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Old 06-17-2010, 06:13 PM   #1
Jerichi
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New Species Characteristics

By popular demand, I have sat down and actually gone through all the suggestions/beginnings of descriptions/Bulbapedia articles and written formal SCs for all the Pokemon who were missing them. Before we can implement them, however, we would like feedback on what's been written, because you (the public at large) are the ones who request the changes the most and who often are the most opinionated. It's also nice to have another set of eyes to catch something us LOs may have missed.

Primarily, we want to know what you think of what we have here. If it seems broken, vague, is missing an element, or is just plain wrong, feel free to point it out. We're not really going for new descriptions quite yet but if you're feel something is missing or if it's just been proven otherwise by the anime, go ahead and point that out too.

After a few days (preferably, before I leave next Wednesday, but if we need to wait later someone else can update the thread), we'll edit what needs to be edited and all the descriptions will take effect.

A
Abomasnow: (Ice/Grass): Abomasnow is able to disguise itself well in blizzards and snowy areas.
Aggron: (Steel/Rock) Aggron can see in the dark. Due to its exceptional hardness, it will not take recoil damage from attacks it uses.
Altaria: (Dragon/Flying) Altaria's song-based attacks are slightly more effective than normal. On a cloudy day it can be sightly difficult to see in the air as well.
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.
Anorith: (Bug/Rock) Anorith is an adept swimmer. Despite its weakness to water, it 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, about as long as the average Water-type.
Arceus: (Normal)
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Armaldo: (Bug/Rock) Armaldo is an adequate swimmer, losing its 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, about as long as the average Water-type.
Aron: (Steel/Rock) Aron can see in the dark. Due to its exceptional hardness, it will not take recoil damage from attacks it uses.
Azelf: (Psychic) Azelf naturally levitates nimbly and quickly, able to manuever in the air with ease. Due to being the spirit of willpower, will stay around for one round after it should have been KOed.

B
Barboach: (Water/Ground) Barboach is naturally wet. Its slime makes it difficult to hold onto and grab, although its movements are akward out of water. Its whiskers can also help locate a real opponent if it is nearby.
Bastiodon: (Rock/Steel) Bastiodon's face plate is thick and extremely sturdy. Physical hits done to it will be greatly reduced in strength, but those done to its tender, unprotected back will do slightly more than normal damage. Also, attacks involving charging are less effective, as it is hard for Bastiodon to gain momentum.
Beautifly: (Bug/Flying) Beautifly's large wings give a slight boost to wind-based attacks. Its powder attacks are also slightly more potent than normal and have greater range.
Bibarel: (Normal/Water) A relatively simple minded Pokémon, Bibarel is more likely to misinterpret conditional commands, but is immune to confusion and resistant to other mind-altering attacks. Bibarel also have powerful teeth, and so any biting attack will deal 25% more damage.
Bidoof: (Normal) A relatively simple minded Pokémon, Bidoof is more likely to misinterpret conditional commands, but is immune to confusion and resistant to other mind-altering attacks. Bidoof also have powerful teeth, and so any biting attack will deal 25% more damage.
Blaziken: (Fire/Fighting) Blaziken is a very good jumper, and can leap up to 20 feet. In addition 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.
Bonsly: (Rock) Bonsly is capable of holding perfectly still, which makes it almost impossible to detect if it's hiding in forested or woody areas. Bonsly is very good at using Mimic, and can Mimic attacks with less energy and is more flexible the type energy for the attacks Mimicked.
Breloom: (Grass/Fighting) Breloom's arms are extremely stretchy, allowing them to hit their foe from a distance with punches. Breloom's spores and powders are somewhat more effective.
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.
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.
Budew: (Grass/Poison) All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective.
Buizel: (Water) Buizel uses its tails similar to a propeller. This allows it to control its speed in the water and make sharp turns with great ease. By using a move, it can also hover over the ground slightly by rapidly spinning its tails, but each round its sustained costs good energy. The ring around its neck can be used as a floatation device, making it hard to force underwater.
Buneary: (Normal) Buneary is able to jump much higher than the typical Pokemon. It can use its ears in attacks, allowing it to extend its range for physical attacks.
Burmy: (Bug) Burmy can blend into the environment 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, adapting nearby debris to form a new one.

