UPNetwork  

Go Back   UPNetwork > Independent Forums > PASBL > Suggestions and Inquiries

Closed Thread
 
Thread Tools
Old 05-21-2015, 11:25 PM   #1776
Shuckle
Mage of Mind
 
Shuckle's Avatar
 
Join Date: Sep 2011
Location: Land of Thought and Melody
Posts: 3,116
I was going to suggest a 1 or 2 round waiting period at the start of the match before either party could switch out. I sometimes feel like people in the Challenger's position (or in hidden squad in general) just send out their first mon in order to immediately swap out into a favorable matchup. It's really frustrating!

It's possible that we could just make Switch=OK the standard and then disable switching moves entirely in Switch=KO, but that probably wouldn't sit well with a lot of people.
__________________

Spoiler: show
[The Sorcerer's Ambition]A handy link, to be sure.
Level Acquisitions, sorted by level instead of name.
Quote:
Originally Posted by phoopes View Post
Shuckle's awesomeness level continues to rise.
Shuckle is offline  
Old 05-22-2015, 01:56 AM   #1777
Slash
Poison Jam
 
Slash's Avatar
 
Join Date: Sep 2011
Location: Tokyo Underground Sewage Facility
Posts: 6,020
Send a message via Yahoo to Slash Send a message via Skype™ to Slash
Dewott

Quote:
Originally Posted by Shuckle View Post
It's possible that we could just make Switch=OK the standard and then disable switching moves entirely in Switch=KO, but that probably wouldn't sit well with a lot of people.
This is no doubt the worst idea I've heard since ASB Facebook branch
Slash is offline  
Old 05-22-2015, 02:35 AM   #1778
Rangeet
Foot, meet mouth.
 
Rangeet's Avatar
 
Join Date: Feb 2009
Location: Beyond the Wall
Posts: 4,330
Send a message via MSN to Rangeet Send a message via Skype™ to Rangeet
Perhaps it would be a good idea to explain why instead of just shitting on an idea. No matter how good or bad it is.
__________________
Spoiler: show
Rangeet is offline  
Old 05-22-2015, 03:35 AM   #1779
Zelphon
Frigid Memer
 
Zelphon's Avatar
 
Join Date: Apr 2014
Location: A Broken Mind
Posts: 2,149
Send a message via Skype™ to Zelphon
No Shuckle, you ended your streak of good suggestions!
__________________
Life, but a series of paths and flows
Down many one can go
May yours run smoothly and be soft to your feet

Zelphon is offline  
Old 05-22-2015, 05:18 AM   #1780
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
Switch = KO has no real business being the default setting. It's just easy. The ideal ASB would be one where every ref was confident doing switch matches, switch matches didn't take forever, and Switch = KO was a secondary setting used in Gyms.
Mercutio is offline  
Old 05-22-2015, 09:04 AM   #1781
Emi
>tfw life and wife goals
 
Emi's Avatar
 
Join Date: Jun 2011
Location: Agartha
Posts: 11,173
Send a message via Skype™ to Emi
Pokemon was never designed to be used or adapted into a setting in which Pokemon could not switch. Switching is an integral part of Pokemon and Switch = KO even existing doesn't make sense to me. That's not how the game was meant to be played.
__________________




Fuck these crabs
Emi is online now  
Old 05-22-2015, 09:15 AM   #1782
Connor
Who Knows?
 
Connor's Avatar
 
Join Date: Aug 2013
Posts: 7,988
The problem is that Switch=KO has been such a long standing part of ASB that it is difficult at this point to get rid of it. We can't just blanket ban it because frankly that is a ridiculous notion given how adapted most of our members are to it.

Bluntly if you think Switch=KO shouldn't be the standard, take steps to making that the case rather than making idealistic comments in here. While, yes, there could be more to be done on the part of us LOs with regards to promoting it, there is only so much we can do to influence what the community does. If you think it is such a problem, as part of that community, try to make a change. Talk is cheap, and whatnot.
__________________
Connor is offline  
Old 05-22-2015, 09:20 AM   #1783
Emi
>tfw life and wife goals
 
Emi's Avatar
 
Join Date: Jun 2011
Location: Agartha
Posts: 11,173
Send a message via Skype™ to Emi
As someone who has been continually been making my matches Switch = OK, you are speaking to the choir here. Ultimately, I cannot go into every OC and ask people to make it Switch = OK and can only attempt to persuade people's opinions, so what exactly more do you want me to do?
__________________




Fuck these crabs
Emi is online now  
Old 05-22-2015, 09:23 AM   #1784
Jerichi
本✚能
 
Jerichi's Avatar
 
Join Date: Mar 2007
Location: 蒸気の波の中
Posts: 14,534
Just make an effort to make as many battles as possible Switch = OK. This goes for everyone. There are still a lot of people who do Switch = KO and just because a good deal of regulars are doing it doesn't mean the standard has changed.
Jerichi is offline  
Old 05-22-2015, 09:37 AM   #1785
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
Well. You could ban it if you wanted to. But that wouldn't be hugely beneficial.
Mercutio is offline  
Old 05-22-2015, 08:06 PM   #1786
Shuckle
Mage of Mind
 
Shuckle's Avatar
 
Join Date: Sep 2011
Location: Land of Thought and Melody
Posts: 3,116
Or you could disable switching moves entirely in Switch=KO. That's my real beef with the format - if you don't have Volt Switch, U-Turn, or Baton Pass, you are at a HUGE disadvantage.

Perhaps add in maneuverability and positioning bonuses to using those moves, such as "As part of this move, the user may reposition itself to any point on the map within Xft (Ym). In Switch=OK matches, the user may leave the battlefield entirely to be replaced with a selected allied Pokemon."
__________________

Spoiler: show
[The Sorcerer's Ambition]A handy link, to be sure.
Level Acquisitions, sorted by level instead of name.
Quote:
Originally Posted by phoopes View Post
Shuckle's awesomeness level continues to rise.
Shuckle is offline  
Old 05-22-2015, 10:39 PM   #1787
Slash
Poison Jam
 
Slash's Avatar
 
Join Date: Sep 2011
Location: Tokyo Underground Sewage Facility
Posts: 6,020
Send a message via Yahoo to Slash Send a message via Skype™ to Slash
yes, let's remove the switching entirely out of switching moves.

Also that would make Baton Pass Teleport
__________________
--- ---
Quote:
Originally Posted by Stealthy View Post
As may be expected though, our clear winner here was Kairne, ASB's champion of prioritizing the pokemon you like over those that are objectively better. I mean, one of his mains is a Watchog.
Quote:
Originally Posted by Sneezey12 View Post
KAIRNE I WILL RIP OFF YOUR SCROTUM AND FEED IT TO YOU THROUGH A FUCKING SWIRLY STRAW.
Leader of the "Stop Screwing Over Smeargle" Brigade

ASB
Spoiler: show
Art by Kairne
ASB
[URL="http://forums.upnetwork.net/showthread.php?t=4387"]
Daisy Art:

Spoiler: show


Battlecuts courtesy of DaisyInari

Random stuffs:
Spoiler: show


Spoiler: show
Slash is offline  
Old 05-22-2015, 10:45 PM   #1788
Zelphon
Frigid Memer
 
Zelphon's Avatar
 
Join Date: Apr 2014
Location: A Broken Mind
Posts: 2,149
Send a message via Skype™ to Zelphon
We could just, make it so you have to have at least one switch enabled match per forum.
__________________
Life, but a series of paths and flows
Down many one can go
May yours run smoothly and be soft to your feet

Zelphon is offline  
Old 05-27-2015, 05:59 AM   #1789
Mercutio
Banned
 
Join Date: May 2009
Posts: 14,729
Could I suggest that Rock Slide be very slightly reworded?

