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Old 03-26-2011, 12:03 PM   #1
Jerichi
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Absol In Brightest Day, In Blackest Night...

Generation V is finally here!

[insert Micheal Jackson joke here]

All Unova Pokemon and moves are all now ready for acquisition and use. But where is all the relevant info? What does that mean for you, the battlers and refs?

Pokemon Level Acquisitions
Due to the rather odd nature of the leveling scheme of Gen V and the reformed EXP system, the level acquisitions for Gen V Pokemon have been altered to differ from our usual system. Though many of the Pokemon's levels are based off the old system, much of them have been bumped down a few levels to either fit current analogous Pokemon or make them more usable.

A full list with comments as to the changes can be found here and, once formatted, will be posted in this thread and eventually updated on the site.

As for Acquisition Reform for the other 493: this will be discussed at a later date once we can figure out a better system or can get an idea of what needs to change. A thread will likely be opened later to discuss this, but not until the Pokebowl is underway.

New Moves
All new moves (with the exception of Gift Pass) have been given descriptions and are considered usable in all battles from this point forwards (this shouldn't change much considering how few old Pokemon get new moves). These moves will be considered to be in beta until the beginning of the Pokebowl.

Since there is a clear need for further review and testing on the old moves as well, their beta will also be extended until that time. Please continue to use the Move Description Rewrites thread for both new and old moves.

A full list of these moves will be posted below this post.

Species Characteristics
A new set of Species Characteristics has been drafted for the new set of Pokemon. As it stands, there is very little to work with, but for completion's sake, something has been written for each of them. Be aware that these SCs are very rough and though they should be considered as usable, they need to undergo review. For now, they are listed here and will be posted in full in a new Species Characteristic thread (to come fairly soon!). For now, use the current thread to discuss issues, revisions or additions.

Legendaries
As it stands, Gen V legendaries cannot be challenged, and once the backlog is cleared out, we will start accepting challenges for Gen V legendaries. At the moment, there is no formal list of the challengable legends. Also, once the inevitable third version is released, the list may be added to.

Pokebowl '11
Just like we did with Diamond and Pearl, we will be conducting an inaugural Black and White tournament to usher in the new Generation V Pokemon. This unique format of tournament will not use your Pokemon, but rather Gen V rental Pokemon. Each battle will consist of both sides using the same Gen V Pokemon in a 1 vs. 1 Ditto match. We'll be using the same rules as the last Pokebowl, with the same 60 Hour DQ + a 96 Hour DQ exception for both battlers and a strict policy of ref replacement. Sign ups will start on April 1st and last for about a week before match-ups, Pokemon and arenas are posted. The start of the Pokebowl will also mark the (relative) concreting of the descriptions.

As a gift to all the league (and to encourage some Gen Vers to get out there), from now until the end of April, the price of three more slots will be reduced to 15 SP. After six slots, it will be raised to 20 and after three more, will go back to the standard 25. We ask that you add at least one Gen V Pokemon, though, with every set of slots.
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Old 03-26-2011, 12:04 PM   #2
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Old 03-26-2011, 12:08 PM   #3
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New Gen V Moves

Acid Spray (PO) -- The user spits an orb made of an extremely acidic substance at the target. While dealing the same damage like its counterpart, Acid, its effects are much more potent, dealing burns faster and able to melt substances much more quickly. It also has a low chance of poison, but is most for its ability to melt flesh and other substances.

Acrobatics (FL) -- The user focuses Flying energy into its appendages and rushes towards the foe, slamming them with a light and quick movement, dealing decent damage before retreating.

After You (NO) -- The user encourages its partner in a double battle in a manner similar to Helping Hand, increasing its speed and reaction time instead of attacking power to allow it to outspeed its foes. This allows the target of this attack to get priority on its next attack or to reduce its charge time slightly.