C
Cacnea: (Grass) Cacnea is covered in spikes. Therefore, those who attack Cacnea with physical attacks will recieve slight recoil damage (~10% of the attack). Being native to the desert where Sandstorms are frequent, Cacnea is immune to the effects of the attack.
Cacturne: (Grass/Dark) Cacturne is covered in spikes. Therefore, those who attack Cacturne with physical attacks will recieve slight recoil damage (~10% of the attack). Being native to the desert where Sandstorms are frequent, Cacturne is immune to the effects of the attack. It can stand perfectly still, allowing it to evade detection.
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 draining attacks are 10% more effective then normal.
Chatot: (Normal/Flying) Chatot's sound-based attacks are more effective than normal.
Carvahna: (Water/Dark) As a piranha, Carvanha's biting attacks are more effective. When Carvanha latches itself to something with its teeth, it is more difficult to shake or pry off.
Cherrim: (Grass) Cherrim has two forms, Sunny form, during Sunny weather, and Overcast form (considered the default), during all other weather. When the arena is under the effect of Sunny Day, Cherrim automatically blossoms. In addition to the normal effects of Sunny Day, Cherrim also gains a general boost to its special attack. In double battles, this excess energy acts like a lasting Helping Hand, also giving the Pokemon's partner a slight boost in Special Attack power.
Cherubi: (Grass) Once a battle, using a move, Cherubi can absorb nutrients from the "small ball", restoring a good amount of health.
Chimchar: (Fire) The flames on Chimchar's 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. The members of Chimchar line are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. The Chimchar line gets a boost in the power of its Fire attacks when low in health.
Chingling: (Psychic) Chingling moves primarily by bouncing, ringing lightly with every jump. Using a move, Chingling can produce a shrill sound that can distract or shock the foe. Its sound attacks are slightly more powerful than normal.
Chimeco: (Psychic) Chimecho moves by floating, and while not the fastest nor the nimblest, it can move fairly well. It can use the suction cup on its head to attach itself to surfaces. If a throwing move dependent on Chimecho's weight is used on it while attached, it is considered to weigh 100 pounds for the duration of the attack.
Combusken: (Fire/Fighting) Combusken's legs are very powerful. It can jump fairly high (about 15 feet in the air) and its kicking attacks are slightly more powerful than normal.
Cradily: (Rock/Grass) Cradily can stick to the ground to absorb nutrients. 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 or crawl to get around. As a sea lily, its natural habitat is the ocean, allowing it to stay underwater indefinitely. It is capable of seeing in the dark.
Cranidos: (Rock) Cranidos's extremely hard and somewhat pointed skull gives it a 25% boost in head-based attacks. However, its skull is very vulnerable, and attacks targeting this area do more damage.
Crawdaunt: (Water/Dark) Crawdaunt can swim, but prefers to walk along the bottom of the water instead of swim in it. Its claw attacks are stronger then normal.
Cresselia: (Psychic) Cresselia levitate naturally, and are rather fast and agile. Cresselia fight more enthusiastically at night. They are also extremely resistant to sleep, and will rarely do so against their will.
Croagunk: (Poison/Fighting) Croagunk has sacs in its mouth that store toxins. Utilizing these stored poisons, Poison attacks from the mouth take slightly less energy.

D
Darkrai: (Dark) As the embodiment of nightmares, Darkrai emits a malicious energy constantly. When a Pokemon falls asleep within the vicinity of this Pokemon will immediately experience Nightmares.
Delcatty: (Normal) Delcatty's Attract, Charm and similar attacks are more effective then normal. It prefers to use its tail for slapping and similar attacks.
Dialga: (Water/Dragon)
Drapion: (Poison/Dark) Drapion is able to rotate its head 360 degrees.
Drifloon: (Ghost/Flying) Drifloon is considered familiar with Psychic abilities. It can inflate itself to either provide a slight defense against physical attacks or for propulsion.
Drifblim: (Ghost/Flying) Drifloon is considered familiar with Psychic abilities. It can inflate itself to either provide a slight defense against physical attacks or for propulsion.
Dusknoir: (Ghost) See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.

E
Electivire: (Electric) Electivire is able to use its tails to channel Electric attacks. Direct contact with the foe using its tails will give a slight boost in the chance of paralysis for the attack and will make paralysis in the contact area far more likely.
Electrike: (Electric) It is filled with electricity, and physical attacks have a 5% chance of dealing slight paralysis as recoil.