Rock Slide (RK) -- The user strikes the ground at an angle, pulling rocks from the ground, which tumble towards the foe. While it will generally deal considerable damage, arenas with particularly solid or large rocks may allow it to deal slightly more. The amount of energy needed to perform this attack is highly variable. In arenas with soft ground or abundant rocks, the energy cost will be solid, but if the ground is particularly hard, the energy cost will rise. If there are already rocks present in the arena, the user may simply use these, using slightly less energy in the attack. Rock-typed Pokémon may also use this attack remotely, able to use rocks within roughly battling distance, including rocks on ceilings or above ground. Alternatively, the user may use significant energy to create a boulder in front of it, before striking it to send chunks at the foe as normal.

This does not explicitly specify that only Rock types can use the magic version, which was probably ok three years ago, but now that we're trying to make types more valuable it might be worth boosting Rocks further as they suck. So all you would do is scrub "Alternatively, the user may" and just replace it with the word "or" so that Rock types can use the remote version or the magic version, but non-Rocks can only use the old school Rock Slide.
Mercutio is offline  
Old 05-27-2015, 12:11 PM   #1790
Zelphon
Frigid Memer
 
Zelphon's Avatar
 
Join Date: Apr 2014
Location: A Broken Mind
Posts: 2,149
Send a message via Skype™ to Zelphon
*scoots all his rock weak birds under a rug*

I unbiasly support this proposal.
__________________
Life, but a series of paths and flows
Down many one can go
May yours run smoothly and be soft to your feet

Zelphon is offline  
Old 05-27-2015, 08:17 PM   #1791
Zelphon
Frigid Memer
 
Zelphon's Avatar
 
Join Date: Apr 2014
Location: A Broken Mind
Posts: 2,149
Send a message via Skype™ to Zelphon
Speaking of lack of bias.

Quote:
Facade (XX) -- The user performs a physical rage-induced attack that is boosted if the user is or recently was affected with a status affliction, including attraction and other related mental statuses. If the user has not been affected within the last few rounds, it will deal good damage, but can deal considerable damage if it has been affected.
Can we perhaps give Facade a sort of reverse Hex treatment, giving it some level of energy efficiency when the user is statused that gradually evens out after repeated use?
__________________
Life, but a series of paths and flows
Down many one can go
May yours run smoothly and be soft to your feet

Zelphon is offline  
Old 05-28-2015, 03:11 AM   #1792
Slash
Poison Jam
 
Slash's Avatar
 
Join Date: Sep 2011
Location: Tokyo Underground Sewage Facility
Posts: 6,020
Send a message via Yahoo to Slash Send a message via Skype™ to Slash
Quote:
Originally Posted by Slash View Post
Present (NO) -- The user creates a ball of energy and releases it towards the opponent. The effect level varies, from light, near harmless damage to a heavy hit, and may even restore some health to the opponent.

Okay, so this is ill-defined. I propose:

Explicitly note the level of energy used is proportial to damage level done
(Maybe) let decent-solid be more likely than the extremes
The healing be defined a chance (10%?), heals solid health for solid energy (so Delibird's SC that lets it heal significant gives it a little buff, because, come on, it's Delibird), and doesn't count as a healing move because it's generally a foe-targeting move with a small chance of healing instead of hurting (maybe make it count for Delibird, or let Delibird do it twice, the first not considered a healing move)

No bias. Whatsoever
__________________
--- ---
Quote:
Originally Posted by Stealthy View Post
As may be expected though, our clear winner here was Kairne, ASB's champion of prioritizing the pokemon you like over those that are objectively better. I mean, one of his mains is a Watchog.
Quote:
Originally Posted by Sneezey12 View Post
KAIRNE I WILL RIP OFF YOUR SCROTUM AND FEED IT TO YOU THROUGH A FUCKING SWIRLY STRAW.
Leader of the "Stop Screwing Over Smeargle" Brigade

ASB
Spoiler: show
Art by Kairne
ASB
[URL="http://forums.upnetwork.net/showthread.php?t=4387"]
Daisy Art:

Spoiler: show


Battlecuts courtesy of DaisyInari

Random stuffs:
Spoiler: show


Spoiler: show
Slash is offline  
Old 05-31-2015, 04:31 AM   #1793
Miror
Marsh Badge
 
Miror's Avatar
 
Join Date: Sep 2013
Posts: 1,703
So because I get bored at night, I decided to go through every single move description and search for errors/updates that could be made just by looking at them. And so, here it is, all of my suggestions or changes are in brackets, with explanations at the end of the description:

(Also note that since a lot of these are just spelling/grammar stuff, they'd be nice things to get fixed but nobody should break their backs going through and doing them, heck, I'd do them if I could lol. The ones with actual suggestions would be the ones I'd be more interested in seeing something happen with.)

Spoiler: show
Moves on the Site that could use Rewrites

Acrobatics (FL) -- The user uses a burst of energy to rush at a high speed, darting back and forth over them and striking it with each pass by raking it with claws, talons or beak. This attack deals solid damage for solid energy. If the target has an attached item and the user does not, this move deals considerable damage. [Possible increase in damage for when target has an item? One minor of difference does not a niche make. Maybe it could be boosted similarly to Bug Bite, moving from good to heavy?]

Amnesia (PS) --The user clears its mind using decent [energy], forgetting the frustrations and triumphs of the battle to concentrate on other things. This mental clarity gives the user some resistance against Special Attacks, particularly mentally-affecting ones, as it is able to concentrate on defending against them, increasing Special Defense sharply. Due to the clearing of the user's mind, it is also able to clear mental blocks, mental links or other Psychic manipulations caused by moves such as Swaps, Imprison or the like. [Simple word addition]

Blizzard (IC) -- The user inhales deeply or flaps vigorously and produces a powerful burst of cold air, ice and snow/freezing rain, which hit the opponent for major damage, although it is concentrated. The material comes from either the user's mouth (non-bird Pokémon) or wings (Delibird, Articuno, etc.). There is a 10% chance of a full-body freeze on the opponent. Though the attack is fast and powerful, the build-up may take some time and will leave the user a little winded immediately afterwards. [Removal of "font>" at the end of the description]

Bulk Up (FT) -- The user toughens up, using good energy, focusing energy on [boosting the power of] physical attack[s], and [they are] able to take physical punishment slightly better. The increases are less than Curse, but there is not a significant loss of speed. [Grammar fix/polishing]

Celebrate (XX) -- Using [light] energy, the user celebrates a positive event, increasing their enthusiasm and possibly lessening the effects of anger-related moves, as well as increasing the power of their next move. [Spelling fix]

Copycat (NO) -- The user remembers the last attack that was used against it and uses it back against the target, within usage limits similar to Mimic. The move [uses] one and a half times the amount of energy it normally would. [Word removal]

Cosmic Power (NO)-- Consuming a decent amount of energy, the user [calls upon] the heavens to gain a blessing, mysteriously gaining solid increases in their physical defense and ability to resist damage from special attacks. This cosmic energy lingers longer than the normal boost, staying at full [strength] for 5 rounds before fading entirely. [Spelling fix/Fixed some weird wording]

Counter (NO) -- The user surrounds itself with a glowing red aura, preparing to absorb any kinetic energy that it comes in contact with. If the next move that hits it is a physical attack (i.e. it is solid and can break through a Light Screen), it will absorb its energy while still taking slightly reduce[d] damage. This causes the aura to condense and fuel an extremely forceful typeless counter move, using the user's weight and the force to immediately strike back, dealing exactly x2 times the damage of the power of the move levied against it (NOT taking into account any type modifiers). If the user is damaged by a Special attack during this period, the attack will fail. This move uses light energy plus roughly x1.75 times the energy of the attack reflected. Repeated uses of this move will make it likely to fail, with each use roughly 25% more likely to fail. [Spelling fix]

Crabhammer (WA) -- The user smashes either the ground or the water, sending a shockwave of water energy that deals significant damage towards the opponent, emanating from the inside of the pincer. If the user hits water with it, the attack will be much more powerful, dealing high damage for high energy. The attack can also be used directly on an opponent, which deals considerable, physical damage by sending a shockwave of energy into the opponent. [Could the direct contact version of Crabhammer be bumped up to significant, matching the "smash the ground" version? The three different variations are hardly necessary, and while having when it is used in water be higher power makes a certain amount of sense, the drop between the two land-based versions seems strange. Plus, physical water moves could use the help.]

