It's empathy makes it very in touch with its opponent. Attacks that deal with the opponents mental state are slightly more effective.

Good.

Leafeon: (Grass)
Leafeon have sensitive hearing, at the expense of being more vulnerable to sound attacks.

Good.

Lickilicky: (Normal)
Lickitung has a long tongue, which it can extend out to 30 feet to hit enemies. Any attack a Lickitung does with its tongue does additional damage equal to Lick, with a 10% chance of paralysis. Its Rollout is faster then normal as well.

Good.

Lopunny: (Normal)
It's attract and related attacks are slightly more effective. It is capable of jumping in the air higher then normal.

Good.

Lucario: (Fighting/Steel)
Although not a psychic type, it can use an attack to close its eyes and find the true location of its opponent. While it requires an attack to use, it can be used indefinately.

Good.

Luvdisc: (Water)
Attract, Sweet Kiss and similar attacks are greatly boosted. It is less effected by emotion, and attacks attempting to change its emotional state are less effective. Its movement is also helped in the rain, causing it to gain a slight boost in speed.

Good.

Magnezone: (Electric/Steel)
Being inorganic, Magneton cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally. It is capable of indefinite levitation.

Good.


Medicham: (Fighting/Psychic)
Is capable of slight mediation, although will require minor energy use each round. Mediate will boost attack more then normal. Medicham is also more resistant to mind altering moves then normal.

Meditite: (Fighting/Psychic)
Is capable of slight mediation, although will require minor energy use each round. Mediate will boost attack more then normal. Meditite is also more resistant to mind altering moves then normal.

Both good.

Mesprit: (Psychic)
Can levitate with ease. As the spirit of emotion, it is not effected by any mind alterting attacks, and will remain calm in any situation.

Good.

Onix: (Rock/Ground)
Onix are large Pokemon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). Onix can see in the dark, and will take no damage from recoil attacks. Onix are also capable of creating their own sand for Sandstorm.

Good.

Piplup: (Water)
Piplup is a very proud Pokemon. May experience rivalry with others of its evolutionary family. The Piplup family have a layer of fine down covering them, enabling to easily survive freezing and even hot temperatures.

Prinplup: (Water)
Prinplup is a very proud Pokemon. May experience rivalry with others of its evolutionary family. The Prinplup family have a layer of fine down covering them, enabling to easily survive freezing and even hot temperatures.

Good. x2

Relicanth: (Water/Rock)
Relicanth is able to move around on ground with limited movement. Can see in the dark due to it being a deep sea Pokemon.

Good.

Riolu: (Fighting)
Is able to find the true location of the opponent by closing its eyes, however this is usable only once per battle and requires an attack to do so.

Good.

Sharpedo: (Water/Dark)
Any Pokemon that strikes Sharpedo with a physical attack will suffer ¼ recoil damage from Sharpedo’s rough skin (Unless unique traits says otherwise). During a Grand Melee, this will also apply to any trainer that touches Sharpedo, unless the trainer is the Sharpedo’s, or a known ally. Its bites are quite strong and will do 10% more damage then normal.

Good.

Skuntank: (Poison/Dark)
Skuntank is capable of producing very bad odors. Twice per battle it can release a terrible odor which can flinch the opponent, and uses two Poison Gases worth of energy to do so.

Good.

Solrock: (Rock/Psychic)
Solrock is capable of generating vast amounts of heat by spinning, enough to vaporise moderate and weaker water attacks. Energy use is equal to Rollout and is usable twice per battle. It can levitate indefinatly.

Good.

Steelix: (Steel/Ground) Steelix are large Pokemon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). They are also more resistant to extreme pressures. Steelix can see in the dark, and will not take recoil from their own attacks. Steelix are also capable of creating their own sand for Sandstorm.

Good.

Stunky: (Poison/Dark)
Stunky is capable of producing very bad odors. Once per battle it can release a terrible odor which can flinch the opponent, and uses two Poison Gases worth of energy to do so.

Good.

Sudowoodo: (Rock)
It is capable of holding perfectly still, which makes it almost impossible to detect if it's hiding in forested or woody areas. Its hard body makes it immune to its own recoil attacks.

Good.

Uxie: (Psychic)
Can levitate with ease. As the spirit of knowledge, Uxie will have a permanant boost of Cosmic Power, raising defense and special defense. However like other boosting moves, attempts to further boost defense will be reduced.

Extend the boost to other moves, if you can. Makes a little more sense that way.

Vespiquen: (Bug/Flying)
Vespiquen is capable of controlling Combee in the area. If they are present, it can use its "order" attacks with them instead, requiring much less energy to do so. Vespiquen also shares a hivemind with its bees, and thus one cannot be surprised unless they all are, and one cannot be affected mentally unless they all are.

Good.
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Old 09-14-2009, 11:53 PM   #27
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Re: Lunatone and Solrock

It might help to tag a time of the day clause on both: Lunatone is more active at night and opposite in Solrock's case.
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Old 09-17-2009, 04:19 PM   #28
Lady Kuno
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Anyone else going to comment? There are a lot of them missing stuff. In a few days I'm going to re-write the ones needing fixing so comment now.
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Old 09-17-2009, 05:44 PM   #29
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Quote:
Originally Posted by Holy Emperor View Post
Muyo gave me the OK to continue this. Also changing a few that are already in place if that's ok, changes should be bolded.


I put stuff into 3 groups. However they are not all sorted yet, I'm gonna type em and put them into place when they're all done.





Stuff that is ready:

Aggron: (Steel/Rock)
Aggron can see in the dark. Due to it's exceptional hardness, it will not take recoil damage from attacks it uses.
works
Altaria: (Dragon/Flying)
Altaria's sings are much more effective then normal, and thus are quicker to perform and more difficult to interupt. On a cloudy day it can be sightly difficult to see in the air as well.
works, perhaps extend the ability to all sound based attacks, not just sing.
Ambipom: (Normal)
Ambipom are more nimble, particularly with their tails. They can anchor themselves to something with their tails, leaving their limbs free to do other things. They are also more likely to stop from falling if there’s something within grabbing distance of their tail. They prefer to use their hands on their tails for hand attacks.
works
Anorith: (Bug/Rock)
Anorith is an adept swimmer. Despite its weakness to water, can swim without taking damage. As a deep sea Pokemon, it can see in the dark. It can also hold its breath for a long time.
works
Arbok: (Poison)
An Arbok is a fairly intimidating Pokemon. Against a Pokemon that would reasonably be afraid of an Arbok, an Arbok’s fear-inducing attacks are more effective. Its poisons are also slightly more potent than normal. Arbok can see in the dark. It is capable of detecting location of foes by pressing against the ground and sensing vibrations, similar to how real snakes "hear". Finally, Arbok can hold their breath under water for up to half an hour, and are adept diggers.
possibly mention something about wrap and and biting attacks gaining a small boost in power or something.

Armaldo: (Bug/Rock)
Armaldo is an adequate swimmer, losing it's ability to swim as well with its evolution. Like its earlier form, it can swim without taking damage despite its typing. As a deep sea Pokemon, it can see in the dark. It can also hold its breath for a long time.
not sure, could mention that it moves far slower than Anorith
Aron: (Steel/Rock)
Aron can see in the dark. Due to it's exceptional hardness, it will not take recoil damage from attacks it uses.
works
Barboach: (Water/Ground)
Barboach is naturally wet. It's slime makes it difficult to hold onto and grab, although its movements are akward out of water.
...alright, but I'm seeing this as another pokemon that er suffocates outside of the water
Bronzong: (Steel/Psychic)
Bronzong may levitate itself a short distance above the ground. Being inorganic, Bronzong cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
fine
Bronzor: (Steel/Psychic)
Bronzor may levitate itself a short distance above the ground. Being inorganic, Bronzor cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
works
Cradily: (Rock/Grass)
Cradily can stick to the ground to absorb nutruents. Lifting or trying to move this Pokemon will count as it having double weight. Cradily's Ingrain is more effective then normal. While it is capable of movement when not rooted down, it is quite slow, as it must hop around to get around.
works
Crawdaunt: (Water/Dark)
Crawdaunt can swim, but prefers to walk along the bottom of the water instead of swim in it. It's claw attacks are stronger then normal.
works
Finneon: (Water)
As a water butterfly, it's wind attacks are more effective then normal. Finneon have more type energy then normal for all of its "wind" based attacks, such as Silver Wind, Gust, Icy Wind etc.
works
Gastrodon: (Water/Ground)
Gastrodon has two different forms, although they are not different from each other other then looks. Gastrodon move at a decent speed on land, and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. Gastrodon are coated with a slimy substance, which makes them harder to grab. They are also able to stick to the ground. Any weight attack used against them will when stuck will have them considered to be double their weight.
works, perhaps the speed may need reduction since it is well, a slug?
Glaceon: (Ice)
Glaceon have sensitive hearing, at the expense of being more vulnerable to sound attacks.
works
Glalie: (Ice)
Glalie can naturally levitate, and can keep it up indefinantly. It's appearence makes it slightly indimitating. Biting attacks are also somewhat stronger then normal.
works, possibly give it more dark energy than normal?
Gliscor: (Ground/Flying)
Gliscor are not true fliers: instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Upon evolving, their claws got quite stronger and attacks that use it are 15% stronger then normal. Gliscor can see in the dark, and fight more enthusiastically at night.
eh... works, don't agree with the "fight more enthusiastically" part