F
Finneon: (Water) As a butterfly fish, its 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.
Feebas: (Water) Feebas is very ugly.
Floatzel: (Water) Floatzel uses its tails similar to a propeller. This allows it to control its speed in the water and make sharp turns with great ease. By using a move, it can also hover over the ground slightly by rapidly spinning its tails, but each round its sustained costs good energy. The sac around its neck can be used as a flotation device, making it hard to force underwater.
Froslass: (Ice/Ghost)

G
Gabite: (Dragon/Ground) Gabite's large teeth and firm jaw give it a slight boost in power to all biting attacks. Gabite can see in the dark.
Gallade: (Psychic/Fighting) Gallade is able to extend its arms and elbows. Its arms are also very sharp, and cutting attacks do slightly more damage.
Garchomp: (Dragon/Ground) Garchomp is capable of limited gliding, which works similar to agility in regards to speed and maneuvering. It can see in the dark.
Gardevoir: (Psychic) Gardevoir's empathic abilities make it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective.
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.
Gible: (Dragon/Ground) Gible can effectively "swim" through the ground, able to dig very quickly and nimbly. While it can do this underground to some extent, it moves the fastest when just below the surface, its fin sticking out of the ground. Gible's large teeth and firm jaw give it a slight boost in power to all biting attacks. Gible can see in the dark.
Giratina: (Ghost/Dragon)
Glalie: (Ice) Glalie can naturally levitate, and can keep it up indefinitely. Its appearance makes it slightly intimidating. Due to its massive jaw, biting attacks are also somewhat stronger then normal.
Glaceon: (Ice) Glaceon have sensitive hearing, at the expense of being more vulnerable to sound attacks. Their light coloring and ice-like body patterns allow them to hide better among ice and in blizzards.
Glameow: (Normal) Though slower than its evolved form, Glameow is much more agile.
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.
Gorebyss: (Water) Gorebyss is considered familiar with Psychic attacks. As a deep sea Pokemon, it can see in the dark well and is resistant to high pressure.
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.
Grumpig: (Psychic) Grumpig is excellent at using Bounce. It will use the attack much quicker then normal, and can Bounce much higher then normal as well. This boost also treats Grumpig as if though it is 100lbs heavier than normal in regards to additional strength.
Gulpin: (Poison) Gulpin is stretchy and elastic, allowing it to easily change its shape and size. It can inflate to raise its defense. It can swallow almost anything, and can do so as a move.

H
Happiny: (Normal) Happiny always brings a roughly egg-shaped stone into battle, which can be utilized in battle. If this stone is lost or broken, Happiny will search for a replacement. All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective.
Heatran: (Fire/Steel) Heatran is very comfortable in magma, and can stay in it indefinitely. It can walk on walls and ceilings.
Hippowdon: (Ground) Hippowdon is full of sand, and is able to use the sand in its body to produce Sandstorms, instead of relying on the sand in the arena.
Honchkrow: (Dark/Flying) Honchkrow have influence over Murkrow. If Honchkrow is fighting a Murkrow, the Murkrow will be more reluctant to damage it.

I
Illumise: (Bug) Volbeat and Illumise are considered male and female variations of the same Pokemon, and therefore the Attracts of both species are considered to work as if both Volbeat and Illumise were the same species of Pokemon. Illumise has a light on its tail that it can use to illuminate areas though it makes it more visible in the dark. Illumise has slightly more Electric energy than other non-Electric Pokemon.
Infernape: (Fire/Fighting) Its flames on its head 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. The members of Chimchar line are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. The Chimchar line gets a boost in the power of its Fire attacks when low in health.

K
Kirlia: (Psychic) Kirlia's empathic abilities make it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective. It also has a very good sense of balance and is hard to knock down.
Kricketot: (Bug) Kricketot can produce sounds and patterns that only those of its species can understand in order to communicate.
Kricketune: (Bug) Kricketot can produce sounds and patterns that only those of its species can understand in order to communicate. Kricketune's sound based attacks are more potent and have greater range.