Cross Poison (PN) -- The user charges both of its forelimbs with poison and swings them forward into the target, dealing solid damage, [with a slight chance of poisoning the target]. For slightly more energy, the X created by the crossed limbs can be sent towards the enemy as a ranged attack, with the energy having a near solid-like quality but without the chance to poison. [Removed the bit about critical hits since they don't really exist anymore]

Crush Claw (NO) -- The user swings a claw into the target, trying to dig into the target[']s hide, dealing solid damage. Occasionally the area hit by [C]rush [C]law will become raw or weakened, allowing future physical strikes on that area to do increased damage. [Grammar fix and capitalization consistency]

Curse (NO) -- If the user is not a Ghost type Pokémon, the user sacrifices speed for power. The user concentrates its energy into its muscles, usually by tightening them up, like flexing, using good energy. By tightening their muscles, they are able to deliver more power with their physical attacks as well as take more physical damage. However, thanks to this, they don't move as quickly. If the user does not have "muscles," they simply focus their energy into their attack and physical defense, which takes away from their speed. The amount of change in status is up to the referee, although it usually will be about 1/3 increase in defense and attack, with a 1/2 reduction in speed. Multiple curses can be used, but the effects will not be seen nearly as much. The attack wears off after several rounds, or if the user is lulled into a dazed, confused or sleeping state. [The amounts increased/decreased for stats should probably be redone.]

Dizzy Punch (NO) -- The user hits [its] target with a solid punch that has a 20% chance of confusing the target. [Word addition]

Drain Punch (FT) -- The user strikes the opponent with a fist or other appendage, dealing considerable damage for considerable energy. The user regains [an] amount of health equal to half of the damage dealt. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost. [Word removal]

Dynamic Punch (FT) -- The user punches the opponent hard with an energy-charged fist dealing significant damage. The energy [creates] a loud small-scale explosion on contact, sending the opponent flying, and possibly confusing it. [Grammar fix]

Echoed Voice (NO) -- The user lets out an echoing note, the sound waves laced with Normal energy. This can be focused or spread out up to 180 degrees in front of the user. At first, it deals moderate damage, and with each consecutive use, deals slightly more damage, the sound waves being amplified in power by the echo. As long as [Echoed] Voice is used within about 20 seconds of the last use, it will be amplified, but the longer the delay between the attacks, the less likely it is to be amplified. After 30 seconds, the echo fades entirely and the strength of the attack returns to its original level. [Spelling/Name fix]

Eerie Impulse (EL) - The user uses good energy to release a peculiar electric wave at a unique frequency, affecting the neural processes of the target. The mental effects of this attack sharply reduce the target[']s special attack power. The user[']s mental state must be taken into account when considering the effectiveness of this move. It also suffers from diminishing returns. [Grammar fix]

Egg Bomb (NO) -- The user fires out a significant amount of egg-shaped energy [constructs] that [explode] upon contact with the target to deal heavy damage. For the same amount of energy, it may also be split into 10-12 smaller eggs, dealing more widespread damage, but slightly less damage to a single target. [Grammar/Weird sentence fix]

Electroweb (EL/BU) --Using good energy, the user shoots out a web charged with electricity. It ensnares the foe, greatly hindering its movement, and dealing minor electrical damage every round. Because of the energy coursing through the web, it is somewhat weaker than Spider Web and lacks its blocking abilities. [If this needs for some reason to be Electric/Bug typed, can we distinguish how energy use is distributed for it as well as whether it deals any Bug typed damage? It seems more logical to keep this pure Electric as it is ingame rather than over complicate it with another type thrown in.]

Energy Ball (GR) -- The user charges up and fires a ball of significant Grass energy at the opponent. Upon [striking the foe], the ball bursts, letting out a brief wind that deals significant damage to those around it. This move has a 10% chance to slightly lower the foe's special defense stat for a few rounds. [Similar rewrite to Shadow Ball for similar reasons. Unless there was some reason why Energy Ball was kept this way of course.]

Explosion (NO) -- The user sacrifices a substantial amount and energy to cause an explosion centralized at the user itself. The amount of damage dealt is directly proportional to the amount of energy used for the attack, though it lessens somewhat on the fringes of the explosion, being between four and ten meters from the center, based on the power. It usually consumes about half of the total energy the Pokémon can contain, and deals damage to both itself and anything nearby. The charge time is proportional to the energy used, with Pokémon with under a Hyper Beam taking slightly more time than Self-Destruct, to those at half energy taking a number of seconds. Since Explosion involves a much higher concentration of energy, it is extremely dangerous to the user, nearly always fainting the user unless they are quite fresh, in which case they may still stay standing. Explosion will also cause more damage to the arena the more energy used, typically leaving a significant crater at the explosion site and causing high collateral damage. [As I understand it currently, after about extreme damage is dealt, the damage from explosion begins to taper off in comparison to the energy used. Was this something that this description abolished? If not, we should definitely rewrite the beginning of that second sentence because it gives the impression that if the user uses half of its total energy on Explosion, it'll be dealing that much damage.]

False Swipe (XX) -- The user basically feigns an attack, hitting for the bare minimum of damage, and never able to knock out the opponent. This can be used to intimidate or to force the opponent to use a defensive tactic. [I think that False Swipe needs a more potent effect, such as the effect being guaranteed (or if it is already guaranteed, mention it), as well as a defined energy cost. It's obviously understood that it likely does a minor of damage or less, but having an increased intimidation factor or forcing the opponent to use a defensive technique should likely cost more than a minor's worth of energy.]

Fire Spin (FI) --Using good energy, the user fires a stream of spiraling flame towards the opponent that develops into a large 20-foot high cyclone of flame, trapping the opponent inside for anywhere from 5 to 30 seconds, depending on the severity of the hit and the amount of flame used into the tornado. Damage done while inside is light, with the most damage coming from the opponent trying to escape. [Can there be some sort of clarification of a damage cap for this, whether it is equivalent to the energy used or whether it is higher?]