Grotle: (Grass)
Grotle are vulnerable if knocked on their backs, as they have a hard time getting up. However in exchange attacks on their shell do slightly less damage.
works, mention the fact that fruit/nuts on plants on its back are edible for a tiny regain in energy/health?)
Hippowdon: (Ground)
Hippowdon is capable of creating sand from its body when using Sandstorm, as opposed to relying on the arena for the attack.
works
Lairon: (Steel/Rock)
Lairon can see in the dark. Due to it's exceptional hardness, it will not take recoil damage from attacks it uses.
works
Lumineon: (Water)
As a water butterfly, it's wind attacks are more effective then normal. Lumineon have more type energy then normal for all of its "wind" based attacks, such as Silver Wind, Gust, Icy Wind etc.
works, possibly give a larger boost than its pre-evo?
Marshtomp: (Water/Ground)
Being a wet and slimy Pokemon, attacks involving grabs or holds are difficult to execute. It may also use its fin to detect things happening in the arena.
works
Mudkip: (Water)
Being a wet and slimy Pokemon, attacks involving grabs or holds are difficult to execute. It may also use its fin to detect things happening in the arena.
works, possibly allow it to be concidered familiar with ground moves?
Phanpy: (Ground)
Its leathery skin acts as treads for when Phanpy is performing a Rollout, thus giving it better traction (and accuracy) when using a Rollout attack. Like all elephants, Phanpy are sure-footed, even though they cannot see their own feet.
works
Swampert: (Water/Ground)
Being a wet and slimy Pokemon, attacks involving grabs or holds are difficult to execute. It may also use its fin to detect things happening in the arena.
works
Torkoal: (Fire)
Attacks on its shell will deal reduced damage, as it is quite sturdy. Smokescreen produced by Torkoal are much more potent then normal. However they are vulnerable if knocked on their backs.
works
Turtwig: (Grass)
Attacks on its shell will deal slightly reduced damage, as it is quite sturdy. However they are vulnerable if knocked on their backs.
works
Vigoroth: (Normal) Vigoroth always want to be active, and find it impossible to remain still. A Vigoroth has more energy than normal, but uses it at a quicker rate. Because of their active nature, Vigoroth are immune to effects that cause Sleep.
works
Weavile: (Dark/Ice)
A Weavile can retract or extend its claws at will. When moving and trying to be stealthy, a Sneasel will retract its claws. When attacking or moving on slippery surfaces, they will be extended. Weaviles can move as quietly as a Meowth or Persian can. Weavile can see in the dark.
works


-----------------------------

Stuff that still needs work:


Azelf: (Psychic)
Can levitate with ease. Due to being the spirit of willpower, will stay around for one round after it should have been KOed.
could add something about being resistant to Taunt/Fear/Confusion as well.
Beautifly: (Bug/Flying)
Beautifly’s powders are slightly more effective than normal.
...um what powders other than Stun Spore, try something like a boost in wind based attacks, increased chance of attraction and similar moves working, ect.
Bidoof: (Normal)
A relatively simple minded Pokémon, Bidoof is more likely to misinterpret conditional commands, but is immune to confusion. Bibdoof also have powerful teeth, and so any biting attack will deal 25% more damage.
works
Bibarel: (Normal/Water)
A relatively simple minded Pokémon, Bidoof is more likely to misinterpret conditional commands, but is immune to confusion. Bibdoof also have powerful teeth, and so any biting attack will deal 25% more damage.
works
Blaziken: (Fire/Fighting)
Blaziken is a very good jumper, and can leap upto 50 feet. In additon kicking attacks will do 15% more damage then normal. Blaziken has flames on its wrists and can control whether their flames are ignited at any one time. When not ignited, they take less damage from water attacks, as there is no flame for the water to hit. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water, but allows them to use fire attacks. Igniting does not count as a move, and happens automatically when the Pokemon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep.
mention of "resistant to fear inducing moves" would seem plausble I think
Bonsly: (Rock) it is capable of holding perfectly still, which makes it almost impossible to detect if it’s hiding in forested or woody areas. It does not take damage from recoil attacks. Bonsly is very good at using Mimic, and can Mimic attacks with less energy and is more flexible the type energy for the attacks Mimiced.
works
Buneary: (Normal)
It's attract and related attacks are slightly more effective. It is capable of jumping in the air higher then normal.
works
Burmy: (Bug)
It can blend into the enviornment with ease, and is capable of staying perfectly still to avoid detection. It can hold onto things with its appendage on its head. It is also able to take camouflage from the environment when its coat is knocked off.
works
Cacnea: (Grass)
Due to its spikes, physical attacks will deal a small amount of recoil (1/5th) and pain if its opponent has skin that can be pierced. Having Sandstorms as its natural enviornment, it is not as effected by it as normal Pokemon would be.
works
Cacturne: (Grass/Dark)
Due to its spikes, physical attacks will deal a small amount of recoil (1/5th) and pain if its opponent has skin that can be pierced. Having Sandstorms as its natural enviornment, it is not as effected by it as normal Pokemon would be. It is also capable of standing perfectly still to reduce detection.
works
Carnivine: (Grass)
Carnivine may levitate itself a short distance above the ground by expending minor energy for each round it remains levitated. Its bites and absorbs are 10% more effective then normal.
works, possibly add vine attacks in there as well?
Carvahna: (Water/Dark)
Being a piranha, Carvahna bites are quite strong and will do 10% more damage then normal.
works
Chingling: (Psychic)
Chingling have a natural levitation ability, and move rather well in the air, although they are not the fastest.
works
Chimchar: (Fire)
Its flames on its back only go out when it is sleeping. They will increase and decrease in size depending on how intense the battle is, with more flames as the situation goes dire.
works
Chimeco: (Psychic)
Chimeco have a natural levitation ability, and move rather well in the air, although they are not the fastest. It may stick to things with the suction cup on its head. If a throwing move dependent on the opponent’s weight is used, Chimeco is considered to weigh 100 pounds for the duration of the attack, if it is stuck to something.
...eh, can't see the suction cup thing, rest is fine
Cherubi: (Grass)
Cherubi is capable of absorbing energy from its second head. This counts as an attack, and Cherubi will recover a Thunderbolt worth of energy in doing so. However this is only usable once per battle.
works
Clampearl: (Water) Clampearl lacks legs, so its movement on land consists of hopping about a foot at a time. While swimming, Clampearl opens and closes its shell to move through the water. A Cloyster’s shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Clampearl is its face, where its defense is considered to be halved. When its shell is shut it takes extreme jarring force to open Clamperl against its will.
works
Dusknoir: (Ghost)
See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle. Dusknoir may also levitate itself a short distance above the ground.
works
Empoleon: (Water/Steel)
Empoleon is a very proud Pokemon. May experience rivalry with others of its evolutionary family. The Empoleon family have a layer of fine down covering them, enabling to easily survive freezing and even hot temperatures.
works
Feebas: (Water)
Feebas is an excellent swimmer in the water. However, it is basically helpless out of water.
works
Heatran: (Fire/Steel)
Being a fire type, although it is neutral to it's own type is capable of staying in lava indefinately. It is also quite adept at moving inside of it and lava based attacks are slightly stronger then normal.
works
Honchkrow: (Dark/Flying)
Honchkrow is fairly intimidating, and attacks intended to intimidate will do so with boosted effectiveness. Similarly, any intimidation attack against it will be less effective. It can also control wild and friendly Murkrow. However it has limitations similar to attract, where they will not fight to the death, but rather for their best interests.
possibly mention super luck, or increased ability to hit weak spots?
Huntail: (Water)
Being a deep sea Pokemon, it can see in the dark. Its lures prey with its tail, and if ordered can distract a Pokemon with it once per battle. Its usage is limited like Attract in which the opponents mental state is considered and will wear off similarly as well.
works
Illumise: (Bug)
Volbeat and Illumise are attracted as if they were the same species. Their scent and lighting based attacks are boosted.
works

Jirachi:
It's ability to Wish is much more effective then normal, restoring more energy as well as some health. Also, once every 5 rounds, Jirachi may use a move to see into the past and recall what has happened in a particular area during the battle, relaying what it sees psychically to its trainer. The last ability only works during a Grand Melee.
works
Kecleon: (Normal)
As noted in the move description, Kecleon performs Camouflage more quickly, and expends less energy while doing so, however, Kecleon’s stripe remains visible, so it can still be tracked, although it is much harder. Has long tongue several times its body length but hardly on par with the Lickitung family's in strength.
works
Kirlia (Psychic)
It's empathy makes it very in touch with its opponent. Attacks that deal with the opponents mental state are slightly more effective.
works
Leafeon: (Grass)
Leafeon have sensitive hearing, at the expense of being more vulnerable to sound attacks.
works, possibly camoflage within grass arenas
Lickilicky: (Normal)
Lickitung has a long tongue, which it can extend out to 30 feet to hit enemies. Any attack a Lickitung does with its tongue does additional damage equal to Lick, with a 10% chance of paralysis. Its Rollout is faster then normal as well.
works
Lopunny: (Normal)
It's attract and related attacks are slightly more effective. It is capable of jumping in the air higher then normal.
works
Lucario: (Fighting/Steel)
Although not a psychic type, it can use an attack to close its eyes and find the true location of its opponent. While it requires an attack to use, it can be used indefinately.
works
Luvdisc: (Water)
Attract, Sweet Kiss and similar attacks are greatly boosted. It is less effected by emotion, and attacks attempting to change its emotional state are less effective. Its movement is also helped in the rain, causing it to gain a slight boost in speed.
works
Magnezone: (Electric/Steel)
Being inorganic, Magneton cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally. It is capable of indefinate levitation.
works
Medicham: (Fighting/Psychic)
Is capable of slight mediation, although will require minor energy use each round. Mediate will boost attack more then normal. Medicham is also more resistant to mind altering moves then normal.
works
Meditite: (Fighting/Psychic)
Is capable of slight mediation, although will require minor energy use each round. Mediate will boost attack more then normal. Meditite is also more resistant to mind altering moves then normal.
works
Mesprit: (Psychic)
Can levitate with ease. As the spirit of emotion, it is not effected by any mind alterting attacks, and will remain calm in any situation.
works
Onix: (Rock/Ground)
Onix are large Pokemon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). Onix can see in the dark, and will take no damage from recoil attacks. Onix are also capable of creating their own sand for Sandstorm.
works
Piplup: (Water)
Piplup is a very proud Pokemon. May experience rivalry with others of its evolutionary family. The Piplup family have a layer of fine down covering them, enabling to easily survive freezing and even hot temperatures.
works
Prinplup: (Water)
Prinplup is a very proud Pokemon. May experience rivalry with others of its evolutionary family. The Prinplup family have a layer of fine down covering them, enabling to easily survive freezing and even hot temperatures.
works
Relicanth: (Water/Rock)
Relicanth is able to move around on ground with limited movement. Can see in the dark due to it being a deep sea Pokemon.
...not so much the move on land part, rest works
Riolu: (Fighting)
Is able to find the true location of the opponent by closing its eyes, however this is usable only once per battle and requires an attack to do so.
works
Sharpedo: (Water/Dark)
Any Pokemon that strikes Sharpedo with a physical attack will suffer ¼ recoil damage from Sharpedo’s rough skin (Unless unique traits says otherwise). During a Grand Melee, this will also apply to any trainer that touches Sharpedo, unless the trainer is the Sharpedo’s, or a known ally. Its bites are quite strong and will do 10% more damage then normal.
works
Skuntank: (Poison/Dark)
Skuntank is capable of producing very bad odors. Twice per battle it can release a terrible odor which can flinch the opponent, and uses two Poison Gases worth of energy to do so.
works
Solrock: (Rock/Psychic)
Solrock is capable of generating vast amounts of heat by spinning, enough to vaporise moderate and weaker water attacks. Energy use is equal to Rollout and is usable twice per battle. It can levitate indefinatly.
mention more affinity to fire type moves, possiby familiarity with fire energy as fire types?
Steelix: (Steel/Ground) Steelix are large Pokemon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). They are also more resistant to extreme pressures. Steelix can see in the dark, and will not take recoil from their own attacks. Steelix are also capable of creating their own sand for Sandstorm.
works
Stunky: (Poison/Dark)
Stunky is capable of producing very bad odors. Once per battle it can release a terrible odor which can flinch the opponent, and uses two Poison Gases worth of energy to do so.
works
Sudowoodo: (Rock)
It is capable of holding perfectly still, which makes it almost impossible to detect if it's hiding in forested or woody areas. Its hard body makes it immune to its own recoil attacks.
works
Uxie: (Psychic)
Can levitate with ease. As the spirit of knowledge, Uxie will have a permanant boost of Cosmic Power, raising defense and special defense. However like other boosting moves, attempts to further boost defense will be reduced.
...works, perhaps make it less suceptible to trickery attacks?
Vespiquen: (Bug/Flying)
Vespiquen is capable of controlling Combee in the area. If they are present, it can use its "order" attacks with them instead, requiring much less energy to do so. Vespiquen also shares a hivemind with its bees, and thus one cannot be surprised unless they all are, and one cannot be affected mentally unless they all are.
works