Ally Switch (PS) – Using significant energy, the user uses its intense Psychic abilities to literally swap places with a partner, teleporting in their place and putting them where they just were. Because this requires a consensual mental connection, only partners can swap places with the user.

Autotomize (ST) – The user grinds down large, excessive parts of its body, making itself 10% lighter and dealing moderate damage to itself. This newfound lightness makes it more agile and somewhat faster.

Blue Flare (FR) – The user (always Reshiram) releases an intense burst of beautiful blue flames which burst on contact, dealing severe damage. This attack has a 20% chance of burning the target.

Bolt Strike (EL) – The user (always Zekrom) gathers great amounts of
electricity in its body, charging the foe with a heavy and fast tackle. The contact discharges the electricity directly into the foe, giving them a heavy shock and dealing great physical damage. This technique deals severe damage and has a 20% chance of paralysis.

Bulldoze (GR) – The user stomps on the ground repeatedly, sending out multiple small shockwaves of Ground energy, dealing good damage overall. Unlike Earthquake, this attack shakes the ground violently, causing unstable structures to collapse and possibly starting rock slides, avalanches or other natural consequences. It is also likely to cause the foe to trip, possibly interrupting an attack and dealing slightly more damage from the fall.

Change Gear (ST) – The user (always Klink, Klang or Klinklang) 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.

Chip Away (XX) – The user shortly examines the foe, searching for weak spots in its defense before dealing a quick hit that focuses on this weak spot. Because it targets gaps in the foe’s defense, it will deal solid damage regardless of any boosts in defense the foe may have.

Circle Throw (FT) – The user grapples the foe around the upper portions of their body or their wrists (if they have them), flinging them cleanly over their head, using their legs to propel the foe backwards. This attack will generally deal solid damage, though if thrown into a hard object or particularly firm ground, the damage will be greater.

Clear Smog (PO) – The user spits a special glob of poison at her foe, dealing decent damage. The poison is specially constructed to affect only the opponent’s mental state, returning them to a neutral state and eliminating any stat changes.

Coil (PO) – Using good energy, the user coils its long and sinewy body, tightening its muscles and focusing on the battle. This increases their attacking abilities and defense abilities in a manner similar to Bulk Up and increases their accuracy due to their focused state.

Cotton Guard (GR) – Using moderate energy, the user releases a large puff of fluffy cotton, gathering it around their body. The cotton creates a cushion of sorts, acting as a buffer against physical attacks and increasing their defense significantly. The cotton can be burnt away, but it will resist heavy Fire damage.

Dragon Tail (DR) – The user charges Dragon energy into its large tail, sweeping the foe off its feet and potentially sending it flying. The amount of damage done is dependent of the size of the user’s tail, though the average Pokémon (with a tail approximating the size of a Slowking) will deal good damage.

Drill Run (GR) – The user covers its claws, beak or horn with a coating of Ground energy. They then charge the foe, spinning like a drill or causing their horn to spin, dealing considerable damage.

Dual Chop (DR) – The user coats sharp, sword-like portions of their body (such as a fin or sharp jaw), slashing the foe twice with these portions. Each hit deals moderate damage.

Echoed Voice (NO) – The user lets out an echoing note, the sound waves laced with Normal energy. 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 Echo 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.

Electro Ball (EL) – The user charges a ball of electricity which was built up as a result of the user’s movement. The longer the Pokémon is in battle and moving (that is, not asleep, frozen or paralyzed), the more damage it does, starting at minor damage and dealing up to considerable damage, increasing slightly for every round the Pokémon is active. When returned to the ball, the charge is released and the strength of the move reverts back to its original level.

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.

Entrainment (NO) – Using significant energy, the user performs a strange dance, which catches the attention of the target. The target then begins to perform the strange dance itself while the user sends a wave of energy towards them, altering their mental state to match the user’s. This works essentially as a reverse Psych Up, causing the target to adopt the mental state of the user. Success of this attack is governed by the same rules as Charm.