Fissure (GD) -- The user [focuses] for a few moments before hitting the ground so hard that it splits in a practically straight line, starting from right in front of the user and going straight out for several metres, depending on the mass and skill of the user and the arena and splitting further on unstable or soft ground. The width and depth of the crevasse is similarly determined, splitting as much as a metre at most. Ground type Pokémon are the most proficient with Fissure. Most Pokémon will easily escape from a Fissure. Due to the sudden and dramatic effects of this attack, Pokémon which fall in to the fissure can take up to major damage depending on the size of the crevasse. The amount of energy used is dependent on the size of the crevasse but will be considerable at a minimum. Fissure cannot be used directly on a target Pokémon like Earthquake. In the ASB, this attack is not a 'one hit KO' move. [Spelling fix]

Flail (XX) -- The user channels its desperation into an attack, flinging themselves at the opponent and [writhing] violently to deal damage. When relatively healthy, this move deals low amounts of damage, but can deal up to extreme damage when the user is just shy of KO. At half health, the move will deal solid damage and increase as the user's health lowers. The higher damage this move does, the more tiring it becomes, and using Flail when the user is near fainting may result in the user fainting from recoil; repeated uses of the move past 3/4ths health may also result in KO. [Spelling fix]

Flamethrower (FI) -- The user fires out a long, straight beam of fire that hits the target for significant damage. It has a 10% [chance] of giving the target a burn. [Grammar fix]

Focus Energy (NO) -- Using decent energy, the user concentrates on the battle, and attempts to shed any sort of mind-altering effects (charm, berserk, etc.). If the user has no current negative effects, its senses are heightened, and accuracy, attack, and [evasion] increases. With multiple uses of this move, the benefits decrease greatly. [Grammar fix]

Freeze-Dry (IC) - The user breathes out extremely cold air which surrounds the foe, rapidly chilling them and dealing solid damage, possibly causing localized freezing. Ice types use this move to its full potential, the rapid freezing the rapid freezing making it [extremely] effective against Pokémon who hold a significant amount of moisture and thus super effective against Water types. [Removal of a random bracket]

Fusion Bolt (EL) --The user generates a massive amount of electricity, forming it into a sphere around its body. The user then throws the orb into the air, and it comes crashing down upon the foe, bursting with a shockwave of electricity, dealing heavy damage. This attack is highly influenced by [heat], and deals massive damage if used in the same round as Fusion Flare. [Repetition fix]

Giga Impact (XX) -- The user [gathers spiraling] purple energy around itself, gaining momentum however it can before charging its foe. They ram into the foe in a way to maximize damage, dealing extreme damage. The user must then spend the next round resting. [Grammar fix]

Guillotine (XX) -- The user attempts to trap the opponent in the strongest part of its pincers, the base, where the damage would be greatest, and then subsequently clamp down on the opponent. This move requires great care to place the opponent in the correct spot, and since the user can't close its pincer to hold the opponent in place until the opponent is in the correct spot, an alert and cautious opponent can usually wriggle its way out of the grip before the pincer closes. If properly executed, it can deal heavy damage, but poorly placed hits will deal only good damage at best. [Can this either be made easier to pull off for the damage it does, or receive an increase in damage? Right now its practically unusable because the vast majority of the time with this description, you'll be dealing only good damage or less. Also would enjoy defined energy usage.]

Heal Order (BG) -- At a major energy cost, the user creates a number of spheres of Bug energy and then consumes them to restore an extreme amount of health and [cure] any [physical] status conditions. At ref's discretion, this move will heal minor wounds such as cuts and bruises. This move counts as a Pokémon's one 'healing move' per match. [Spelling/Grammar fix]

Horn Leech (GR) -- The user charges Grass energy into its horns and rams the foe, dealing considerable damage for considerable energy. The user regains [an] amount of health equal to half of the damage dealt. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost. [Word removal]

[Hydro] Cannon (WA) -- The user charges a large, churning orb of water, firing it at an incredibly high speed and force at the opponent, bursting in a huge spray of water, dealing extreme damage. This move drains the user's Water reserves temporarily, requiring a round to restore them before it can use further Water attacks. [Spelling fix]

Hyper Beam (NO) -- The user fires a powerful orange beam of energy, capable of causing extreme damage or destruction. It takes an extreme amount of energy, and leaves the user very drained for a period immediately afterwards. The user may try to attack during this time, but success is less likely. An alternate to this is more of a "quick-charge" Hyper Beam, which deals good damage, but uses less energy and no recharge time. In reality, this attack can run the gamut from minimal charge, which would do quick, but only good damage, to the fully charged version, which deals extreme damage. [May want to include an actual definition for MC Hyper Beam just to alleviate some of the confusion people have every once in a while.]

Ice Ball (IC) -- The user shoots a small ball of ice at the opponent, which hits for minor damage. If Ice Ball is used consecutively, the size and power of the ball doubles each time, upon the 5th use reaching the size of a Snorlax and becoming incredibly resilient to damage. Energy use is equivalent to damage dealt and is capped at extreme damage. If Ice Ball is used for a 6th consecutive time, its size and power reverts to that of the first use. [I don't know if there's any way to possibly make this more usable, but right now, the viability of actually getting Ice Ball to do anything productive is minimal.]

Infestation (BG) - Using significant energy, the user sends forth a wave of small, bug-like [constructs] to attack the foe. The creatures swarm the target, dealing mild damage, but will linger on the foe for five rounds, dealing minor damage every round and causing discomfort that will annoy and distract the foe. The foe will become used to the annoyance over the course of the move, and the distraction effect will suffer from severe diminishing returns for repeated uses on the same target. [Make it more obvious that it isn't actual bugs]

Iron Head (ST) -- The user coats its head with steel energy and rams it into the opponent, dealing considerable damage and potentially making the opponent flinch. The metallic casing of the head allows it to break through some energy-based attacks with greater ease and still retain its [power.] [Removal of "font>" from the end]

Karate Chop (FT) -- The user chops at the target, dealing decent damage. [Removal of the portion referring to a critical hit. Maybe add some sort of other secondary effect?]

Leaf Tornado (GR) --The user uses significant energy [to] create a vortex much in the same way as Twister, releasing a flurry of leaves into the cyclone, hitting the foe and dealing significant damage, possibly blowing away [gases], lighter attacks or Pokémon in the process. The debris contained within the tornado has a chance of entering the foe's eyes and hindering their vision, possibly reducing their accuracy until it is removed. [Spelling/Grammar fix]

Leech Seed (GR) -- The user charges moderate energy and fires a seed onto the target which releases vines and drains moderate energy every round. The vines aren't too difficult to get off with sustained effort, though they might hinder the opponent's movement. Energy drained is transferred to the user at the end of every round. [Should probably mention whether Leech Seed counts as a draining move and whether it is subject to diminishing returns, or not.]

Magic Room (PS) --The user uses significant energy to create a strange realm in the arena, encapsulating all the battlers on the field. This ["room"] is completely blank and featureless, blocking out all the effects of the outside environment. For the next five rounds, any moves that rely on the arena or change a feature of it (e.g. Sunny Day, Rain Dance, Magnitude, Rock Tomb) will fail. [Fixed a strange error]

Magnitude (GD) --The user smashes either the ground or the opponent, sending shockwaves of Ground energy through it. If [sent] through the ground, the waves transfer energy directly into any Pokémon who has contact with the ground. The type of ground involved determines the effectiveness of this attack, as sand, snow, mud, etc. could possibly hinder or even prevent this attack from working. Magnitude is more destructive than Earthquake and can fracture the terrain, destroying small structures and possibly breaking entry hazards like Stealth Rock. If this attack is used directly on the target, it deals damage as if it were transferred through the ground, but will only affect that Pokémon. Magnitude costs considerable energy, but has a variable damage output, dealing anything from good to major damage. [Grammar fix]

Me First (NO) -- The user listens to the opposing trainer's orders and uses [energy] equal to 1.5 times the amount of energy needed to execute the opponent's first ordered attack before the opponent can act. This move can only be ordered when going second and Mimic limits apply. [Grammar fix]