----------------------


Stuff that needs a lot of work or where Im not sure:
Abomasnow: (Ice/Grass)
No clue yet. Auto-hail is out.
possibly something where is decreases the temperature in the general area of it, air around it is far colder than normal 10 feet in front of it
Bannette: (Ghost)
Bannette is considered to be slightly familiar with Psychic attacks. See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.
works
Bastiodon: (Rock/Steel)
Bastiodon deals reduced damage with attacks that involve its skull. However in exchange attacks dealt to its front are reduced 10%.
...more like increases to both, mention that it is very slow to change direction
Breloom: (Grass/Fighting)
Breloom contains many various spores all over its body. Physical contact has a 10% chance of releasing a random spore onto the opponent.
works
Budew: (Grass/Poison)
Budew may open up it's bud to reveal a blue and a red petal.
...what does this do? (Baby Pokemon have increase in charming abilities)
Buizel: (Water)
Buizel feel much more comfortable in the rain, and are capable of moving faster during it. It is a very good swimmer, and faster in the water then out.
mention more confidence than normal, resistance to fear?
Chatot: (Normal/Flying)
Sound attacks are 10% more effective then normal.
works
Cherrim: (Grass)
It opens up during sunny weather, making it more enthusiastic to battle. In addition, its special attack and defense are boosted.
works
Combusken: (Fire/Fighting)
It's kicks are more effective then normal, doing 10% more damage.
works, give it resistance to fear moves?
Cranidos: (Rock)
Attacks involving the skull do 25% more damage, however he also recieves that much more damage from attacks directed there.
works
Cresselia: (Psychic)
Cresselia have a natural levitation ability, and move rather well in the air. Cresselia also fight more enthusiastically at night.
works, potentially resistant to sleep moves?
Croagunk: (Poison/Fighting)
Still no idea. Is it's body covered in poison?
works, basically pokemon who have enlonged contact have chance of poison. Water Attacks deal less damage than normal
Darkrai: (Dark)
Being asleep in its vicinity will induce nightmares automatically.
works
Delcatty: (Normal)
Attract, Charm and similar attacks are more effective then normal.
works
Drapion: (Poison/Dark)
Can rotate its head around 360 degrees.
works, mention that its claws are stronger than normal
Drifloon: (Ghost/Flying)
Drifloom is considered familiar with Psychic abilities. It can inflate its body to propel itself.
good
Electivire: (Electric)
Electrive is able to channel electric attacks through tail. It is filled with electricity, and physical attacks have a 10% chance of dealing slight paralysis as recoil.
mention possible slight speed boosts with being hit from electricity
Electrike: (Electric)
It is filled with electricity, and physical attacks have a 5% chance of dealing slight paralysis as recoil.
wokrs
Floatzel: (Water)
Floatzel feel much more comfortable in the rain, and are capable of moving faster during it. It is a very good swimmer, and faster in the water then out.
resists fear moves, confidence, stays concious 1 round after it should be KO'ed
Froslass: (Ice/Ghost)
Froslass is seen to be capable of convincing illusionism? Can hide easier in snow? I don't want to write too much here due to my attachment to this particular Pokemon lol. Need 2nd opinion.
...same situation, but I say basically, can hide in snow far better than normal, swiches between Ethreal/Solid every round, 50% chance of either unless ordered to?
Gabite: (Dragon/Ground)
Gabite is capable of seeing in the dark.
works
Gallade: (Psychic/Fighting)
Its arms are quite sharp, and any cutting type attack deals more damage then normal.
works
Garchomp: (Dragon/Ground)
Garchomp is capable of limited gliding, which works similar to agility in regards to speed and manuvering.
works
Gardevoir: (Psychic)
It's empathy makes it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective.
works
Gible: (Dragon/Ground)
Gible is capable of seeing in the dark.
works
Glameow: (Normal)
possibly something like its tail is far more flexible than normal, it can use it to either grab things, or jump higher than normal, makes it more difficult to unbalance?

Gorebyss: (Water)
It is considered familiar with Psychic attacks. Being a deep sea Pokemon, can see in the dark as well.
works
Grumpig: (Psychic)
No clue since pearl is stuck
increased power with Magic Coat? attacking the pearl enrages it?
Gulpin: (Poison)
Gulpin is quite strechy, and can make itself larger or smaller as needed. It enjoys eating things and will do so if ordered to.
works
Happiny: (Normal)
All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective. It's physical attacks are quite weak, and will do slightly less damage then normal.
works
Infernape: (Fire/Fighting)
resists fear moves, very agile, is able to climb/leap/ect without little difficulty

Kricketot: (Bug)
...increased power Bide?
Kricketune: (Bug)
increase efficiency of sound moves

Latias:
Latias, has similiar ability to transform into different objects, but is far easier to dicern than ditto. Levitates in a way equivalent to flying, fastest moving levitating pokemon. Defensive moves have a 10% boost in power, and is resistant to fear/confusion/attraction, can turn semi transparent, not as strong as Ghost invisibility, but lasts 2-3 rounds normally.
Latios:
see Latias except 10% boost in attack moves

Lombre: (Grass/Water)
Lombre are capable of restoring more health and energy then grass Pokemon normally get in the rain.
works
Lotad: (Grass/Water)
Lotad are capable of restoring more health and energy then grass Pokemon normally get in the rain.
works
Ludicolo: (Grass/Water)
Ludicolo are capable of restoring more health and energy then grass Pokemon normally get in the rain.
works
Lunatone:
It has a very bad one atm (can see in dark). I'm sure it does something.
suggestionL Lunatone can see in the dark, and fights more enthstiastically at night. As it is, somewhat familiar with Ice attacks, more energy than average non ice/water pokemon in that regard. Hypnosis and Cosmic Power attacks have 20% more effectiveness.
Makuhita: (Fighting)
Makuhita are slow and lack agility, but are sturdy and difficult to knock over. Makuhita have powerful hands, and any attacks performed by use of their hands (Arm Thrust, Knock Off, possibly Rock Slide) do 25% more damage.
add on that attacks to the front do less damage?
Mamoswine: (Ice/Ground)
Not much info here I think.
large, difficult to turn over, can motivate Swinub/Piloswine in the area to help it?
Manectric: (Electric)
It is filled with electricity, and physical attacks have a 10% chance of dealing slight paralysis as recoil. In situations where an electric attack not originating from Manectric are used, there is a 50% chance it will be redirected to it, if it is within 10 feet of the attack.
works
Manaphy: (Water)
Manaphy can restore health from clean water or rain once per battle, restoring up to 1/4th of its maximum health. Heart Swap, as its signature move, uses only a small amount of energy.
works
Mawile: (Steel)
Its metal jaw is very strong and exceptionally difficult to force open. Attacks involved with it are 25% stronger then normal.
works
Milotic: (Water)
Attract and similar attacks are much more effective then normal. When it uses Safeguard, anyone who looks at it loses some of their fighting will due to its radiant beauty.
works
Mime Jr.: (Psychic)
Mime Jr. is very good at using Mimic, and can Mimic attacks with less energy and is more flexible the type energy for the attacks Mimiced.
works
Mismagius: (Ghost)
Confuse Ray is much more effective then normal.
works
Mothim: (Bug/Flying)
Uhhh... no idea.
same here...
Munchlax: (Normal)
Being quite hungry, it can eat anything. Munchlanx will recover a slight amount of energy for things eaten.
works, possibly harder to disturb while sleep/ Dream Eater less effective than normal.
Nincada: (Bug/Ground)
Nincada are very good diggers, and can do so with speed and ease.
works
Ninjask: (Bug/Flying)
Ninjask is a very fast and agile Pokemon.
works
Pachirisu: (Electric)
...
simply very quick, energetic, doesn't like to stand still much
Phione: (Water)
Phione can restore health from clean water or rain once per battle, restoring up to a Thunderbolt worth of health.
works
Probopass: (Rock/Steel)
Moves about exclusively by levitation.
works,possibly more affinity to electricity?
Purugly: (Normal)
resistant to fear inducing moves/increased fear sucess to pokemon that is realistically could be afraid, slightly resists ice and fire moves.
Ralts: (Psychic)
It's empathy makes it very in touch with its opponent. Attacks that deal with the opponents mental state are slightly more effective. Teleporting also requires slightly less energy as well.
works
Rampardos: (Rock)
Attacks involving the skull do 25% more damage, however he also recieves that much more damage from attacks directed there.
works
Regice: (Ice)
Being inorganic, Regice cannot be affected by Poison in any way. Its body creates a small cold aura around it, slightly reducing fire damage.
works
Regigigas: (Normal) - Being inorganic, Regigigas cannot be affected by Poison in any way. It requires 3 rounds before it can operate at full power, and so for the first three rounds all attacks will do 80% regular damage but afterwards attacks will do 120% damage.
works
Regirock: (Rock)
Being inorganic, Regirock cannot be affected by Poison in any way. Its body can be repaired with rocks, allowing upto 10% of its health to be restored this way.
works
Registeel: (Steel)
Being inorganic, Registeel cannot be affected by Poison in any way. Its body is made of solid steel and cannot be scratched.
works
Rhyperior: (Ground/Rock)
Rhyperior can create rocks from its hands for any rock based attack requiring some from the arena. Its charging based attacks do slightly more damage then normal as well.
works
Roselia: (Grass/Poison)
Roserade: (Grass/Poison)
Powder attacks stronger, potential to poison opponets who use physical attacks?
Rotom: (Electric/Ghost)
form allows for more energy os special move than usual, Rotom can posess certain objects for reduced speed, while in a specific form cannot go ethreal, ect?