Fiery Dance (FI) – The user (always Volcarona) covers its wings in fire as it flits around gracefully, flapping them quickly at its opponent to send the flames at the target. This attack deals considerable damage and due to the buildup of energy, has a moderate chance of increasing the user’s Special Attack.

Final Gambit (XX) – In a final attempt to damage the foe, the user gathers together all its life force and power, charging the foe for an extremely risky tackle, possibly inflicting great harm to itself in the process. This attack deals damage equivalent to the user’s remaining health as long as it is lower than its energy. If it is not, it will deal damage equal to its remaining energy. When the user finishes the attack, they faint.

Fire Pledge (FI) – The user blows flames under its foes which erupt into three pillars of fire, dealing decent damage. If used immediately before Grass Oath, it creates a burning pillar of leaves and grass that surround the target for the next two rounds, dealing moderate damage at the end of the round.

Flame Burst (FI) – The user releases a cascade of mildly explosive flames, dealing solid damage to the target. The flames burst upon contact, possibly hitting any Pokémon nearby for moderate damage.

Flame Charge (FI) – The user surrounds itself with powerful flames and charges at the foe, slamming into them for decent damage. The intensity of the flames and the charge help to loosen up the user’s muscles, increasing their speed slightly.

Foul Play (DK) – The user waits for the foe to attack with a physical attack while charging a significant amount of energy into their hand or claw. Just as the foe begins to perform its attack, the user counters by mirroring the foe, using the momentum of the attack against them and stopping them short. Since the user manages to counter much of the force of the attack, the damage done is reduced. This move does damage proportional to the original damage of the move countered, but since it is considered unsporting, it will aggravate the target, and cannot be used on the same target more than once.

Freeze Shock (IC/EL) – The user (always Kyurem) surrounds itself with ice crystals charged with a significant amount of electricity. After about four seconds, it launches a flare of ice propelled by a huge burst of electricity, dealing both Ice and Electric damage and massive damage overall. This attack has a 30% chance of causing paralysis.

Frost Breath (IC) – The user breathes out a heavy breath of cool ice, dealing good damage and causing the target to shiver with cold, possibly slowing, delaying or weakening their next attack.

Fusion Bolt (EL) – The user (always Zekrom) 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 electricity, and deals massive damage if used in the same round as Fusion Flare.

Fusion Flare (FI) – The user (always Reshiram) generates a massive amount of heat, forming it into a huge orb of flames above their head. The user then slams the orb into the foe, causing it to explode with a shockwave of heat and fire, dealing heavy damage. This attack is highly influenced by electricity, and deals massive damage if used in the same round as Fusion Bolt.

Gear Grind (ST) – The user (always Klink, Klang or Klinklang) grinds the foe between its gears, dealing solid damage.

Gift Pass (NO) -- ??? (Suggest something!)

Glaciate (IC) – The user (always Kyurem) sends a freezing gust of wind laced with some ice and snow at the opponent (origin of attack follows the same rules as Blizzard) which is slightly more powerful than Icy Wind, dealing solid damage, chilling them greatly and in most cases causing a loss of speed. This attack is capable of blowing around lighter objects and Pokémon, and is much like a miniature version of Blizzard without the chance of freeze.

Grass Pledge (GR) – The user sends a trio of spiraling leaves at the target which cut at the foe, dealing decent damage. If used immediately before Water Oath, it leaves a swamp of grass, leaves and mud which can hinder the movements of the foe.

Guard Split (PS) – The user expends significant energy to surround both it and its foe with a mysterious energy, attempting to average both their Defense and Special Defense. All attacks will now hit both Pokémon equally before modifiers for effectiveness, either reducing their defense slightly if its defense is higher or raising it if their defense is higher.

Head Charge (NO) -- The user (always Bouffalant) focuses energy into its large, hairy head, charging the foe. They ram into the foe, dealing a hit that does major damage and throwing back Pokémon who are lighter than the user. The user suffers some moderate recoil from the attack, though some of the force is absorbed by the user's protective layer of hair. If this move is used via Meteronome, the user will suffer slightly higher recoil.