Meditate (PS) -- The user concentrates and focuses its energy more effectively, boosting its attack power using decent energy. This focused state makes the user [less] prone to be controlled by telepathy or any attacks which effect the mind and can help to clear any negative mental states. [Grammar fix]

Metal Burst (ST) -- The user surrounds itself with a glowing silvery aura, preparing to absorb any energy that it comes in contact with. When the next attack hits it, it will absorb its energy while still taking slightly reduce[d] damage. This causes the aura to condense and fire back a beam of Steel energy, dealing exactly x1.5 times the damage of the power of the move levied against it (NOT taking into account any type modifiers). This move uses moderate energy plus the energy of the attack reflected. Repeated uses of this move will make it likely to fail, with each use roughly 25% more likely to fail. [Spelling/Grammar fix]

Misty Terrain (FA) - For considerable energy the user spreads magical Fairy energy along the ground, causing a low pink mist to rise up. This strange mist protects any Pokémon making contact with ground from being afflicted by statuses for five rounds or until dispelled or blow[n] away and also makes Dragon-type moves slightly weaker. Nature Power will become Moonblast while this move is in effect, and Weather Ball will become Fairy-typed when used by a grounded Pokémon. [Spelling/Grammar Fix]

Morning Sun (NO) -- Using significant energy, the user calls upon sunlight to recharge itself. If the sky is clear and the sun can be seen, this move can restore major health near instantly, but in artificial light or in rain or hail, it will restore very little, recovering a decent amount at most. This move cannot be used if the sun is not out or is completely obstructed. This move counts as a Poké[mon]'s one 'healing move' per match. [Not sure why the random abbreviation, but if there's a purpose to keeping it, whatever]

Nature Power (Various) -- The user performs a move that would be helped out by the arena, with a slight boost in power. The exact attack is up to the referee, though it must be reasonable for the Pokémon to use it (e.g. no Water Gunning Cyndaquils). If the arena is a sandy one, perhaps Sandstorm; in a mountain area, Rock Slide, etc. Moves pulled by this move will range between good and significant damage. [May want to change the example from Sandstorm as Nature Power deals good-significant damage, and Sandstorm most definitely is not in that category.]

Needle Arm (GR) -- The user[']s arm or other appendage glows with energy, as the user smacks it into the opponent for good damage. It has a 30% chance of causing a flinch. [Grammar fix]

Night Shade (GH) -- The user emits a large, black thunderbolt shape from its eyes, dealing good damage for good energy. Night Shade deals good damage regardless of any special defense [buffs] that the foe may have, be they from a move or species characteristics. It remains affected by standard weakness and resistance, however. [Spelling fix]

Nightmare (GH) -- Using decent energy, the user causes its sleeping opponent to have a nightmare, which forces them to lose on average good energy every round, and can leave the victim scared, disoriented, and possibly confused when they awaken. Nightmare does not wake the opponent from sleep itself, it occurs on its own just as it would awaken from normal sleep. Nightmare's effects continue on in the next round if the user does not awaken. This Nightmare taints the target[']s thoughts, and any attempt to leech their thoughts may be damaging to the leecher. [Grammar fix]

Noble Roar (XX) -- Using mild energy, the user lets out [a] throaty, noble roar, attempting to intimidate the foe to discourage them from attacking, slightly lowering both their Attack and Special Attack. This move will only work if the foe would be reasonably intimidated by the user. The debuff fades like a normal boost. [Word addition]

Oblivion Wing (FL) - The user coats their wings in a haunting energy before firing the aura and dealing considerable damage for considerable energy. The user regains [an] amount of health equal to three quarters of the damage dealt. This move counts as a 'draining move' and contributes towards diminishing returns. When the user uses a draining move, the next draining move it uses will be 10% less effective for the same energy cost. [Same fix as other draining moves, removal of an additional "an"]

Parting Shot (DK) - Using significant energy, the user surrounds itself in a dark aura, while taunting the foe in a menacing fashion. Due to the Dark aura surround[ing] the user, the user is able to more easily deride the foe, causing the target to suffer a drop in their Attack and Special Attack. Following this taunting, the Dark energy will allow the user to retreat to their Poké[b]all, with the next Pokémon being sent out into the field. When the new Pokémon is sent out, it gains the exact physical and psychological mindset of the user. While things such as poison and physical injuries are NOT carried over, attacks like Curse (Normal version), Agility and mental conditions such as Confusion and Berserk will be passed. Alongside other switching moves, this is the only way a trainer can switch Pokémon in a Switch=KO battle. [Spelling/Grammar fix]

Psycho Boost (PS) -- The user shoots out a very concentrated beam of psychic energy which does heavy damage, but leaves the user very tired afterwards and lower on psychic energy for a significant amount of time. [I know this is a legend move, but it should probably be bumped up to massive damage, similarly to the other moves of its vein, Overheat and the like. As is, the drawback is pretty intense for a move of its power.]

Psyshock (PS) --The user releases a small burst of Psychic energy which hits the foe with a solid, physical hit by affecting the physical structure of the foe's body and brain and dealing considerable damage. This attack pulls its power from Special Attack but is considered a physical attack due to its somewhat [solid] nature and assault of the target's body. [Some weird punctuation fixes]

Psystrike (PS) --The user releases a massive pulse of Psychic energy which bombards the foe with a solid, physical hit by effecting the physical structure of the foe's body and brain and dealing heavy damage. This attack pulls its power from Special Attack but is considered a physical attack due to its somewhat [solid] nature and assault of the target's body. [Some weird punctuation fixes]

Rage Powder (GR) -- The user releases a powder that angers the foe upon ingestion using good energy, putting them into a (non-curse) Taunt-like state and causing them to believe that the user is the biggest threat. The target will focus solely on the user for the remainder of the round, directing all attacks towards it. This will stop moves targeted at the target's partner and cause them to use any extended moves in a focused form, targeted at the user. [Any particular reason that this move is Grass type instead of Bug like it probably should be? Just making sure this wasn't an accident.]

Recover (NO) -- The user glows white and takes a few moments to restore a major amount of their health at the cost of major energy. At ref's discretion, this move will heal minor wounds such as cuts and bruises, though it cannot cure status effects like poison and burns. This move counts as a Poké[mon]'s one 'healing move' per match. [Fixed arbitrary abbreviation]

Return (XX) -- The user relates to its current happiness state, becoming 'energized' depending on how content it is and how well it's doing in the battle. It then uses this energy to deliver a strong hit, dealing more damage the happier it is. [Could we get some sort of ballpark estimate of damage/energy ranges? It's super ambiguous as it is currently. Probably can just C/P from Frustration since it got some for whatever reason.]

Rock Polish (RK) -- Using good energy, [the] user grinds any and every particularly pointy and un-aerodynamic part of its body into the ground, smoothing itself and decreasing wind resistance to its movements. However, the user is then able to move with less resistance, thus using less energy to move from place to place via any means (apart from teleportation). The effects only last until the end of the battle. [Spelling fix]

Rock Slide (RK) -- The user strikes the ground at an angle, pulling rocks from the ground, which tumble towards the foe. While it will generally deal considerable damage, arenas with particularly solid or large rocks may allow it to deal slightly more. The amount of energy needed to perform this attack is highly variable. In arenas with soft ground or abundant rocks, the energy cost will be solid, but if the ground is particularly hard, the energy cost will rise. If there are already rocks present in the arena, the user may simply use these, using slightly less energy in the attack. Rock-typed Pokémon may also use this attack remotely, able to use rocks within roughly battling distance, including rocks on ceilings or above ground. Alternatively, the user may use significant energy to create a boulder in front of it, before striking it to send chunks at the foe as normal. [Same suggestion as Kush had, could magic!Rock Slide be exclusive to Rock types, similarly to how magic!Avalanche was made to work?]