Salamence: (Dragon/Flying)
Salamence look fairly intimidating, and any attack meant to intimidate the foe will have a higher chance of suceeding.
add on the affinity to fire?
Sealeo: (Water/Ice)
reduced damage from Fire/Ice/frontal assaults, attacks with Teeth/body increase in power, very slow outside of water/non ice arenas

Shedinja: (Bug/Ghost)
See Ghost Rules.
no Ethreal ability.
Shellos: (Water)
Its body is quite slimy, making it difficult to grab and hold onto.
reduced speed on land
Shieldon: (Rock/Steel) - See Bastiodon.
Shieldon deals reduced damage with attacks that involve its skull. However in exchange attacks dealt to its front are reduced 10%.
again look at change
Shiftry: (Grass/Dark)
Shiftry are quite adept jumpers, and can jump higher then normal.
good
Shroomish: (Grass) - See Breloom.
If breloom is no good then no idea here.
same as breloom
Shuppet: (Ghost)
Shuppet is considered to be slightly familiar with Psychic attacks. See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.
works
Skitty: (Normal)
Attract, Charm and similar attacks are more effective then normal.
works
Skorupi: (Poison/Bug)
No cluepoison stronger than normal?

Slakoth: (Normal)
Slakoth is quite lazy and unmotivated. In a dire situation where it seems unlikely Slakoth can win, it might lose motivation and do what it wants.

Slaking: (Normal)
Slaking is quite lazy and unmotivated, although less so then its previous form. In a dire situation where it seems unlikely Slaking can win, it has a small chance to lose motivation and do what it wants.
works for both
Snorunt: (Ice)
slightly more ability for Ghost and Dark moves than normal, Biting attacks 10% more effective

Snover: (Ice/Grass)
See above.(look at Abamasnow)

Spheal: (Water/Ice)
See above.See Sealeo

Spinda: (Normal)
See above.
resistant to confusion, confusion attacks more effective
Spiritomb: (Ghost/Dark)
Spiritomb is capable of levitation, although when KOed or asleep will return into its keystone.
works, more of the fight at night crap too
Spoink: (Psychic)
Spoink's pearl boosts its Psychic abilities, and will be weakened when it is away from it. However they are always aware of it's location. (I'm just making shit up lol)
add on that attempting to deliberately attack the pearl causes the Spheal to become enraged
Staraptor: (Normal/Flying)
Intimidate? Not really sure.
Staraptor's eyesight is stronger than normal, as well as being more intimidating in gneeral. it also resists fear inducing moves.
Staravia: (Normal/Flying)
Got me.
see Staraptor
Starly: (Normal/Flying)
SUX
eyesight is better than normal, can see through Double Team clones?
Swablu: (Normal/Flying)
Not sure
bonuses to sound moves/ camoflauge in cloudy areas
Swalot: (Poison)
Gulpin is quite strechy, and can make itself larger or smaller as needed. It enjoys eating things and can do so with ease if ordered to.
ok
Swellow: (Normal/Flying)
I dunno, lol.
again one that I have... potentially that they stay upright 1 round after they should be KO'ed? resistant to fear moves
Tangrowth: (Grass)
The thick mass of vines surrounding Tangela cushion it from blows somewhat, so physical attacks do less damage than normal. Its arms can be extended as well to reach or to attack.
works
Torchic: (Fire)
It's always warm? I dunno.
works, far slower/agile than its evolutions?
Toxicroak: (Poison/Fighting)
Attacks dealt with the claws will have an additional 20% chance of poisoning.
works, mention the posion body
Trapinch: (Ground)
Trapinch is an exceptional digger and can do so with much speed and ease.
works
Vibrava: (Ground/Dragon)
Vibrava is capable of flying in the air with much ease. It flaps its wings quite fast, and any physical attack involving its wings will have a chance to make the opponent flinch.
works, add the digging part
Volbeat: (Bug)
Volbeat and Illumise are attracted as if they were the same species. Their scent and lighting based attacks are boosted. Its tail light can let it see in the dark, and light the arena for other Pokemon.
works
Wailmer: (Water)
Pudgy, slow, but has some defense boost?
works, attacks from front do less damage, body attacks do increased damage
Wailord: (Water)
Gigantic and awkward out of water. It has a decent swimming ability, but is excellent at diving. Works best in large arenas where it can fit and move around with ease.
see wailmer, good
Walrein: (Water/Ice)
Slow but sturdy, possible defense boost?
see Sealeo, but stronger boosts
Wingull (Water/Flying)
Er, not sure.
eyesight improved, can see through Double Team clones?
Whiscash: (Water/Ground)
These Pokemon can set off earthquakes with ease, and any earth based ground attacks are quicker to use and will require less energy. Its whiskers can also help locate a real opponent if it is nearby.
fine
Wynaut: (Psychic)
(Description reserved for Mozz over nine thousand years ago)
whatever
Y
Yanmega: (Bug/Flying)
Not too sure. Maybe some sort of sound boost. Not a whole lot show in the anime?
Speed Boost, mention that resistant attacks do slightly more than normal?
Z
Zigzagoon: (Normal)
The ZigZag running may be mentioned. More agile than Linnone but not as fast thing?
sure.

that was annoying...
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Old 09-18-2009, 12:17 PM   #30
Salamencia
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Giving input just because I see a few that might need something, input is in yellow and bolded like so:

Quote:
Originally Posted by Holy Emperor View Post
Stuff that is ready:

Aggron: (Steel/Rock)
Aggron can see in the dark. Due to it's exceptional hardness, it will not take recoil damage from attacks it uses.

Nothing to add.

Altaria: (Dragon/Flying)
Altaria's sings are much more effective then normal, and thus are quicker to perform and more difficult to interupt. On a cloudy day it can be sightly difficult to see in the air as well.

Change the sing boost to all sound based moves.

Ambipom: (Normal)
Ambipom are more nimble, particularly with their tails. They can anchor themselves to something with their tails, leaving their limbs free to do other things. They are also more likely to stop from falling if there’s something within grabbing distance of their tail. They prefer to use their hands on their tails for hand attacks.

Both Aipom and Ambipom need "they prefer to use their tails for hand-based attacks"

Anorith: (Bug/Rock)
Anorith is an adept swimmer. Despite its weakness to water, can swim without taking damage. As a deep sea Pokemon, it can see in the dark. It can also hold its breath for a long time.

Seems good.

Arbok: (Poison)
An Arbok is a fairly intimidating Pokemon. Against a Pokemon that would reasonably be afraid of an Arbok, an Arbok’s fear-inducing attacks are more effective. Its poisons are also slightly more potent than normal. Arbok can see in the dark. It is capable of detecting location of foes by pressing against the ground and sensing vibrations, similar to how real snakes "hear". Finally, Arbok can hold their breath under water for up to half an hour, and are adept diggers.

Nothing else needs adding here

Armaldo: (Bug/Rock)
Armaldo is an adequate swimmer, losing it's ability to swim as well with its evolution. Like its earlier form, it can swim without taking damage despite its typing. As a deep sea Pokemon, it can see in the dark. It can also hold its breath for a long time.

Good.

Aron: (Steel/Rock)
Aron can see in the dark. Due to it's exceptional hardness, it will not take recoil damage from attacks it uses.

Good.

Barboach: (Water/Ground)
Barboach is naturally wet. It's slime makes it difficult to hold onto and grab, although its movements are akward out of water.

Good.

Bronzong: (Steel/Psychic)
Bronzong may levitate itself a short distance above the ground. Being inorganic, Bronzong cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.

Good.

Bronzor: (Steel/Psychic)
Bronzor may levitate itself a short distance above the ground. Being inorganic, Bronzor cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.

Good.

Cradily: (Rock/Grass)
Cradily can stick to the ground to absorb nutruents. Lifting or trying to move this Pokemon will count as it having double weight. Cradily's Ingrain is more effective then normal. While it is capable of movement when not rooted down, it is quite slow, as it must hop around to get around.

Mention health/energy recovery while rooted, it's hard to tell what happens at the moment. Also, I'm pretty certain it's a deepsea pokemon too, so add "it can see in the dark".