L
Lairon: (Steel/Rock) Lairon can see in the dark. Due to its exceptional hardness, it will not take recoil damage from attacks it uses.
Leafeon: (Grass) Leafeon have sensitive hearing, at the expense of being more vulnerable to sound attacks. Leafeon constantly produces clean air, especially when in sunlight, allowing it to rid areas of Smog, Mist or other pollutants at a faster rate than normal.
Lickilicky: (Normal) Lickilicky 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. Lickilicky's rotund body allows it to gain momentum through Rollout easier.
Lileep: (Grass/Rock) Lileep can stick to the ground to absorb nutrients. Lifting or trying to move this Pokemon will count as it having double weight. Lileep'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. As a sea lily, its natural habitat is the ocean, allowing it to stay underwater indefinitely. It is capable of seeing in the dark.
Lombre: (Grass/Water) Though able to swim and stay underwater for a fair amount of time, Lombre are not the best swimmers and prefer to stay near the surface of the water. Lombre are capable of restoring more health and energy then grass Pokemon normally get in the rain.
Lopunny: (Normal) Lopunny is able to jump much higher than the typical Pokemon. Its Charm, Attract, and similar attacks are more effective than normal.
Lotad: (Grass/Water) Though able to swim and stay underwater for a fair amount of time, Lotad are not the best swimmers and prefer to stay near the surface of the water. Lotad are capable of restoring more health and energy then grass Pokemon normally get in the rain.
Lucario: (Fighting/Steel) Lucario is very sensitive the energies ("aura") of Pokemon. Using a move, Lucario can close its eyes and sense the location of a Pokemon. This can be sustained indefinitely as long as Lucario's eyes are closed.
Ludicolo: (Grass/Water) Though able to swim and stay underwater for a fair amount of time, Ludicolo are not the best swimmers and prefer to stay near the surface of the water. Ludicolo are capable of restoring more health and energy then grass Pokemon normally get in the rain.
Lumineon: (Water) As a butterfly fish, its 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.
Lunatone: Lunatone can levitate freely for no energy cost. Lunatone fights more enthusiastically at night and can see in the dark.
Luvdisc: (Water) Attract, Sweet Kiss and similar attacks are greatly boosted. It is less affected by emotion, and attacks attempting to change its emotional state are less effective.

M
Magnezone: (Electric/Steel) Magnezone moves using antigravity propulsion. While this limits its speed and "flight ceiling" (how high it can float over the ground), this allows it to perform amazing aerial evasive maneuvers that cannot be performed by any other flier. Being inorganic, Magnemite cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.
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.
Mamoswine: (Ice/Ground) Mamoswine is large and sturdy, making it difficult to knock over. When it starts charging, it is difficult to 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.
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 far less energy.
Mawile: (Steel) Its metal jaw is very strong and exceptionally difficult to force open. Attacks involved with it are 25% stronger then normal. Also, attacks like Charm and Attract are slightly more effective.
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.
Medicham: (Fighting/Psychic) Medicham meditates constantly, and therefore has a very sharp mind. This makes it far more resistant to mind-altering statuses. Meditate and Calm Mind are slightly more effective.
Meditite: (Fighting/Psychic) Meditite meditates constantly, and therefore has a very sharp mind. This makes it far more resistant to mind-altering statuses. Meditate and Calm Mind are slightly more effective.
Mesprit: (Psychic) Mesprit naturally levitates nimbly and quickly, able to maneuver in the air with ease. As the spirit of emotion, it is not effected by any mind alterting attacks, and will remain calm in any situation.
Milotic: (Water) Milotic's Attract and similar attacks are much more effective then normal. As an attack once per battle, it can calm down an opponent with a calming aura. Doing so can get rid of any mental boosting moves the opponent might have.
Mime Jr.: (Psychic) As a mime, Mime Jr. is very adept at using Mimic. Mimic takes less energy to use and can Mimic a greater variety of attacks.
Mismagius: (Ghost) Mismagius uses chants and spells to augment its abilities. At the cost of slightly more energy and more charge time, Mismagius can increase the strength and potency of their mind-altering attacks (e.g. Confuse Ray).
Mothim: (Bug/Flying) Mothim has a heightened sense of smell. Its smell can help find the true location of an opponent, in a manner similar to Odor Sleuth. Mothim can see in the dark.
Monferno: (Fire/Fighting) When threatened, Monferno increases the size of its flame to appear larger then it really is in order to intimidate its oppponent. If a Pokemon would reasonably be afraid of Monferno, said Pokemon will be slightly less effective in battle. The members of Chimchar line are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. The Chimchar line also gets a boost in the power of its Fire attacks when low in health.
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. Though not truly a Ground type, Mudkip has more Ground energy and is considered familiar with the type.
Munchlax: (Normal) Being quite hungry, it can eat anything. Munchlax will recover a slight amount of energy for things eaten, though toxic substances can poison Munchlax or cause damage.