Rock Smash (FT) -- The user uses a karate chop or punch which focuses the momentum to a single spot, which is designed to do damage based on how hard and sturdy the target is. The majority of Pokémon are relatively soft, thus taking less damage, and are not rooted into the ground, so they are pushed back to lower damage further. Parts of the arena, such as walls and pillars, are both hard and fixed in location, therefore this attack will do lots of damage to these type of objects, usually breaking them. Some Pokémon, such as Golem, Onix, Steelix, etc, are rather hard and fairly immobile, and therefore suffer a fairly hard hit, and, like fixed objects, could suffer serious injuries (cracks/breaks). [This could use a vague range of damage/energy usage as well, maybe one for softer foes and the other end for harder immobile ones, since right now it's also pretty ambiguous.]

Sacred Sword (FT) --[Charging Fighting] energy into its [horn(s) or other sharp appendage], the user slashes at the foe, dealing significant damage. Due to the great skill it takes to use this move and the almost magical nature of the attack, this attack will deal full damage regardless of the foe's boosts in Defense. [Grammar fix as well as partial rewrite since Honedge line gets the move and not just the Musketeers.]

Seismic Toss (FT) -- The user grabs the opponent, then slams them to the ground. This move is effectively a more focused version of Strength, using the strength of the user and the physical weight of the foe against them. Due to the focused technique of the move, it deals more consistent damage then [S]trength, typically dealing significant damage. When used by non-Fighting Pokémon or those without Fighting familiarity, it will allow them to lift Pokémon they could not through Strength but will deal less damage if they are more than x1.5 the weight of the user. [Capitalization consistency]

Shift Gear (ST) --The user begins to rotate their gears rapidly to send itself into an [overdrive of] sorts, using good energy, increasing its efficiency and allowing it to move faster and react to moves more quickly. Its Attack is also increased slightly as a result of the increased efficiency, allowing it to concentrate its energy on attacks. This [overdrive state] will last until the user is interrupted in some manner or is ordered out of it, using light energy each round. [Strange punctuation fix]

Sing (NO) -- Using good energy, the user sings a soothing tune that sends the target to sleep. It takes a while for Pokémon to fall asleep, however, about 10 seconds of uninterrupted singing will do that. Sing CAN affect all Pokémon in the area, meaning [friendly Pokémon] are also affected. [Strange punctuation fix]

Sky Attack (FL) -- The user charges up energy and glows white, the[n] flies very fast at its opponent, dealing high damage if it hits. [Spelling fix]

Slash (XX) -- The user scratches at the target with its claws to deal solid damage, and has a very high probability of hitting a weak spot. [Either remove the spiel about the weak spot or explain what happens if something does strike it, or what it is/effects.]

Sludge (PO) -- The user fires a large mass of sludge at its target that splatters on contact, dealing solid damage. The sludge has a high chance for poison on contact. [Perchance a percentage on how high that chance of poisoning is? Not really a fix but more of a consistency thing since pretty much every other move that poisons mentions how large of a chance it has.]

Sludge Wave (PO/WA) --The user issues a huge watery wave of toxic sludge, washing over the foe for significant damage. The large size of the wave allows it to hit multiple targets at once. This attack has a 10% chance of poisoning. Since it uses half Poison and half Water energy, [its] type-effectiveness is slightly different, dealing super effective hits to Fire and Fairy, while being resisted by Dragon, Ghost, Poison and Water. Steel types are considered resistant in the same way they resist moves such as Sludge Bomb. The damage from Sludge Wave will never be doubly effective or doubly ineffective against a single-typed Pokémon. [Grammar fix]

Smack Down (RK) --The user gathers a solid orb of Rock energy, firing [it] at its foe. This attack is very forceful, dealing decent damage, [and is] likely to push the foe over. If the Pokémon is airborne, it has a good chance of knocking the foe out of the air, especially if the wings are targeted. The force of the attack is also likely to knock Pokémon who naturally levitate from the air. Pokémon knocked from the air by this attack will likely strain to regain height again for about a round, although their overall flying or levitating ability (i.e. speed, deftness, etc.) will not be affected. If a Pokémon is hit by Smack Down again, it will adapt to prevent being hit in a vulnerable place, and though it may lose height, it will not be forced to stay near the ground for a round. [Grammar fixes]

Soft-Boiled (NO) -- The user concentrates extreme energy into a glowing egg and consumes it, causing instant restoration of an extreme amount of health. At ref's discretion, this move will heal minor wounds such as cuts and bruises, though it cannot cure status effects like poison and burns. Alternatively, the user can give the egg to any friendly party. This move counts as a Poké[mon]'s one 'healing move' per match. [Unnecessary abbreviation]

Solar Beam (GR) -- The user absorbs sunlight, then fires a beam of [G]rass energy at the target that deals heavy damage. The power of the beam varies in relation to the length of time the attack is charged for. Grass types charge quicker than non-[G]rass types, of course. The user has to be in natural light from outside to be able to charge the attack. If [Sunny Day] is in effect, the attack has an almost rapid fire nature. If [Rain Dance] is in effect, the charging time is increased. Solar Beam is completely ineffective at night, and during dawn and dusk periods, the charging time is slightly increased. When used by a [G]rass Pokémon, this attack uses considerable energy, while non-[G]rass types use significant energy to convert the sunlight to a beam of energy. [Capitalization consistency and removal of unnecessary punctuation]

Stealth Rock (RK) -- The user expends a significant amount of energy [to] stomp or pound on the ground and raise several medium sized rocks onto the field, which surround the opponent and strike into the opponent for moderate damage, before receding partially underground until the next Pokémon is sent out. Every time a new opposing Pokémon is sent out, the rocks appear again and strike the new Pokémon once in the same fashion. Since the rocks do protrude from the ground when idle, they can be destroyed by moves such as Rapid Spin or other moves that target the ground or the rocks directly. [Grammar fix]

Steamroller (BG) --The user curls into a ball, coating its body with a layer of fine Bug energy. The user then rolls into its foe at a high speed, attempting to run them down. Generally, it deals good damage, but if the Pokémon is small or light enough to run over due to natural size or Minimize, it deals significant damage. [Should define whether energy use is stable at good, or whether it varies based upon damage dealt.]

String Shot (BG) -- The user sprays out a fine, sticky string that hinders the target's movement and slows it down. Unlike Spider Web or Electroweb, this technique allows for focused targeting to wrap or ensnare a particular body part. While it can be used to ensnare the foe's entire body, the string is more powerful in large masses, and targeting a certain body part will produce a more resistant ensnarement. It may also be used by lighter Pokémon to travel on branches or similar structures by [swinging]. This technique uses light energy. [Removed unnecessary punctuation]

Struggle (XX) -- If the user has completely run out of attack energy, it can struggle, where the user tries to inflict as much damage as possible to the target, without caring about getting its movements timed right. It does quite some damage, but 1/4 of the damage done to the target is given back to the user as recoil. [Probably either needs a rewrite or some explanation of how one gets into the situation of being able to use this without having fainted from having no energy.]