Crawdaunt: (Water/Dark)
Crawdaunt can swim, but prefers to walk along the bottom of the water instead of swim in it. It's claw attacks are stronger then normal.

Good. Possibly add slight intimidation to smaller opponents?

Finneon: (Water)
As a water butterfly, it's wind attacks are more effective then normal. Finneon have more type energy then normal for all of its "wind" based attacks, such as Silver Wind, Gust, Icy Wind etc.

Good. Might want a slight rewording to help refs, like "has more Bug, Flying and Ice energy than normal".

Gastrodon: (Water/Ground)
Gastrodon has two different forms, although they are not different from each other other then looks. Gastrodon move at a decent speed on land, and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. Gastrodon are coated with a slimy substance, which makes them harder to grab. They are also able to stick to the ground. Any weight attack used against them will when stuck will have them considered to be double their weight.

Mention that sticking counts as a move?

Glaceon: (Ice)
Glaceon have sensitive hearing, at the expense of being more vulnerable to sound attacks.

Possibly slight camouflage in snow?

Glalie: (Ice)
Glalie can naturally levitate, and can keep it up indefinantly. It's appearence makes it slightly indimitating. Biting attacks are also somewhat stronger then normal.

Good.

Gliscor: (Ground/Flying)
Gliscor are not true fliers: instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Upon evolving, their claws got quite stronger and attacks that use it are 15% stronger then normal. Gliscor can see in the dark, and fight more enthusiastically at night.

Good.

Grotle: (Grass)
Grotle are vulnerable if knocked on their backs, as they have a hard time getting up. However in exchange attacks on their shell do slightly less damage.

Good.

Hippowdon: (Ground)
Hippowdon is capable of creating sand from its body when using Sandstorm, as opposed to relying on the arena for the attack.

Harder to knock onto its back?

Lairon: (Steel/Rock)
Lairon can see in the dark. Due to it's exceptional hardness, it will not take recoil damage from attacks it uses.

Good.

Lumineon: (Water)
As a water butterfly, it's wind attacks are more effective then normal. Lumineon have more type energy then normal for all of its "wind" based attacks, such as Silver Wind, Gust, Icy Wind etc.

See Finneon.

Marshtomp: (Water/Ground)
Being a wet and slimy Pokemon, attacks involving grabs or holds are difficult to execute. It may also use its fin to detect things happening in the arena.

Good.

Mudkip: (Water)
Being a wet and slimy Pokemon, attacks involving grabs or holds are difficult to execute. It may also use its fin to detect things happening in the arena.

Good.

Phanpy: (Ground)
Its leathery skin acts as treads for when Phanpy is performing a Rollout, thus giving it better traction (and accuracy) when using a Rollout attack. Like all elephants, Phanpy are sure-footed, even though they cannot see their own feet.

Good. Possibly more damage from attacks using its trunk? (that's from a dex entry though)

Swampert: (Water/Ground)
Being a wet and slimy Pokemon, attacks involving grabs or holds are difficult to execute. It may also use its fin to detect things happening in the arena.

Good.

Torkoal: (Fire)
Attacks on its shell will deal reduced damage, as it is quite sturdy. Smokescreen produced by Torkoal are much more potent then normal. However they are vulnerable if knocked on their backs.

Good.

Turtwig: (Grass)
Attacks on its shell will deal slightly reduced damage, as it is quite sturdy. However they are vulnerable if knocked on their backs.

Good.

Vigoroth: (Normal) Vigoroth always want to be active, and find it impossible to remain still. A Vigoroth has more energy than normal, but uses it at a quicker rate. Because of their active nature, Vigoroth are immune to effects that cause Sleep.

Good.

Weavile: (Dark/Ice)
A Weavile can retract or extend its claws at will. When moving and trying to be stealthy, a Weavile will retract its claws. When attacking or moving on slippery surfaces, they will be extended. Weaviles can move as quietly as a Meowth or Persian can. Weavile can see in the dark.

Remember to change names when c/ping. Good though.

-----------------------------

Stuff that still needs work:


Azelf: (Psychic)
Can levitate with ease. Due to being the spirit of willpower, will stay around for one round after it should have been KOed.

Good. Possibly slight boost in confidence to allies in double battles?

Beautifly: (Bug/Flying)
Beautifly’s powders are slightly more effective than normal.

Good. Attract and the like more effective?

Bidoof: (Normal)
A relatively simple minded Pokémon, Bidoof is more likely to misinterpret conditional commands, but is immune to confusion. Bibdoof also have powerful teeth, and so any biting attack will deal 25% more damage.

Good.

Bibarel: (Normal/Water)
A relatively simple minded Pokémon, Bidoof is more likely to misinterpret conditional commands, but is immune to confusion. Bibdoof also have powerful teeth, and so any biting attack will deal 25% more damage.

Good.

Blaziken: (Fire/Fighting)
Blaziken is a very good jumper, and can leap upto 50 feet. In additon kicking attacks will do 15% more damage then normal. Blaziken has flames on its wrists and can control whether their flames are ignited at any one time. When not ignited, they take less damage from water attacks, as there is no flame for the water to hit. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water, but allows them to use fire attacks. Igniting does not count as a move, and happens automatically when the Pokemon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep.

Good.

Bonsly: (Rock) it is capable of holding perfectly still, which makes it almost impossible to detect if it’s hiding in forested or woody areas. It does not take damage from recoil attacks. Bonsly is very good at using Mimic, and can Mimic attacks with less energy and is more flexible the type energy for the attacks Mimiced.

Good. Mention boost to Charm based moves that all babies get.

Buneary: (Normal)
It's attract and related attacks are slightly more effective. It is capable of jumping in the air higher then normal.

Uses its ears for "punch" attacks.

Burmy: (Bug)
It can blend into the enviornment with ease, and is capable of staying perfectly still to avoid detection. It can hold onto things with its appendage on its head. It is also able to take camouflage from the environment when its coat is knocked off.

Good. Possibly apply Chimecho's suction cup rule here?

Cacnea: (Grass)
Due to its spikes, physical attacks will deal a small amount of recoil (1/5th) and pain if its opponent has skin that can be pierced. Having Sandstorms as its natural enviornment, it is not as effected by it as normal Pokemon would be.

Good.

Cacturne: (Grass/Dark)
Due to its spikes, physical attacks will deal a small amount of recoil (1/5th) and pain if its opponent has skin that can be pierced. Having Sandstorms as its natural enviornment, it is not as effected by it as normal Pokemon would be. It is also capable of standing perfectly still to reduce detection.

Good. Add some intimidation factor?

Carnivine: (Grass)
Carnivine may levitate itself a short distance above the ground by expending minor energy for each round it remains levitated. Its bites and absorbs are 10% more effective then normal.

Good.

Carvahna: (Water/Dark)
Being a piranha, Carvahna bites are quite strong and will do 10% more damage then normal.

Good. Possibly intimidation?

Chingling: (Psychic)
Chingling have a natural levitation ability, and move rather well in the air, although they are not the fastest.

Good.

Chimchar: (Fire)
Its flames on its back only go out when it is sleeping. They will increase and decrease in size depending on how intense the battle is, with more flames as the situation goes dire.

Good.

Chimeco: (Psychic)
Chimeco have a natural levitation ability, and move rather well in the air, although they are not the fastest. It may stick to things with the suction cup on its head. If a throwing move dependent on the opponent’s weight is used, Chimeco is considered to weigh 100 pounds for the duration of the attack, if it is stuck to something.

Good.

Cherubi: (Grass)
Cherubi is capable of absorbing energy from its second head. This counts as an attack, and Cherubi will recover a Thunderbolt worth of energy in doing so. However this is only usable once per battle.

Good.

Clamperl: (Water) Clamperl lacks legs, so its movement on land consists of hopping about a foot at a time. While swimming, Clamperl opens and closes its shell to move through the water. A Clamperl’s shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Clamperl is its face, where its defense is considered to be halved. When its shell is shut it takes extreme jarring force to open Clamperl against its will.

Once again, change names when c/ping. Also, Clamperl has no "a" after the "e". Good characteristics though.

Dusknoir: (Ghost)
See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle. Dusknoir may also levitate itself a short distance above the ground.

Good. Hands work like Haunter's?

Empoleon: (Water/Steel)
Empoleon is a very proud Pokemon. May experience rivalry with others of its evolutionary family. The Empoleon family have a layer of fine down covering them, enabling to easily survive freezing and even hot temperatures.

Good.

Feebas: (Water)
Feebas is an excellent swimmer in the water. However, it is basically helpless out of water.

Good.

Heatran: (Fire/Steel)
Being a fire type, although it is neutral to it's own type is capable of staying in lava indefinately. It is also quite adept at moving inside of it and lava based attacks are slightly stronger then normal.

Good.

Honchkrow: (Dark/Flying)
Honchkrow is fairly intimidating, and attacks intended to intimidate will do so with boosted effectiveness. Similarly, any intimidation attack against it will be less effective. It can also control wild and friendly Murkrow. However it has limitations similar to attract, where they will not fight to the death, but rather for their best interests.

Good.

Huntail: (Water)
Being a deep sea Pokemon, it can see in the dark. Its lures prey with its tail, and if ordered can distract a Pokemon with it once per battle. Its usage is limited like Attract in which the opponents mental state is considered and will wear off similarly as well.

Good.

Illumise: (Bug)
Volbeat and Illumise are attracted as if they were the same species. Their scent and lighting based attacks are boosted.

Good.


Jirachi:
It's ability to Wish is much more effective then normal, restoring more energy as well as some health. Also, once every 5 rounds, Jirachi may use a move to see into the past and recall what has happened in a particular area during the battle, relaying what it sees psychically to its trainer. The last ability only works during a Grand Melee.

Good.

Kecleon: (Normal)
As noted in the move description, Kecleon performs Camouflage more quickly, and expends less energy while doing so, however, Kecleon’s stripe remains visible, so it can still be tracked, although it is much harder. Has long tongue several times its body length but hardly on par with the Lickitung family's in strength.

Good. Add that it has a sticky tongue.

Kirlia (Psychic)
It's empathy makes it very in touch with its opponent. Attacks that deal with the opponents mental state are slightly more effective.