Healing Pulse (PS) – The user sends out a wave of healing Psychic energy, healing a significant amount of health to any friendly party. It can either be directed at a partner or the user itself. This technique uses major energy.

Heart Stamp (PS) – The user charms its opponent, trying to distract them with their cuteness in an attempt to get close. The user then charges Psychic energy in a limb, smacking them for good damage. Even if the coquetting fails, the attack still can be performed successfully.

Heat Crash (FI) – The user surrounds itself with an intense ball of flame, leaping into the air and coming crashing down upon the foe, dealing solid damage, possibly increasing the physical damage if there is a discrepancy in weight between the user and the target.

Heavy Slam (ST) – The user surrounds its body with Steel energy, ramming into the foe. The lighter the target is in comparison with the user, the more damage is done. On average, it will deal solid damage, but it can deal heavy damage if there is a great contrast or moderate damage if there is only a slight difference in weight.

Hex (GH) – The user creates a hazy form of purple energy above them, which quickly forms into an intimidating eye, frightening the opponent somewhat before launching waves of purple energy which deal decent damage. This attack is fueled by the user’s sense of sadism, and will deal solid damage if the foe is afflicted by a status effect.

Hone Claws (DK) – Using moderate energy, the user sharpens its claws by running them together or against a tough surface. This increases their attack somewhat and allows for more accurate blows.

Horn Leech (GR) – The user (always Sawsbuck) charges Grass energy into its horns, charging into the foe. The user slams them with their horns, the verdant growth extracting health and energy from the foe, dealing solid damage as well. At first, this attack restores about half the health and only about moderate energy to the user, but with each successive use, the amount of health and energy restored is lessened.

Hurricane (FL) – The user whips up an extremely violent wind storm, creating a huge group of cyclones which lift the foe and throw them around violently, dealing major damage. This attack leaves the foe disoriented due to the intensity of the winds and being thrown about by them and the user tired due to the effort required to create such a violent storm. The user’s flying ability may also be impaired somewhat after the attack.

Ice Burn (IC) – The user (always Kyurem) charges a massive amount of Ice energy, concentrating it in its extremities. After about four seconds, it releases it in an extremely concentrated burst, dealing massive damage. This burst is extremely cold, well below 0°C, and can inflict frostbite instantaneously. There is about a 30% chance of causing a frost burn.

Icicle Crash (IC) – The user forms a large pillar of pointed ice which it hurls at the foe. This attack deals considerable damage and has a slight chance of causing the foe to flinch.

Incinerate (FI) – The user fires a wide wall of flames, hitting the foe for mild damage. This attack is naturally wide-spread, allowing it to burn a large area to scorch grass or plants and clear foliage, as well as hit multiple targets at once.

Inferno (FI) – The user expends major energy to create a huge, intense flame that it launches at its foe. Due to the great size and intensity of the flame, it travels very slowly, much like Zap Cannon, and will burn on contact, dealing heavy damage. Even if the foe is not hit directly by the attack, its intense heat can still cause lighter burns with a grazing hit.

Leaf Tornado (GR) – The user creates a vortex much in the same way as Twister, releasing a flurry of leaves into the cyclone, hitting the foe and dealing solid damage. Though not as powerful as Twister, Leaf Tornado has much the same effect.

Low Sweep (FT) -- The user kicks at the opponent in its lower areas, usually the legs, dealing good damage and possibly making movement more difficult.

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.

Night Daze (DK) – The user gathers dark energy into its hands, slamming them against the ground. A shockwave of dark, churning, red energy bursts forth, slamming into the foe for significant damage.

Power Split (PS) – The user expends significant energy to surround both it and its foe with a mysterious energy, attempting to average both their Attack and Special Attacks. The Pokémon with the higher stat (i.e. is more adept in that) will lose power in that stat, while the one with the lower stat will gain 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.