Substitute (NO) -- The user creates a copy of itself, which takes the place of the user. This body double will suffer the brunt of any attacks an opponent makes until it falls apart, since Substitute also allows the user to mentally implant a misperception in all opponents that the Substitute is the actual Pokémon it was built by. The opposing trainer cannot successfully order their Pokémon to hit the [real] Pokémon because their Pokémon has a mental block against realising that Substitute has been used. While the user of Substitute is not immune to harm, affected Pokémon can only harm the user by sheer accident, since they cannot deliberately aim at it. However, nonintelligent sources of damage, such as arena damage and effects that cover the entire arena (no normal attack covers the whole arena) will hit both the user and the Substitute at full damage if the user and Sub are in the affected area. The [S]ubstitute performs all of the attacks as a normal Pokémon would. The user will move around to avoid all attacks, not needing to be ordered separately. However, when the [S]ubstitute is ordered to attack, the user must fully concentrate on the transfer of orders. If the user is asleep, the Substitute will also be asleep, thanks to that same mind link. When Substitute is ordered, an amount of health between an FC and QC Hyper Beam, is specified (if none is specified, the equivalent of an MC Hyper Beam is the standard). The user will then sacrifice that amount of health to create the Substitute along with x1.5 the energy of the amount of health sacrificed. This Substitute will have the amount of health sacrificed to create it, but will take energy directly from the user. Though the Sub will not reflect the energy exhaustion that a normal Pokémon would, it will cause the user to become increasingly exhausted. Once the Substitute runs out of health or the user becomes too tired to maintain the mental link (extreme moves or multiple, high energy moves without rest will often cause this), the Substitute will fade. [Removal of unnecessary punctuation/Capitalization consistency]

Sucker Punch (DK) -- As the opponent is preparing their attack, the user draws a significant amount of dark energy into one of its limbs or in some other fashion, raising it over its head to draw the target's attention to it. Then, before the target can strike, the user rushes the foe, transfers the energy into its other fist or another angle and drives it into the gut of the opponent, dealing significant damage. If the attack Sucker Punch is used against has a short charge time, is very fast, or the user and the target are a good distance from each other, this attack may fail. This attack is considered very unsporting, and will aggravate the target, and will not work on the same target more than once. [Not sure what the bolded portion is trying to say in that context.]

Sunny Day (XX) -- The user sends a small beam of energy skyward, using moderate energy, causing all clouds to clear out and sunlight to shine brightly over the course of a round. The temperature of the arena will increase by a few degrees due to the sunlight, making it less likely for moves to succeed in freezing. Fire and (most) Dragon types will be more at home in these conditions, while Water and Ice types will feel quite uncomfortable. Fire moves will deal 10% more damage in these conditions, while Water and Ice moves will deal 10% less damage. Electric attacks become slightly less accurate, the electricity flying a bit wildly as it is diffracted in the heated air. Solarbeam's charge time is reduced to a mere 2-3 seconds and the effects of Moonlight, Morning Sun and [Synthesis are] doubled. Finally, any [G]rass Pokémon on the field gain some energy and health so long as the sun keeps shining. Unless extended or cancelled, the bright sun will last for 5 rounds, gradually fading out as it began. Subsequent uses of Sunny Day can be used to extend or restart the sunlight, but use of another weather move such as Rain Dance will cancel these effects over the course of a round. Weather moves will only be effective if used in arenas that are exposed to the outside and do not have an enclosed roof. If Sunny Day is used at night, it will cancel rain and hail as usual but will not cause the sun to shine, negating the boost to fire. [Removal of an unnecessary et cetera and capitalization consistency]

Superpower (FT) -- The user expends major energy to perform a strength-based attack that deals major damage by slamming into the foe with a huge amount of [force.] This move is rather exhausting, leaving the user quite tired afterward. [Fixed some wonky punctuation]

Swallow (NO) -- The user consumes any and all energy which has been stored using the move Stockpile. This restores health equal to the amount of energy stored away. At ref's discretion, this move will heal minor wounds such as cuts and bruises, though it cannot cure status effects like poison and burns. Swallow does[n't] require any other energy [outside of the energy that was Stockpiled] to be used. This move counts as a Poké[mon]'s one 'healing move' per match. [Abbreviation fix, also fixed what I assume to be what is meant by the second to last sentence, but I could be wrong.]

Tackle (XX) -- The user runs straight towards [the] opponent and knocks into them to deal damage dependent on the situation and the size of both Pokémon, dealing moderate damage on average. [Grammar fix]

Tail Whip (XX) -- The user goes up to the target and whips them with an appendage, usually the tail, usually dealing only minor damage. The cute nature of this move disguises the fact that it has a 30% chance to slightly lower the foe's physical defense for a few rounds. Tail Whip uses moderate energy. [Could the chance of lowering Defense be raised? It could use a buff to make it at least a little viable.]

Techno Blast (Various) --The user charges a significant amount of energy into its cannon, firing a beam at the foe for significant damage. The type of damage it deals depends on the cassette [Genesect] is equipped with. If it is not equipped with a cassette or it is used as the result of a Metronome, it will be Normal-typed. [Spelling fix]

Trump Card (NO) -- The user creates a number of plates of sparkling red energy, flinging them at the foe at a high speed. Each plate deals minor damage. The number of plates generated is dependent on the amount of energy the Pokémon has remaining. For every fifteenth of the energy depleted minus a massive amount of energy (i.e. 8/9ths of their total energy), the user will be able to generate another plate for a possible total of fifteen. A fresh Pokémon will only generate one plate, but a Pokémon at critical energy will generate the full fifteen possible plates, and a Pokémon with a bit over half of its energy of energy remaining will generate seven. Each plate costs minor energy to generate. Because this attack pulls its power from the Pokémon's exhaustion, it will retain its fast execution time, even at full power. A Pokémon may not generate more plates than they have energy. Therefore, when a Pokémon goes below critical energy, they will generate as many plates as they have energy for. If a Pokémon uses Trump Card at critical energy, they will faint after executing the attack. [Is there any way we could make this less convuluted? Sheesh.]

Twineedle (BG) -- The user stabs the foe with its two needles, dealing moderate damage with each hit. Each hit also has an independent 20% chance to [poison] the target. [Spelling fix]

Wake-up Slap (FT) -- The user strikes the target across the face (or as close as the target has) with an open palm, dealing moderate damage. If the opponent is asleep at the time, the power of this slap is greatly increased as a sharp stinging blow instantly disrupts the target's sleep, however the target suffers no drowsiness as a result of being woken up. [Could use defined damage for when the target is asleep, as well as energy use in both situations, whether its the same or different and what it is.]

Water Shuriken (WA) - The user blows out a flurry of five sharp, cutting blasts of water that [fly] at the foe at a very high speed. Each hit deals light damage, dealing up to heavy damage if each hits. Because of their high speed, it is difficult to avoid all of the shurikens, although not impossible. [Grammar fix]

Whirlpool (WA) -- The user swims in rapid circles underwater, creating a set of strong spiraling downward currents that can easily trap most Pokémon. Only minor direct damage is caused, but the risk of choking on water will cause distress and possibly damage. The user may also use a land-based version of the attack, creating a Whirlpool out of water energy above their heads, which they use to trap their foe for a brief time, similar to Fire Spin. If the user is in water, this attack uses decent energy. If not, it uses heavy energy. [Maybe establish a range of damage for this, since the only mention of how much it causes is "minor direct damage." Of course you can always go off of energy usage but that's boring.]