Good.

Leafeon: (Grass)
Leafeon have sensitive hearing, at the expense of being more vulnerable to sound attacks.

Good. Camouflage in forest?

Lickilicky: (Normal)
Lickitung has a long tongue, which it can extend out to 30 feet to hit enemies. Any attack a Lickitung does with its tongue does additional damage equal to Lick, with a 10% chance of paralysis. Its Rollout is faster then normal as well.

Good.

Lopunny: (Normal)
It's attract and related attacks are slightly more effective. It is capable of jumping in the air higher then normal.

Good.

Lucario: (Fighting/Steel)
Although not a psychic type, it can use an attack to close its eyes and find the true location of its opponent. While it requires an attack to use, it can be used indefinately.

Good.

Luvdisc: (Water)
Attract, Sweet Kiss and similar attacks are greatly boosted. It is less effected by emotion, and attacks attempting to change its emotional state are less effective. Its movement is also helped in the rain, causing it to gain a slight boost in speed.

Good.

Magnezone: (Electric/Steel)
Being inorganic, Magnezone cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally. It is capable of indefinate levitation.

Good after name correction.

Medicham: (Fighting/Psychic)
Is capable of slight mediation, although will require minor energy use each round. Mediate will boost attack more then normal. Medicham is also more resistant to mind altering moves then normal.

Good.

Meditite: (Fighting/Psychic)
Is capable of slight mediation, although will require minor energy use each round. Mediate will boost attack more then normal. Meditite is also more resistant to mind altering moves then normal.

Good.

Mesprit: (Psychic)
Can levitate with ease. As the spirit of emotion, it is not effected by any mind alterting attacks, and will remain calm in any situation.

Good.

Onix: (Rock/Ground)
Onix are large Pokemon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). Onix can see in the dark, and will take no damage from recoil attacks. Onix are also capable of creating their own sand for Sandstorm.

Good.

Piplup: (Water)
Piplup is a very proud Pokemon. May experience rivalry with others of its evolutionary family. The Piplup family have a layer of fine down covering them, enabling to easily survive freezing and even hot temperatures.

Good.

Prinplup: (Water)
Prinplup is a very proud Pokemon. May experience rivalry with others of its evolutionary family. The Prinplup family have a layer of fine down covering them, enabling to easily survive freezing and even hot temperatures.

Good.

Relicanth: (Water/Rock)
Relicanth is able to move around on ground with limited movement. Can see in the dark due to it being a deep sea Pokemon.

Good.

Riolu: (Fighting)
Is able to find the true location of the opponent by closing its eyes, however this is usable only once per battle and requires an attack to do so.

Good.

Sharpedo: (Water/Dark)
Any Pokemon that strikes Sharpedo with a physical attack will suffer ¼ recoil damage from Sharpedo’s rough skin (Unless unique traits says otherwise). During a Grand Melee, this will also apply to any trainer that touches Sharpedo, unless the trainer is the Sharpedo’s, or a known ally. Its bites are quite strong and will do 10% more damage then normal.

Good.

Skuntank: (Poison/Dark)
Skuntank is capable of producing very bad odors. Twice per battle it can release a terrible odor which can flinch the opponent, and uses two Poison Gases worth of energy to do so.

Good.

Solrock: (Rock/Psychic)
Solrock is capable of generating vast amounts of heat by spinning, enough to vaporise moderate and weaker water attacks. Energy use is equal to Rollout and is usable twice per battle. It can levitate indefinatly.

Good. Also more Fire energy

Steelix: (Steel/Ground) Steelix are large Pokemon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). They are also more resistant to extreme pressures. Steelix can see in the dark, and will not take recoil from their own attacks. Steelix are also capable of creating their own sand for Sandstorm.

Good.

Stunky: (Poison/Dark)
Stunky is capable of producing very bad odors. Once per battle it can release a terrible odor which can flinch the opponent, and uses two Poison Gases worth of energy to do so.

Good.

Sudowoodo: (Rock)
It is capable of holding perfectly still, which makes it almost impossible to detect if it's hiding in forested or woody areas. Its hard body makes it immune to its own recoil attacks.

Good.

Uxie: (Psychic)
Can levitate with ease. As the spirit of knowledge, Uxie will have a permanant boost of Cosmic Power, raising defense and special defense. However like other boosting moves, attempts to further boost defense will be reduced.

Good.

Vespiquen: (Bug/Flying)
Vespiquen is capable of controlling Combee in the area. If they are present, it can use its "order" attacks with them instead, requiring much less energy to do so. Vespiquen also shares a hivemind with its bees, and thus one cannot be surprised unless they all are, and one cannot be affected mentally unless they all are.

Good.


----------------------


Stuff that needs a lot of work or where Im not sure:
Abomasnow: (Ice/Grass)
No clue yet. Auto-hail is out.

Possibly colder air around it? Camouflage in snowy areas?

Bannette: (Ghost)
Bannette is considered to be slightly familiar with Psychic attacks. See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.

Good.

Bastiodon: (Rock/Steel)
Bastiodon deals reduced damage with attacks that involve its skull. However in exchange attacks dealt to its front are reduced 10%.

I don't see how it should deal less damage with its own skull attacks. Good otherwise.

Breloom: (Grass/Fighting)
Breloom contains many various spores all over its body. Physical contact has a 10% chance of releasing a random spore onto the opponent.

Not too happy with this one. Also, the anime has stated (and shown) that its arms can extend.

Budew: (Grass/Poison)
Budew may open up it's bud to reveal a blue and a red petal.

Not really game changing, is it? Also, add the boost to charm moves that babies get.

Buizel: (Water)
Buizel feel much more comfortable in the rain, and are capable of moving faster during it. It is a very good swimmer, and faster in the water then out.

Good.

Chatot: (Normal/Flying)
Sound attacks are 10% more effective then normal.

Good. Add that it's the most irritating thing in the world

Cherrim: (Grass)
It opens up during sunny weather, making it more enthusiastic to battle. In addition, its special attack and defense are boosted.

Good. Possibly speed boost in sun too?

Combusken: (Fire/Fighting)
It's kicks are more effective then normal, doing 10% more damage.

Good.

Cranidos: (Rock)
Attacks involving the skull do 25% more damage, however he also recieves that much more damage from attacks directed there.

Good.

Cresselia: (Psychic)
Cresselia have a natural levitation ability, and move rather well in the air. Cresselia also fight more enthusiastically at night.

Good.

Croagunk: (Poison/Fighting)
Still no idea. Is it's body covered in poison?

No, it has poison sacs in its mouth. Add less energy for poison spewing? (like Toxic and Gunk Shot)

Darkrai: (Dark)
Being asleep in its vicinity will induce nightmares automatically.

Good. Mention the nightmares having the same effect as the attack "Nightmare".

Delcatty: (Normal)
Attract, Charm and similar attacks are more effective then normal.

Good. Prefers to use its tail for slaps.

Drapion: (Poison/Dark)
Can rotate its head around 360 degrees.

Good.

Drifloon: (Ghost/Flying)
Drifloom is considered familiar with Psychic abilities. It can inflate its body to propel itself.

Good. I believe d/p ghost rules are being written.

Electivire: (Electric)
Electrive is able to channel electric attacks through tail. It is filled with electricity, and physical attacks have a 10% chance of dealing slight paralysis as recoil.

Good.

Electrike: (Electric)
It is filled with electricity, and physical attacks have a 5% chance of dealing slight paralysis as recoil.

Good.

Floatzel: (Water)
Floatzel feel much more comfortable in the rain, and are capable of moving faster during it. It is a very good swimmer, and faster in the water then out.

Good.

Froslass: (Ice/Ghost)
Froslass is seen to be capable of convincing illusionism? Can hide easier in snow? I don't want to write too much here due to my attachment to this particular Pokemon lol. Need 2nd opinion.

I agree with "hides easier in snow", not sure about capable illusions, haven't seen the Froslass ep yet.

Gabite: (Dragon/Ground)
Gabite is capable of seeing in the dark.

Good.

Gallade: (Psychic/Fighting)
Its arms are quite sharp, and any cutting type attack deals more damage then normal.

Good.

Garchomp: (Dragon/Ground)
Garchomp is capable of limited gliding, which works similar to agility in regards to speed and manuvering.

Add "it can see in the dark."

Gardevoir: (Psychic)
It's empathy makes it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective.

Good.

Gible: (Dragon/Ground)
Gible is capable of seeing in the dark.

Good.

Glameow: (Normal)
No clue at all.

Its tail can uncoil to deal extra damage, and it can catch things inside its tail when coiled.

Gorebyss: (Water)
It is considered familiar with Psychic attacks. Being a deep sea Pokemon, can see in the dark as well.

Good.

Grumpig: (Psychic)
No clue since pearl is stuck

Not sure about this one, but the anime showed that it can bounce high using its tail, so bounces higher than most Pokemon?

Gulpin: (Poison)
Gulpin is quite strechy, and can make itself larger or smaller as needed. It enjoys eating things and will do so if ordered to.

Good.

Happiny: (Normal)
All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective. It's physical attacks are quite weak, and will do slightly less damage then normal.

The anime disagrees with your idea of its physical strength. Remove that. Good otherwise.

Infernape: (Fire/Fighting)
wtfx

Increased reaction time? Higher agility and speed? Climbs fast? I have yet to see Infernape in the anime, but these could work.

Kricketot: (Bug)

No idea. Possibly a slight boost to sound moves?

Kricketune: (Bug)
Still no clue.

Kricketune gets a boost in sound based moves?

Latias:
Latios:
Do they levitate? fly? What do these guys do I never saw the movies. All I know is Latias turns into a chick I think? Though I don't think that does anything. Master of illusions maybe?

They do fly. They are both able to transform into anything, so possibly add they can use Transform?

Lombre: (Grass/Water)
Lombre are capable of restoring more health and energy then grass Pokemon normally get in the rain.

Good. Possibly immune to Taunt, Swagger, Torment and Attraction/Captivation due to their carefree nature?

Lotad: (Grass/Water)
Lotad are capable of restoring more health and energy then grass Pokemon normally get in the rain.