N
Nincada: (Bug/Ground) Nincada are very good diggers, and can do so with speed and ease.
Ninjask: (Bug/Flying) Ninjask is an exceptionally fast Pokemon, able to outspeed practically everything. However, they lack agility and must stop to change directions.

P
Pachirisu: (Electric) As a squirrel, Pachirisu is very nimble and climbs well.
Palkia: (Water/Dragon)
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.
Phione: (Water) Phione can restore health from clean water or rain once per battle, restoring up to a Thunderbolt worth of health.
Piplup: (Water) Piplup is a very proud Pokemon and will not be discouraged easily. If its attack fails, it will become more energetic and has a 10% chance of getting a slight boost to both attack and special attack. It has a fine layer of down that allows it to swim in cold water comfortably and endure freezing temperatures.
Probopass: (Rock/Steel) Probopass moves about exclusively by levitation. The mini-noses can be controlled as if psychically and can be moved to the edge of its magnetic field (about 10 feet), allowing Probopass to use punching attacks from a distance. It has more electric energy then normal.
Purugly: (Normal) Despite its size and look, Purugly is a very fast Pokemon, but not terribly agile. It is also fairly intimidating and resistant to intimidation.

R
Ralts: (Psychic) Ralts's empathic abilities make it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective. Teleporting also requires slightly less energy as well.
Rampardos: (Rock) Rampardos's extremely hard and somewhat pointed skull gives it a 25% boost in head-based attacks. However, its skull is very vulnerable, and attacks targeting this area do more damage.
Regice: (Ice) Effectively a living glacier, Regice is always extremely cold. Pokemon who are not used to the cold will become uncomfortable within 5 feet of Regice. This cold aura also slightly reduces the power of Fire attacks. Being inorganic, Regice cannot be affected by Poison in any way.
Regirock: (Rock) Regirock's body can be repaired with rocks, allowing up to a maximum of 10% of its health to be restored this way. Its repairing attempt counts as an attack and can be used multiple times until it reaches the 10% maximum. Being inorganic, Regirock cannot be affected by Poison in any way.
Registeel: (Steel) Being inorganic, Registeel cannot be affected by Poison in any way. Its body is made of solid steel and is resistant to slashing or scratching attacks.
Relicanth: (Water/Rock) Though far more at home in the water, Relicanth's lobed fins allow it to stand on land and even move, though slowly, as if they were legs.
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.
Riolu: (Fighting) Riolu has an underdeveloped ability to sense aura. This gives it a vague idea of the opponent's whereabouts, making it more likely to hit a foe when unable to see it.
Roselia: (Grass/Poison) As a rose plant, Roselia emanates a soothing scent constantly that acts much the same way as Sweet Scent. Its effects are potent in close quarters, but quickly lose strength outside of a foot from it.
Roserade: (Grass/Poison) As a rose plant, Roselia emanates a soothing scent constantly that acts much the same way as Sweet Scent. Its effects are potent in close quarters, but quickly lose strength outside of a foot from it.
Rotom: (Electric/Ghost) Rotom is very fast and able to turn corners sharply and instantly.