Psystrike (PS) – The user (always Mewtwo) 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.

Quash (DK) – The user holds down, distracts, overpowers or forces down the foe in order to delay their attack as long as possible.

Quick Guard (XX) – The user concentrates on the movements of a foe, watching for any sudden actions. When said foe performs an attack targeted at the user’s partner, the user jumps out in front of them to intercept the attack, preventing the foe from taking damage from it. This takes a decent amount of energy to perform.

Quiver Dance (BG) – The user performs a graceful, fluttering dance that releases a solid amount of energy into their body. This improves the user’s special abilities, resistance to special attacks and speed slightly.

Rage Powder (GR) -- The user releases a powder that angers the foe, 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.

Razor Shell (WA) – The user charges water energy into its shell, slashing across the foe for solid damage.

Reflect Type (NO) -- The user chooses an opponent and expends high to cover itself in an aura which lasts the next few rounds. For the duration of this aura, attacks targeted against the user that the chosen opponent resists are weakened, whilst those that the chosen opponent is weak to are made stronger.

Relic Song (NO) -- The user (always Meloetta) sings a song of great power that appeals to the foe's emotions. The song, despite dealing solid damage, is also very soothing and will calm the foe, putting it to sleep if allowed to go on for longer than five or so seconds.

Retaliate (XX) – This move can only be used after the user has sustained high or greater damage. The user, fueled by its frustration after a huge hit, rushes in for a fast, heavy hit, dealing significant damage before the foe can react or recover from its high-energy attack.

Round (NO) – The user sings a sharp, echoing note, dealing good damage to anyone who hears. If this move is used in tandem with another foe, both attacks will respectively deal considerable damage and neither will be affected by the attack.

Sacred Sword (FT) – Charging a Fighting energy into its horns, the user (always Colabon, Terrakion, Virizion, or Keldeo) 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.

Scald (WA/FI) – The user releases a stream of scalding hot water which douses the foe, dealing considerable damage. This water is so hot that it has a significant chance of burning the foe, about 30% chance of moderate burns forming at the contact site.

Searing Shot (FI) -- The user (always Victini) remotely heats the space around the foe, causing it to erupt spontaneously with a large flame, dealing heavy damage. This move has a 30% chance of inflicting burns on the foe.

Secret Sword (FT) – The user (always Keldeo) charges Fighting energy into its horn to extend and solidify it and slashes at the foe, dealing significant damage. Due to the amount of energy put into this attack, the attack is powered by Special abilities but targets the foe’s Defense.

Shell Smash (NO) – The user surround itself with energy then immediately smashes its shell with its claw, arm or by hitting it on the ground. This deals moderate damage to itself and cracks its shell, creating a weak point and lowering its defense somewhat. The jagged portions, however, increase the damage from its physical attacks and the energy used increases its special abilities, also making them a bit lighter when they lose a portion of their shell, increasing their speed. This attack cannot be used more than once a battle considering the extreme measures of this attack and if the shell is badly damaged, a Pokémon Center stay of one battle may be required.

Simple Beam (NO) – Using solid energy, the user fires a beam of strange energy at their foe or partner which resets their mental state, making them neither angered nor calm, but causes all boosts or drops in effect to be doubled.

Sky Drop (FL) – The user grips the foe in their talons, lifting them into the sky and plummeting towards the ground, throwing them at the last minute. The damage dealt depends on the weight of the foe, but deals good damage on average. The foe must be at least 3/4ths the weight of the user in order to be lifted into the air.

Sludge Wave (PO/WA) – The user issues a huge 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 technique has a 10% chance of poisoning.

Smack Down (RK) – The user gathers a solid orb of Rock energy, firing at its foe. This attack is very forceful, dealing decent damage, and can 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.