Good.

Ludicolo: (Grass/Water)
Ludicolo are capable of restoring more health and energy then grass Pokemon normally get in the rain.

See Lombre.

Lunatone:
It has a very bad one atm (can see in dark). I'm sure it does something.

Can see in the dark. Not sure what else. Fights more enthusiastically in the dark?

Makuhita: (Fighting)
Makuhita are slow and lack agility, but are sturdy and difficult to knock over. Makuhita have powerful hands, and any attacks performed by use of their hands (Arm Thrust, Knock Off, possibly Rock Slide) do 25% more damage.

Good.

Mamoswine: (Ice/Ground)
Not much info here I think.

Harder to knock over?

Manectric: (Electric)
It is filled with electricity, and physical attacks have a 10% chance of dealing slight paralysis as recoil. In situations where an electric attack not originating from Manectric are used, there is a 50% chance it will be redirected to it, if it is within 10 feet of the attack.

Good.

Manaphy: (Water)
Manaphy can restore health from clean water or rain once per battle, restoring up to 1/4th of its maximum health. Heart Swap, as its signature move, uses only a small amount of energy.

Good.

Mawile: (Steel)
Its metal jaw is very strong and exceptionally difficult to force open. Attacks involved with it are 25% stronger then normal.

Good.

Milotic: (Water)
Attract and similar attacks are much more effective then normal. When it uses Safeguard, anyone who looks at it loses some of their fighting will due to its radiant beauty.

Good.

Mime Jr.: (Psychic)
Mime Jr. is very good at using Mimic, and can Mimic attacks with less energy and is more flexible the type energy for the attacks Mimiced.

Good.

Mismagius: (Ghost)
Confuse Ray is much more effective then normal.

Good. That's about all you can add.

Mothim: (Bug/Flying)
Uhhh... no idea.

Can see in the dark, being a moth. Also, the anime showed a heightened sense of smell, so it's better at detecting foes?

Munchlax: (Normal)
Being quite hungry, it can eat anything. Munchlax will recover a slight amount of energy for things eaten.

Good.

Nincada: (Bug/Ground)
Nincada are very good diggers, and can do so with speed and ease.

Good.

Ninjask: (Bug/Flying)
Ninjask is a very fast and agile Pokemon.

Good. Not sure about being agile though.

Pachirisu: (Electric)
...

Fast? Energetic? Not sure on this one.

Phione: (Water)
Phione can restore health from clean water or rain once per battle, restoring up to a Thunderbolt worth of health.

Good.

Probopass: (Rock/Steel)
Moves about exclusively by levitation.

Good. More Electric energy. Also, the arms move independantly from its body, so longer range punch moves.

Purugly: (Normal)
No clue at all. :/

Intimidation?

Ralts: (Psychic)
It's empathy makes it very in touch with its opponent. Attacks that deal with the opponents mental state are slightly more effective. Teleporting also requires slightly less energy as well.

Good.

Rampardos: (Rock)
Attacks involving the skull do 25% more damage, however he also recieves that much more damage from attacks directed there.

Good.

Regice: (Ice)
Being inorganic, Regice cannot be affected by Poison in any way. Its body creates a small cold aura around it, slightly reducing fire damage.

Good.

Regigigas: (Normal) - Being inorganic, Regigigas cannot be affected by Poison in any way. It requires 3 rounds before it can operate at full power, and so for the first three rounds all attacks will do 80% regular damage but afterwards attacks will do 120% damage.

Good.

Regirock: (Rock)
Being inorganic, Regirock cannot be affected by Poison in any way. Its body can be repaired with rocks, allowing upto 10% of its health to be restored this way.

Good.

Registeel: (Steel)
Being inorganic, Registeel cannot be affected by Poison in any way. Its body is made of solid steel and cannot be scratched.

Good.

Rhyperior: (Ground/Rock)
Rhyperior can create rocks from its hands for any rock based attack requiring some from the arena. Its charging based attacks do slightly more damage then normal as well.

Good.

Roselia: (Grass/Poison)

Slight chance of poison on contact?

Roserade: (Grass/Poison)
No clue about these two.

See Roselia.

Rotom: (Electric/Ghost)
No clue how he works at all.

I believe Rotom rules are being written/have been written.

Salamence: (Dragon/Flying)
Salamence look fairly intimidating, and any attack meant to intimidate the foe will have a higher chance of suceeding.

Good.

Sealeo: (Water/Ice)
No clue

Not sure. Resistant to fire and ice?

Shedinja: (Bug/Ghost)
See Ghost Rules.

Good.

Shellos: (Water)
Its body is quite slimy, making it difficult to grab and hold onto.

Good. Gastrodon's sticking to the ground thing ought to go here too.

Shieldon: (Rock/Steel) - See Bastiodon.
Shieldon deals reduced damage with attacks that involve its skull. However in exchange attacks dealt to its front are reduced 10%.

See Bastiodon.

Shiftry: (Grass/Dark)
Shiftry are quite adept jumpers, and can jump higher then normal.

Better with wind based moves.

Shroomish: (Grass) - See Breloom.
If breloom is no good then no idea here.

No idea.

Shuppet: (Ghost)
Shuppet is considered to be slightly familiar with Psychic attacks. See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.

Good.

Skitty: (Normal)
Attract, Charm and similar attacks are more effective then normal.

Good. Prefers to use tail for slaps.

Skorupi: (Poison/Bug)
No clue

No clue either.

Slakoth: (Normal)
Slakoth is quite lazy and unmotivated. In a dire situation where it seems unlikely Slakoth can win, it might lose motivation and do what it wants.

Good.

Slaking: (Normal)
Slaking is quite lazy and unmotivated, although less so then its previous form. In a dire situation where it seems unlikely Slaking can win, it has a small chance to lose motivation and do what it wants.

Good.

Snorunt: (Ice)
Uhh....

No idea. C/P Glalie?

Snover: (Ice/Grass)
See above.

See Abomasnow.

Spheal: (Water/Ice)
See above.

See Sealeo.

Spinda: (Normal)
See above.

Spiritomb: (Ghost/Dark)
Spiritomb is capable of levitation, although when KOed or asleep will return into its keystone.

Good. Can see in the dark.

Spoink: (Psychic)
Spoink's pearl boosts its Psychic abilities, and will be weakened when it is away from it. However they are always aware of it's location. (I'm just making shit up lol)

Good, except they are NOT aware of their pearl's location. This has been shown in the anime. Possibly spend one SP or a one battle stay in the Pokemon center if they lose their pearl or it gets damaged, so they can find a new pearl.

Staraptor: (Normal/Flying)
Intimidate? Not really sure.

I suppose. Maybe add "stays conscious for one round after it should have been KOd"

Staravia: (Normal/Flying)
Got me.

And me. Possibly "stays conscious for one round after it should have been KOd"?

Starly: (Normal/Flying)
SUX

That it does. Probably leave it blank. Maybe "stays conscious for one round after it should have been KOd" aswell?

Swablu: (Normal/Flying)
Not sure

No idea. Possibly give it Altaria's boost to sound based moves.

Swalot: (Poison)
Swalot is quite strechy, and can make itself larger or smaller as needed. It enjoys eating things and can do so with ease if ordered to.

Good

Swellow: (Normal/Flying)
I dunno, lol.

Add "stays conscious one round after it should have been KOd."

Tangrowth: (Grass)
The thick mass of vines surrounding Tangrowth cushion it from blows somewhat, so physical attacks do less damage than normal. Its arms can be extended as well to reach or to attack.

Good.

Torchic: (Fire)
It's always warm? I dunno.

I suppose.

Toxicroak: (Poison/Fighting)
Attacks dealt with the claws will have an additional 20% chance of poisoning.

Good. Less energy for poison spewing too?

Trapinch: (Ground)
Trapinch is an exceptional digger and can do so with much speed and ease.

Good. It can see in the dark too.

Vibrava: (Ground/Dragon)
Vibrava is capable of flying in the air with much ease. It flaps its wings quite fast, and any physical attack involving its wings will have a chance to make the opponent flinch.

Good. It can see in the dark?

Volbeat: (Bug)
Volbeat and Illumise are attracted as if they were the same species. Their scent and lighting based attacks are boosted. Its tail light can let it see in the dark, and light the arena for other Pokemon.

Good.

Wailmer: (Water)
Pudgy, slow, but has some defense boost?

I guess.

Wailord: (Water)
Gigantic and awkward out of water. It has a decent swimming ability, but is excellent at diving. Works best in large arenas where it can fit and move around with ease.

Good.

Walrein: (Water/Ice)
Slow but sturdy, possible defense boost?

See Sealeo.

Wingull (Water/Flying)
Er, not sure.

No idea.

Whiscash: (Water/Ground)
These Pokemon can set off earthquakes with ease, and any earth based ground attacks are quicker to use and will require less energy. Its whiskers can also help locate a real opponent if it is nearby.

Good.

Wynaut: (Psychic)
(Description reserved for Mozz over nine thousand years ago)

No idea anyway.

Y
Yanmega: (Bug/Flying)
Not too sure. Maybe some sort of sound boost. Not a whole lot show in the anime?

No clue here. Sound boost could work.

Z
Zigzagoon: (Normal)
The ZigZag running may be mentioned. More agile than Linnone but not as fast thing?

Add both of those. Also slight chance of being distracted?
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Old 09-18-2009, 01:26 PM   #31
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Just a quick note; for Regirock, I'd add constraints to how frequently he can repair his body with rocks, otherwise anyone who gets one will abuse the hell out of it. Free recovery move? Yes please.
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Old 09-18-2009, 01:27 PM   #32
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Just a quick note; for Regirock, I'd add constraints to how frequently he can repair his body with rocks, otherwise anyone who gets one will abuse the hell out of it. Free recovery move? Yes please.
I said there was a maximum.

Edit: Also if stuff is good, then its probably best if you take it out. Theres a bajillion pokes and most of them are fine, you can just skip over those. It'll make it a lot easier.
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Old 09-18-2009, 01:46 PM   #33
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Quote:
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I said there was a maximum.