S
Salamence: (Dragon/Flying) Though large and slow on land, Salamence is very fast in the air and prefers to fly rather than walk. It is a very intimidating Pokemon and its intimidation attacks are more effective.
Sealeo: (Water/Ice) Sealeo is able to hold objects on its nose, allowing it to manipulate objects and use them in attacks.
Shaymin: (Grass) Shaymin is connected directly to all plants and flowers. It is able to cause flowers to spontaneously grow in any environment. The air around Shaymin is extremely pure and, using a move, it can almost instantly remove pollutants from the air. It can curl up in a ball to hide in almost any green area, making it difficult to detect.
Shedinja: (Bug/Ghost) See Ghost rules.
Shellos: (Water) Shellos has two different forms, although they are not different from each other other then looks. Shellos move at a decent speed on land, and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. Shellos 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. This stickiness also allows it to scale some vertical surfaces.
Shieldon: (Rock/Steel) Shieldon's face plate is thick and extremely sturdy. Physical hits done to it will be greatly reduced in strength, but those done to its tender, unprotected back will do slightly more than normal damage. Also, attacks involving charging are less effective, as it is hard for Shieldon to gain momentum.
Shiftry: (Grass/Dark) Shiftry are quite adept jumpers, and can jump higher then normal. Its wind-based attacks are more powerful than normal.
Shroomish: (Grass) Shroomish's spores and powders are somewhat more effective.
Skitty: (Normal) Skitty's Attract, Charm and similar attacks are more effective then normal. It prefers to use its tail for slapping and similar attacks.
Skorupi: (Poison/Bug) Skorupi is adept at digging and can stay underground for longer than other non-Grounds.
Skuntank: (Poison/Dark) Skuntank is capable of producing very bad odors. Twice per battle it can release a terrible odor which can cause the opponent to flinch, and uses two Poison Gases worth of energy to do so.
Slakoth: (Normal) Slakoth is quite lazy and unmotivated. It is unlikely to react to attacks unless directly ordered to do so. 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. It is very strong, however, and stores up its energy. If inactive for a round, it gains a solid boost to its next physical attack.
Shuppet: (Ghost) See ghost Pokemon rules.
Snorunt: (Ice) Snorunt has powerful jaws that allow it to eat ice and snow. Its biting attacks are 10% more effective than normal.
Snover: (Ice/Grass) Snover is able to disguise itself well in blizzards and snowy areas.
Spheal: (Water/Ice) Spheal's rotund body allows it to gain speed and momentum very quickly with Rollout. It moves primarily by rolling.
Spinda: (Normal) Spinda is constantly teetering about. Its constant movements make it somewhat unpredictable. Its confusion-inducing moves are more effective than normal.
Spiritomb: (Ghost/Dark) Spiritomb can levitate. When KO'd or asleep, Spiritomb will go into its Keystone. If the Keystone is targeted by an attack, it will take full damage regardless of the state that Spiritomb is currently in.
Spoink: (Psychic) Spoink's pearl boosts its Psychic abilities, and will be weakened when it is away from it. The pearl can be lost or broken, and will require a 1 SP fee to purchase a new one. Spoink is excellent at using Bounce. It will use the attack much quicker then normal, and can Bounce much higher then normal as well.
Solrock: (Rock/Psychic) Solrock is capable of generating vast amounts of heat by spinning, enough to vaporise moderate and weaker water attacks or dissipate fog. Energy use is equal to Fire Spin and is usable twice per battle. It has slightly more fire energy then normal and can levitate indefinitely.
Staraptor: (Normal/Flying) Staraptor is a very intimidating Pokemon. Its intimidation attacks are more effective than normal.
Staravia: (Normal/Flying) Staravia are more effective in numbers. When battling alongside another Flying Pokemon, they gain a boost in confidence that gives them a boost in attack.
Starly: (Normal/Flying) Starly are more effective in numbers. When battling alongside another Flying Pokemon, they gain a boost in confidence that gives them a boost in attack.
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.
Swablu: (Normal/Flying) On cloudy days, Swablu can be difficult to see.
Swalot: (Poison) Swalot is stretchy and elastic, allowing it to easily change its shape and size. It can inflate to raise its defense. It can swallow almost anything, and can do so as a move.
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.
Swellow: (Normal/Flying) Swellow are among the most nimble fliers of all Pokemon, able to make sharp turns and sudden dives.

T
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 10 feet as well to reach or to attack.
Torchic: (Fire) Torchic constantly radiates heat. While not particularly intense, it can make Pokemon who dislike fire uncomfortable in close quarters.
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.
Toxicroak: (Poison/Fighting) Croagunk has sacs in its mouth that store toxins. Utilizing these stored poisons, Poison attacks from the mouth take slightly less energy. The claws on its hands secrete poison, and attacks using hands have an additional 10% chance of poisoning.
Trapinch: (Ground) Trapinch is a great digger and can do so with ease and speed. It also digs relatively silently and is hard to detect when underground. Its large jaws make its biting attacks more effective. Trapinch can see in the dark.
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.

U
Uxie: (Psychic) Uxie naturally levitates nimbly and quickly, able to manuever in the air 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.

V
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 (including Beedrill), and thus one cannot be surprised unless they all are, and one cannot be affected mentally unless they all are.
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. It can see in the dark.
Vigoroth: 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.
Volbeat: (Bug) Volbeat and Illumise are considered male and female variations of the same Pokemon, and therefore the Attracts of both species are considered to work as if both Volbeat and Illumise were the same species of Pokemon. Volbeat has a light on its tail that it can use to illuminate areas, though it makes it more visible in the dark. Volbeat has slightly more Electric energy than other non-Electric Pokemon.