Moves in the Errata (not yet on the site) that could use Rewrites

Aromatherapy (GR) -- Using good energy, the user emits a strong fragrance. The user and all nearby Pokémon who can smell the aroma will be jolted awake from sleep, calmed out of confusion, and given a slight jolt which would slightly ease paralysis. The scent is also very therap[e]utic, speeding up the healing process, curing burns and poison. Nearby Pokémon have a chance to become infatuated with the user. The effectiveness of the attack depends on how close the target is from the user, and whether or not the target can smell the odor, etc. The scent also penetrates Poké Balls of any friendly Pokémon, curing them of any status. [Spelling fix]

Conversion (NO) -- Using heavy energy, the user's first type becomes identical to the first type of the target and the user obtains all weaknesses and resistances of that type. This change lasts for five rounds or until the Pokémon switches out. If used by a Pokémon other than a member of the Porygon line, it will work similar to Reflect Type, with resisted attacks being [weakened] and super effective attacks made stronger, but without their type changing. [Spelling fix]

Conversion2 (NO) -- Using heavy energy, the user's first type becomes the most resistant type to the target's first type and the user obtains all weaknesses and resistances of that type. This change lasts for five rounds or until the Pokémon switches out. If used by a Pokémon other than a member of the Porygon line, it will work similar to Reflect Type, with resisted attacks being [weakened] and super effective attacks made stronger, but without their type changing. [Spelling fix]

Mirror Coat (NO) -- The user surrounds itself with a glowing multicolored aura, preparing to absorb any free energy that it comes in contact with. If the next move that hits it is a special attack (i.e. it is energy-based and can break through a Reflect), it will absorb its energy while still taking slightly reduce[d] damage. This causes the aura to condense and burst forth in a wave of typeless energy that is directed right at the foe, dealing exactly x2 times the damage of the power of the move levied against it (NOT taking into account any type modifiers). If the user is damaged by a Physical attack during this period, the attack will fail. This move uses light energy plus roughly x1.75 times the energy of the attack reflected. Repeated uses of this move will make it likely to fail, with each use roughly 25% more likely to fail. [Spelling/Grammar fix]

Rock Tomb (RK) -- The user stomps on the ground and summons rocks which emerge from the ground and surround the victim from all sides. The amount of energy needed to perform this attack is highly variable. In arenas with soft ground or abundant rocks, the energy cost will be decent, but if the ground is particularly hard, the energy cost will rise. Alternatively, the user charges considerable energy and fires a number of energy projectiles at the foe, the projectiles dealing no damage but creating a group of rocks that surround the target. The energy projectiles will only solidify on contact with the ground, preventing them from bringing down flying or levitating foes. Rock type Pokémon will be able to summon Rock Tombs in nearly [any] environment, and their Rock Tombs will be larger, able to trap Pokémon just off the ground, as well make escape slightly more difficult. Rock Tomb will encompass the target from all sides and above. [Spelling fix]

Roost (XX) -- The user settles on to a perch and relaxes its wings, [focusing] and restoring [a] major amount of health at the cost of major energy. Despite the energy use, this technique is fairly restful, refreshing them somewhat, akin to a weaker version of Wish's initial effect. This move counts as a Pokémon's one 'healing move' per match. Alternatively, Flying Pokémon may use Roost to restore major energy instead of health, being refreshed with the full potency of Wish's initial effect. This version does not count as the one healing move per match. [Spelling/Grammar fix]

Spore (GR) -- Using decent energy, the user releases a small, very localized cloud of spores at the target. The spores are a bit denser, making them harder to clear, but are somewhat more vol[a]tile, making them flammable. When inhaled, the target falls asleep. [Spelling fix]
__________________

Last edited by Miror; 06-20-2015 at 08:26 PM.
Miror is offline  
Old 05-31-2015, 07:08 AM   #1794
rotomotorz
Careful on the "goods"
 
rotomotorz's Avatar
 
Join Date: Dec 2013
Location: Your sweaty, smelly bag
Posts: 2,477
Conversion (NO) -- Using heavy energy, the user's first type becomes identical to the first type of the target and the user obtains all weaknesses and resistances of that type. This change lasts for five rounds or until the Pokémon switches out. If used by a Pokémon other than a member of the Porygon line, it will work similar to Reflect Type, with resisted attacks being weakned and super effective attacks made stronger, but without their type changing.

So in the games, Conversion changes the user's type to a random type of one of its attacks, not the type of target. With Reflect type now being almost the exact same thing can we have Conversion and Reflect Type be a little different?
__________________
o O O
o
TS__[O]
{======|_|""T""|_|""r""|_|""a""|_|""i""|_|""n""|
/o--000'"`-0-0-'"`-0-0-'"`-0-0-'"`-0-0-'"`-0-0-'
Squad Summary

rotomotorz is offline  
Old 05-31-2015, 03:34 PM   #1795
Kindrindra
大事なのは自分らしいくある事
 
Kindrindra's Avatar
 
Join Date: Dec 2009
Location: Determined
Posts: 5,835
Eh, they do have a notable difference. Conversion only applies to the target's first type, while Reflect Type applies to both of them (if they have two types).
__________________
PASBL(TL: 4 RL: B-) --- FB (Kin Blackstone) --- WF (Adelie Fleur)
Quote:
Originally Posted by captainmisato View Post
People should watch what they enjoy regardless of what others think, even if it's a terribad guilty pleasure.
Quote:
Originally Posted by Doppleganger View Post
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.
Kindrindra is offline  
Old 05-31-2015, 05:51 PM   #1796
Connor
Who Knows?
 
Connor's Avatar
 
Join Date: Aug 2013
Posts: 7,988
When was Reflect Type changed? As far as I know Reflect Type doesn't change the type of the user at all.
__________________
Connor is offline  
Old 05-31-2015, 05:54 PM   #1797
Emi
>tfw life and wife goals
 
Emi's Avatar
 
Join Date: Jun 2011
Location: Agartha
Posts: 11,173
Send a message via Skype™ to Emi
It doesn't, Conversion was changed.
__________________




Fuck these crabs
Emi is online now  
Old 05-31-2015, 06:14 PM   #1798
Connor
Who Knows?
 
Connor's Avatar
 
Join Date: Aug 2013
Posts: 7,988
Nothing significant gets Conversion other than the Porygon line. I know Signatures are a thing and all, but honestly, there is little reason to entertain a rewrite.
__________________
Connor is offline  
Old 06-01-2015, 05:22 PM   #1799
Jerichi
本✚能
 
Jerichi's Avatar
 
Join Date: Mar 2007
Location: 蒸気の波の中
Posts: 14,534
For the record, I'd reject pretty much every Conversion Sig.
__________________


気紛れを 許して 今更なんて思わずに急かしてよ
もっと中迄入って あたしの衝動を 突き動かしてよ

asbwffb

[jerichi]
Jerichi is offline  
Old 06-01-2015, 05:33 PM   #1800
Emi
>tfw life and wife goals
 
Emi's Avatar
 
Join Date: Jun 2011
Location: Agartha
Posts: 11,173
Send a message via Skype™ to Emi
Quote:
Originally Posted by Connor View Post
Nothing significant gets Conversion other than the Porygon line. I know Signatures are a thing and all, but honestly, there is little reason to entertain a rewrite.
Conversion was rewritten in the first place because of the possibility of it being Mimic'd and Sketch. I assume this is what he's talking about (he can't possibly be talking about its use by Porygon).
__________________




Fuck these crabs
Emi is online now  
Closed Thread

Lower Navigation
Go Back   UPNetwork > Independent Forums > PASBL > Suggestions and Inquiries


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:49 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2017, vBulletin Solutions, Inc.