Edit: Also if stuff is good, then its probably best if you take it out. Theres a bajillion pokes and most of them are fine, you can just skip over those. It'll make it a lot easier.
Might want to reword it, as I read it as unlimited uses, each of which heals 10%.
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Old 09-18-2009, 11:02 PM   #34
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Arcanine

If you guys are going to keep adding to this, can you just, like... NOT quote the parts if you're just going to say "good/okay/jimdandyfantabulariffic"? Just delete them from the previous post and... only add to the parts when you're actually adding to them? It's kind of a scrolly nightmare. .-.
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Old 09-18-2009, 11:03 PM   #35
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If you guys are going to keep adding to this, can you just, like... NOT quote the parts if you're just going to say "good/okay/jimdandyfantabulariffic"? Just delete them from the previous post and... only add to the parts when you're actually adding to them? It's kind of a scrolly nightmare. .-.
Way to miss my post above concepts where I said to take it out. Gawd ABL learn 2 read.
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Old 09-18-2009, 11:16 PM   #36
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Espeon

Sorry, I missed that part because of all of the FUCKING EXCESS TEXT SROGAORGJRAE

:P
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Old 09-18-2009, 11:22 PM   #37
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It's a textsplosion, I understand.
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Old 09-19-2009, 12:34 PM   #38
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Also, just at first glance, it seems like people are either A) repeating things that have been already said or B) suggesting things that have already been turned down.

Just pointing that out.
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Old 09-20-2009, 03:49 PM   #39
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How about something for Pachirisu that says it's good at climbing trees? Being a squirrel and all...
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Old 09-20-2009, 06:19 PM   #40
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I'm kinda bored so I'll add my two cents
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How about something for Pachirisu that says it's good at climbing trees? Being a squirrel and all...
Most Pokemon that look like they can climb trees are good at climbing trees. It's kinda obvious, like stating Beedrill is a good flyer and Poliwrath is a good swimmer.

Whilst I'm not gunna create a huge list, I think some of these are real gamebreakers whilst others aren't all that usefull at all. It's a bit too unbalanced :x

Toxicroak: Attacks dealt with the claws will have an additional 20% chance of poisoning.
Glaceon: Glaceon have sensitive hearing, at the expense of being more vulnerable to sound attacks.

I have a feeling that'd completely change the way people use Toxicroak with 20% being way too much, however Glaceon's charisteristic is a bit of a double edged sword that wouldn't even make any difference in most cases. You'd pretty much need to make sure ever species' characteristic is about equal, at least for fully evolved pokemon. Legendaries are obviously exceptions to the rule.
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Old 10-10-2009, 02:45 PM   #41
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Stuff I changed:

Apparently Lileep was missing. Whoops.
Latis: Gave them mention about flying
Kecleon: Sticky tounge
Solrock: Fire energy

Breloom: Got rid of that contact spore thing. If it can stretch its arms then that works.
Budew: Baby bonus
Croagunk: Poison in mouth
Delcatty: Tail slaps
Garchomp: Night vision
Grumpig: Bounce bonus
Happiny: I think they are naturally weak, that was discussed. I left it alone
Infernape: Open flame. Can it turn it off at will? Should every open flame starter have that option? Or is that just for Cyndaquil?
Krickets: Sound and Metronome energy down
Lunatone: See in dark + levitation, and more ice energy
Cressila: More resistant to sleep makes sense sort of.. so I added it because it is kind of weak.
Mamoswine: Hard to knock over + hard to force to stop.
Milotic: Calming aura ability added, once per battle
Mothim: Can see in dark (although bugs can already do so) + smell
Ninjask: Got rid of agile, just fast
Probopass: Copied Jeri's description. Added electric energy.
Purugly: Intimidation
Rampardos: Hard to make stop
Regirock: Said it has a maximum recovery of 10%. It can use the move as much as it wants, but it probably wont be 10% at once. Also counts as an attack.
Roselia + co: Sweet scent + thorns
Rotom: c+ped Jeris info. I still want the ghost thread posted here gdi. D:
Shellos: Sticks to ground
Shiftry: Wind moves
Skitty: Tail slapping
Spoink: Not aware of pearl. Can pay SP for new one.
Tangrowth: 10 feet stretch
Toxicroak: Added poison sacs as well, lowered poison chance to 10% bonus
Trapinch + Vibrava: See in dark



Questions:

Mudkip: Proficient with ground?
Infernape: See above comments
Buneary: It uses its ears for punches?
Latis: Transform? Male gets boost to offensive attacks and female boost to defensive? They can go invisible too?
Grotle: Edible fruits? o.O
Beautifly: Should it get something else too? Just a powder boost is kind of weak.
Pachirisu: wtf still D:
Shroomish: No clue




Alot near the end dont seem to have real evidence. So they're still blank.


When you comment on stuff, just comment on what you want changed. >_<
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Old 10-10-2009, 03:07 PM   #42
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Just some from me.

Shroomish: Paralysis is stronger? Shows it in the episode when Ash finds a lot of them in an abandoned orpanage.

Toxicroak: Maybe a boost for the claws on its hands? Shown in the episode where Croagunk and Toxicroak fight.

Infernape line: When it gets down to 1/4, it's tail flame glows bigger an brighter. 10% more power of flame attacks? Shown in episode of Ash's Chimchar vs. Paul's Ursaring.

Yanmega and Yanma: Boost in speed X amount of rounds? Shown when Jessie captured Yanma.
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Old 10-10-2009, 05:53 PM   #43
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No real objections to the top stuff, just comments about the questions.

Questions:
Mudkip: Proficient with ground?

-I think that's kind of implied but we're already spelling out the Fire thing for Solrock so we might as well do that here too.

Infernape: See above comments

-From the only appearance of it, I think that the headflame is more like Charmander's or Charizard's tail flame. I think there should be some benefit to having it since it's huge and constantly going, because just getting extra damage for it being there makes Infernape kind of suck.

Buneary: It uses its ears for punches?

-Actually, it uses its ears for most physical attacks, I think. Not sure how much of a difference that makes.

Latis: Transform? Male gets boost to offensive attacks and female boost to defensive? They can go invisible too?

- Sure? The invisibility should be limited though.

Grotle: Edible fruits? o.O

-None seen in the anime. Probably just do something about the shell and that'll be fine.

Beautifly: Should it get something else too? Just a powder boost is kind of weak.

-Got me.

Pachirisu: wtf still D:

- Just mention that it's fast and fairly agile and is adept at climbing. That'll be fine.
Shroomish: No clue

- More effective/more voluminous powder? Shroomish seem to release a whole damn lot in the anime.
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Old 10-11-2009, 09:52 AM   #44
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>Croak's boost to claws

It already has a 10% poison rate, and common sense says that claws would come with the obvious possible slight piercing side-effect. What else needs to be added.

>Infernape line and Yanmega line getting abilities.

If we added abilities just because they're shown in the anime, we'd need to do the same with every ability that is shown. E.g. Elekid's Static and Onix's Rock Head.

>Difference Buneary using its ears makes.

There isn't much difference, but it's possibly worth mentioning, since refs would probably see a small arm as not doing much damage with punches, and would reduce damage accordingly.

>Invisible Latias.

Maybe c/p the Ghost invisibility rules?

>Pachirisu as an adept climber.

Adding that means you'd have to go and change all the primate Pokemon to be good climbers too.

>Beautifly getting a better Characteristic.

There are some that are blank, so it doesn't necessarily need anything more. Plus the anime didn't show anything.
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Last edited by Salamencia; 10-11-2009 at 09:56 AM. Reason: Thought up a couple more points.
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Old 10-11-2009, 10:37 AM   #45
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>If we added abilities just because they're shown in the anime

Hello ANIME style battling, how are you?
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Old 10-11-2009, 07:14 PM   #46
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Quote:
Originally Posted by Treepandaone View Post
>If we added abilities just because they're shown in the anime

Hello ANIME style battling, how are you?
Fair point... but it has only been shown with Chimchar and Yanma, has it not? So why add it for the others in the line?

Also, this needs to extend to the aforementioned Elekid and Onix, and we'd need to rewatch every episode of the anime to find other instances of the abilities, which is tedious.

Not to mention, the abilities are inconsistent, some battles they activate, some they don't, even if they should. (e.g. Sceptile's Overgrow, which only ever activated against Blaziken, and Sceptile's been in the right conditions plenty of times)

EDIT: I'm pretty certain the ability argument has been brought up before.
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Old 10-11-2009, 07:30 PM   #47
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Moral of the story: Anime writers are dumb and inconsistent. To follow their every whim would be impossible and just lead to confusion. If we changed our descriptions or characteristics with every episode aired, we'd have 5 different versions of Swift and three different moves would do the exact same thing.

The anime is our guide, not our bible. We don't need to incorporate every ability they show, just the ones that are notable or logical.
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Old 10-12-2009, 03:16 AM   #48
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It was just a suggestion, I was merly defending the point I suggested it was because it was in the anime.
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Old 10-12-2009, 09:28 PM   #49
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Quote:
Originally Posted by Jerichi View Post
Moral of the story: Anime writers are dumb and inconsistent. To follow their every whim would be impossible and just lead to confusion. If we changed our descriptions or characteristics with every episode aired, we'd have 5 different versions of Swift and three different moves would do the exact same thing.

The anime is our guide, not our bible. We don't need to incorporate every ability they show, just the ones that are notable or logical.
>5 different versions of Swift
If you really want to be picky, it's three. One where Misty's Staryu fired a stream of many small stars, a pre-Hoenn general version of larger white stars, and the new version where it's yellow and CGIed. Still, I hold (if shaky) faith that the relevant authorities can tell where the changes are exclusively visual or tactically important, despite evidence showing otherwise.

>three different moves would do the exact same thing
I'm not entirely sure how this is a problem. Lots of moves do the exact same thing, i.e. damage. What usually varies is how accurate they are or the probability of certain added effects, most of which don't actually become included because the anime doesn't show them.
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Old 06-05-2010, 04:13 PM   #50
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Making a note for whenever we actually do these rewrites.

Heatran can climb walls.
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