Snarl (DK) -- The user gives a loud bark, creating a shockwave of Dark energy that hits the foe for good damage. This bark is loud and possibly frightening in a manner similar to Roar, causing some foes to cringe and be less willing to attack.

Soak (WA) – The user drenches its target in a massive amount of water, soaking them. For the next few rounds or until the target dries, they will be more vulnerable to Electricity and Grass attacks, but it acts as a buffer against Ice, Fire and Water attacks.

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 enough to run over due to natural size or Minimize, it deals significant damage.

Stored Power (PS) -- The user focuses momentarily, drawing strength from the active changes in statistics it has undergone during the course of the battle, regardless of the statistic changed. It then sends forth a burst of Psychic energy which hits the foe. This attack with no boosts or drops, deals light damage, but with each boost, it deals slightly more damage, potentially dealing a heavy amount of damage. Boosts to Special Attack do stack with this move, but the boosts will be treated as if they were stacked normally, meaning the power of the boost will be diminished for this attack.

Storm Throw (FT) – The user charges the foe, grappling them and giving them a swift punch before hoisting them up and slamming them into the ground, dealing solid damage. Since it is a bit surprising and consists of a few hard hits, it can leave the foe stunned for a time after.

Struggle Bug (BG) – The user issues a light pulse of Bug energy with a good deal of force behind it, similarly to a Psychic wave, dealing mild damage and attempting to push back the foe.

Synchronoise (PS) – The user releases an enhanced brain wave, targeting thought patterns of Pokémon. Due to the attack targeting how Pokémon think, it will deal solid damage to all Pokémon, enemy, friend or otherwise, who share at least one type with the user. If the target does not share a type with the user, they will take light damage instead. This attack uses solid energy.

Tail Slap (XX) – The user smacks the foe a few times with their tail, dealing light damage with each hit.

Techno Blast (Various) – The user (always Genosect) 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 Genosect 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.

Telekinesis (PS) – The user uses telekinetic abilities in a manner similar to Psychic to lift the foe into the air and throw them. Unlike Psychic, this move is a much weaker form of telekinesis, only allowing for momentary movement and to pick up objects and Pokémon smaller than themselves, regardless of their familiarity with Psychic.

V-create (FI) – The user (always Victini) generates a V-Shaped burst of extremely intense flames from its forehead, launching into the foe using the energy and momentum generated by the flames. The heat from the flames, intensity of the attack and sheer force of the tackle all deal extreme damage, but leaves the user extremely tired afterwards, needing a round to recharge after.

Venoshock (PO) – The user sends a burst of reactive toxins at the foe, dealing good damage. If the target is poisoned, the attack does considerable damage.

Volt Switch (EL) -- The user concentrates, using a significant amount of electrical energy to surround itself in an intense magnetic field. The user then flings this energy at the target to deal moderate damage before using the rest to return to its pokeball, 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 Volt Changer. 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. Aside from Baton Pass and U-Turn, this is the only way a trainer can switch Pokémon in a Switch=KO battle.

Water Pledge (WA) – The user sends a trio of pulses of pressurized water towards the target, which erupt underneath them, dealing decent damage. If used immediately before Fire Oath, it creates a spray of steam which in turn creates an awe-inspiring rainbow in the light, encouraging all active Pokémon to concentrate on their moves, slightly increasing the chance of secondary effects.

Wide Guard (XX) – The user extends itself to protect a wide space, guarding their allies against attacks by intercepting attacks that cover a wide area.

Wild Charge (EL) – The user surrounds itself with electricity, recklessly charging into the target and dealing significant damage. This deals some recoil to the user as well due to the haphazard nature of the attack.

Wonder Room (PS) – The user expends significant energy to create a strange, mystical space around the arena, causing all Pokémon to feel as if their defenses have been altered, swapping their defense and special defense for five rounds.