W
Wailmer: (Water) Wailmer is large, slow, and somewhat gangly. It's neither great on land nor a fantastic swimmer in water. Its fat, round body, however, allows it to survive intesne pressures, swim comfortably in freezing water, and take slightly less damage from physical attacks. It can also control its depth very well and is hard to force under or up.
Wailord: (Water) Wailord is huge, and even more awkward on land than its preevolution. However, it is a better swimmer and an even better diver, having full control over its depth and able to swiftly dive up or down. Its blubbery, massive body gives it a resistance against physical attacks. It is far more comfortable in large, open arenas where it can move freely, and if too restricted, it may be completely unable to fight.
Walrein: (Water/Ice) Walrien is a slow but sturdy Pokemon. Though not very mobile on land, it is an excellent swimmer. Its large tusks add additional crushing damage to biting attacks, making them more potent.
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.
Wingull (Water/Flying) Though Wingull is an adequate flyer, its body is built for gliding. It can easily take advantage of wind currents to increase its speed. Therefore, Tailwind is more beneficial to it and it can easily fight an opposing Tailwind. Wingull can dive underwater for a short time, though it's not very fast nor able to go very deep.
Whiscash: (Water/Ground) Whiscash is naturally wet. Its slime makes it difficult to hold onto and grab, although its movements are awkward out of water. 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.
Wynaut: (Psychic) Wynaut is far more energetic than its evolution, but still shares much of the same advantages and disadvantages as Wobbuffet. Unlike Wobbuffet, it is much more mobile and can move around at a decent speed.

Y
Yanmega: (Bug/Flying) Yanmega makes a humming noise as it flaps its wings. This makes it easier to locate, however, the noise is very irritating close up, and any Pokemon within 10 feet of Yanma have a 15% chance of flinching from the sound (20% if the Pokemon has sensitive hearing). Yanmega can see in the dark.

Z
Zigzagoon: (Normal) Zigzagoon aren't terribly fast, but they are very agile. When they run, they typically zigzag, lending it its name, and as such, can turn very easily and quickly.

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Old 06-17-2010, 06:23 PM   #2
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Roselia's entry is Rhyperior's.
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Old 06-17-2010, 06:25 PM   #3
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Was just gonna say that, SM

Great job, Jeri.
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Old 06-17-2010, 06:34 PM   #4
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Whoops.

I'll have to find it and if I can't I'll just rewrite it fast.

Edit: Fixed.

And for those wondering Ghost Pokemon Rules will be written later. I don't quite have the jurisdiction to write those. That's why Pokemon like Rotom have little or no description.
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Old 06-17-2010, 06:38 PM   #5
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You forgot the Shellos line's ability to scale verticle surfaces. Despite me reminding you on Hanachi. Multiple times.
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Old 06-17-2010, 06:55 PM   #6
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pix or it didn't happen
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Old 06-17-2010, 06:57 PM   #7
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Old 06-17-2010, 07:09 PM   #8
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Poliwag family is gonezors.
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Old 06-17-2010, 07:15 PM   #9
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Lapras

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written formal SCs for all the Pokemon who were missing them
They can all be merged once we get past this user-feedback stage.
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Old 06-17-2010, 07:25 PM   #10
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That's why it was titled "New Species Characteristics".
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Old 06-17-2010, 07:27 PM   #11
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Out of interest, if we have any additions that could be made, do we post here, or in the other thread, or wait for the merger?
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Old 06-17-2010, 07:28 PM   #12
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What do you mean by "additions"?

If they're to Pokemon not listed in this thread, do it in the other thread.

If they're for Pokemon in this thread, do it in this thread.
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Old 06-17-2010, 07:31 PM   #13
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kk, will do.
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Old 06-18-2010, 12:01 AM   #14
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Oh, kewl. Now for my nitpicks.

1) Diagia is not Dragon/Water. :/

2) This only happened in one game... but in pokemon ranger, Altaria was shown to be able to produce a thick fog when panicked.
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Old 06-18-2010, 12:03 AM   #15
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A thick fog you say? Like some kind of Haze or Mist?
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Old 06-18-2010, 12:19 AM   #16
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I was thinking about that. But it's even thicker.

Not to mention the fact that it doesn't deal damage. XD
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Though, I also dislike the concept of lamenting the current day while wishing to re-experience the past. At least, my modern attitude is to try and make each new day magical even if it's not, since exclusively reminiscing about the past is too pathetic.
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Old 06-18-2010, 12:25 AM   #17
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>1) Diagia is not Dragon/Water. :/

And this matters why?