Work Up (XX) – The user pumps itself up, building its confidence and raising both its Attack and Special Attack slightly. This technique uses light energy.
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Old 03-26-2011, 12:09 PM   #4
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I love you.
This.
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Old 03-26-2011, 12:18 PM   #5
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FUCK YEAAAAHHH... lol, thanks Jerichi
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Old 03-26-2011, 12:37 PM   #6
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Yes yes and a 1000 times yes. New and better grass types come to me.
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Shouldn’t the Hoff be doing something if he’s still around? I have strict rules about leaving the pool, and I’m sure vanishing the pool out of existence breaks those rules in some way :P
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Old 03-26-2011, 01:22 PM   #7
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unfortunately you don't <3 vagina so I can't really declare my love for you.

but woot, thanks Jeri for doing all of this!
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Old 03-26-2011, 02:02 PM   #8
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unfortunately you don't <3 vagina so I can't really declare my love for you.
Where's Kush when some lady love needs accepting on Jeri's behalf?

Useless slacking sexpest.
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Old 03-26-2011, 02:13 PM   #9
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Old 03-26-2011, 03:34 PM   #10
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Old 03-26-2011, 04:49 PM   #11
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Jeri, you are magnificent.
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Old 03-26-2011, 05:05 PM   #12
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Old 03-26-2011, 09:40 PM   #13
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Sweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeet Chiiiild!
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Old 03-27-2011, 05:50 AM   #14
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Where's Kush when some lady love needs accepting on Jeri's behalf?

Useless slacking sexpest.
lol.

Well done Jeri
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Old 03-27-2011, 05:10 PM   #15
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Awesomeness, thx Jeri
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Old 03-31-2011, 07:56 AM   #16
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Typo: Guard Swap should be Guard Split
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Old 04-01-2011, 12:13 PM   #17
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*Fist pump*

Do we get an extra slot, ala when DPPt came out?


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Zoroark: (Dark)

I DEMAND an SC involving using a move and mild energy to create and maintain an illusion, with decreased effectiveness against mentally skilled pokemon (as the pokedex seems to imply that his illusions are a mental projection).
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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 04-01-2011, 04:13 PM   #18
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*Fist pump*

Do we get an extra slot, ala when DPPt came out?
No, just cheaper slots until the end of April.
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Old 04-01-2011, 04:46 PM   #19
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No, just cheaper slots until the end of April.
>0 SP


...I really want to start begging people for SP.


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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.
I love this description. Also, Cotton Guard was done EXACTLY how I wanted it.
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People should watch what they enjoy regardless of what others think, even if it's a terribad guilty pleasure.
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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.

Last edited by Kindrindra; 04-01-2011 at 08:38 PM.
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Old 04-02-2011, 08:32 PM   #20
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I DEMAND A SHELMET/KAR RABLAST SC SIM ILAR TO SL OWPOKE+SHELLDER.


Lol Caps.
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People should watch what they enjoy regardless of what others think, even if it's a terribad guilty pleasure.
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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.
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Old 04-02-2011, 08:33 PM   #21
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>Shellder gets on Slowpoke's tail, letting it stand upright

>Shelmet gives Karrablast its shell

No.
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Old 04-03-2011, 03:10 PM   #22
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You're looking at it wrong.

You're looking at the agressive senario as apposed to the passive scenario- You wouldn't be able to have your Shelmet go off and find a Karrablast to give it's shell to, but you could order your Karrablast to go find a Shelment to rip off.
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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.
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Old 04-03-2011, 03:12 PM   #23
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>It evolves when bathed in an electric-like energy along with Karrablast.

This has been your daily Kingdrarider is a huge friend post.
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Old 04-03-2011, 03:17 PM   #24
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>It evolves when bathed in an electric-like energy along with Karrablast.

This has been your daily Kingdrarider is a huge friend post.
That is in referance to trading.

Also, in Escavaler's Pokedex Data, it says it evolves by wearing Shelmet's armor.
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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.
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Old 04-03-2011, 03:46 PM   #25
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How are Triples/lolRotation going to be implemented?
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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.
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