>2) This only happened in one game... but in pokemon ranger, Altaria was shown to be able to produce a thick fog when panicked.

I know I've ranted about this not being Game-Style battling but I think it goes without saying that this is definitely not Mediocre Spin-Off Style Battling.
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Old 06-18-2010, 05:54 AM   #18
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Buizel's SC doesn't specify whether stopping hovering counts as a move or not.

EDIT the first: Also, Gligar and Gliscor currently under ground type rules takes 1.5x damages from electric attacks when gliding (75% from being an airborne ground x2 for being part flying), and I was wondering if this could be considered as an exception to that airborne ground type rule and be immune in the air in the same way as naturally slimy ground types ignore the "full damage from electric when wet" rule.
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Old 06-18-2010, 09:37 AM   #19
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I always considered them exceptions, much like Vibrava and Flygon.
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Old 06-18-2010, 10:46 AM   #20
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It's raining and I'm a loser so I'm gnna go through these and let you know what I think, for what it's worth. Firstly though, anyone who was involved in this, nicely done.

Aggron/Bastodion line: I know Steel and Rock get a bit of a defence boost but perhaps these two families, or at least the fully evolved ends, could use a species characteristic that further boosted that. After all, both are shown to be good in the animé but here are vulnerable to the silly amount of Focus Punches in the ASB.

Blaziken: 50' is pretty damn high, as in, at least 6 stories. Are you sure they can jump that high?

Electivire: Motor Drive is shown to exist now, may I suggest that being hit by electric attacks does less damage and provides a short term boost to speed?

Also does Elekid get the baby pokémon boost to charm attacks?

Froslass: Ghost rules? Can it go ethereal/gaseous?

Luvdisc (and Buizel) are faster in rain. Is that workable?

Mime Jr: Baby, extra charm power?

Rhyperior: Solid Rock is shown to exist, I suggest that Rhyperior takes less damage from 4x effective attacks (say 3x) automatically).

Spearow should probably get that swarm boost Starly gets.
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Old 06-18-2010, 12:41 PM   #21
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1) CAUSE I AM ERROR!

2) True.
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Though, I also dislike the concept of lamenting the current day while wishing to re-experience the past. At least, my modern attitude is to try and make each new day magical even if it's not, since exclusively reminiscing about the past is too pathetic.
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Old 06-18-2010, 04:00 PM   #22
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Gonna have to get back with you on the Gligar bit because that's a balance thing.

>Blaziken: 50' is pretty damn high, as in, at least 6 stories. Are you sure they can jump that high?

I am no good with distances so yeah that may have to be toned down.

>Electivire: Motor Drive is shown to exist now, may I suggest that being hit by electric attacks does less damage and provides a short term boost to speed?

Gimme an ep and I just might ad it.

>Also does Elekid get the baby pokémon boost to charm attacks?

Magby/Elekid/Smoochum are exceptions because they are basically miniature Fulley Evolved 'mon.

>Froslass: Ghost rules? Can it go ethereal/gaseous?

Not my territory; there was something written up for the bowl and you can use that for now to answer any concerns of vaguities.

>Aggron/Bastodion line: I know Steel and Rock get a bit of a defence boost but perhaps these two families, or at least the fully evolved ends, could use a species characteristic that further boosted that. After all, both are shown to be good in the animé but here are vulnerable to the silly amount of Focus Punches in the ASB.

Actually that's not a terrible idea. I'll consider it.

Just in general, for SCs that mimic or are abilities, the jury is out on how we're gonna incorporate them, so for now I'm gonna leave them alone. If it's something non-ability based, that takes priority, and if it's an ability that's been shown in the anime, that's fine too (just reference me an episode and pictures if they exist).
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Old 06-18-2010, 04:28 PM   #23
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http://www.youtube.com/watch?v=NeY0YkZG6NE

Around the 7 minute mark, Electivire took several Thunderbolts then went off like a rocket.
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Old 06-18-2010, 04:57 PM   #24
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For a second there, I thought you said he took several rockets then went off like a thunderbolt. ' x '

Question: Why are Volbeat and Illumise considered familiar with electric attacks?
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Though, I also dislike the concept of lamenting the current day while wishing to re-experience the past. At least, my modern attitude is to try and make each new day magical even if it's not, since exclusively reminiscing about the past is too pathetic.
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Old 06-18-2010, 05:58 PM   #25
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Latios and Latias are missing from both threads so I figure I'd mention invisibility here?
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