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Old Jul 26th, 2012, 6:19:31 PM   #26
nyttyn
 
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My heart is cold as ice. Reserving block 25.

Block 25 done
Code:
Ice_Fang: {name: "Ice Fang", bp: 7, acc: 95, en: 5, class: "physical", type: "ice", effect: "i_fang", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
Ice_Punch: {name: "Ice Punch", bp: 8, acc: 100, en: 6, class: "physical", type: "ice", effect: "freeze", proc: 10, priority: 0, contact: true, target: "single", ct: "elemental"}
Ice_Shard: {name: "Ice Shard", bp: 4, acc: 100, en: 4, class: "physical", type: "ice", effect: "none", proc: 0, priority: 1, contact: false, target: "single", ct: "elemental"}
Icicle_Crash: {name: "Icicle Crash", bp: 9, acc: 90, en: 6, class: "physical", type: "ice", effect: "flinch", proc: 30, priority: 0, contact: false, target: "single", ct: "elemental"}
Icicle_Spear: {name: "Icicle Spear", bp: 3, acc: 100, en: 6, class: "physical", type: "ice", effect: "hits_5", proc: 100, priority: 0, contact: false, target: "single", ct: "force"}
Icy_Wind: {name: "Icy Wind", bp: 6, acc: 95, en: 5, class: "special", type: "ice", effect: "spe_1", proc: 100, priority: 0, contact: false, target: "multiple", ct: "elemental"}
Imprison: {name: "Imprison", bp: 0, acc: 0, en: 8, class: "other", type: "psychic", effect: "imprison", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Incinerate: {name: "Incinerate", bp: 4, acc: 100, en: 3, class: "special", type: "fire", effect: "incinerate", proc: 100, priority: 0, contact: false, target: "multiple", ct: "force"}
Inferno: {name: "Inferno", bp: 10, acc: 50, en: 7, class: "special", type: "fire", effect: "burn", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
Ingrain: {name: "Ingrain", bp: 0, acc: 0, en: 9, class: "other", type: "grass", effect: "ingrain", proc: 100, priority: 0, contact: false, target: "self", ct: "none"}
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Last edited by nyttyn; Jul 26th, 2012 at 7:54:10 PM.
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Old Jul 26th, 2012, 6:34:55 PM   #27
nyttyn
 
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Reserving block 14.

I really like suicide moves.

block 14 done
Code:
Electroweb: {name: "Electroweb", bp: 6, acc: 95, en: 6, class: "special", type: "electric", effect: "spe_1", proc: 100, priority: 0, contact: false, target: "multiple", ct: "elemental"}
Embargo: {name: "Embargo", bp: 0, acc: 100, en: 5, class: "other", type: "dark", effect: "embargo", proc: 100, priority: 0, contact: false, target: "field", ct: "passive"}
Ember: {name: "Ember", bp: 4, acc: 100, en: 3, class: "special", type: "fire", effect: "ember", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
Encore: {name: "Encore", bp: 0, acc: 100, en: 10, class: "other", type: "normal", effect: "encore", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Endeavor: {name: "Endeavor", bp: 0, acc: 100, en: 0, class: "physical", type: "normal", effect: "endeavor", proc: 100, priority: 0, contact: true, target: "single", ct: force"}
Endure: {name: "Endure", bp: 0, acc: 0, en: 15, class: "other", type: "normal", effect: "endure", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Energy_Ball: {name: "Energy Ball", bp: 8, acc: 100, en: 6, class: "special", type: "grass", effect: "sdef_1", proc: 10, priority: 0, contact: false, target: "single", ct: "elemental"}
Entrainment: {name: "Entrainment", bp: 0, acc: 0, en: 8, class: "other", type: "normal", effect: "entrainment", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Eruption: {name: "Eruption", bp: 15, acc: 100, en: 8, class: "special", type: "fire", effect: "eruption", proc: 100, priority: 0, contact: false, target: "multiple", ct: "force"}
Explosion: {name: "Explosion", bp: 25, acc: 100, en: 20, class: "physical", type: "normal", effect: "self_ko", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
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Last edited by nyttyn; Jul 26th, 2012 at 8:14:11 PM.
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Old Jul 26th, 2012, 7:41:27 PM   #28
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Block 24 is mine

Code:
Hurricane: {name: "Hurricane", bp: 12, acc: 70, en: 8, class: "special", type: "flying", effect: "hurricane", proc: 100, priority: 0, contact: false, target: "single", ct: "force"}
Hydro_Cannon: {name: "Hydro Cannon", bp: 15, acc: 90, en: 10, class: "special", type: "water", effect: "sluggish", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
Hydro_Pump: {name: "Hydro Pump", bp: 12, acc: 80, en: 8, class: "special", type: "water", effect: "none", proc: 0, priority: 0, contact: false, target: "single", ct: "elemental"}
Hyper_Beam: {name: "Hyper Beam", bp: 15, acc: 90, en: 11, class: "special", type: "normal", effect: "sluggish", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Hyper_Fang: {name: "Hyper Fang", bp: 8, acc: 90, en: 6, class: "physical", type: "normal", effect: "flinch", proc: 10, priority: 0, contact: true, target: "single", ct: "passive"}
Hyper_Voice: {name: "Hyper Voice", bp: 9, acc: 100, en: 7, class: "special", type: "normal", effect: "none", proc: 0, priority: 0, contact: false, target: "single", ct: "passive"}
Hypnosis: {name: "Hypnosis", bp: 0, acc: 60, en: 7, class: "other", type: "psychic", effect: "sleep", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Ice_Ball: {name: "Ice Ball", bp: 4, acc: 90, en: 5, class: "physical", type: "ice", effect: "rollout", proc: 100, priority: 0, contact: true, target: "single", ct: "set"}
Ice_Beam: {name: "Ice Beam", bp: 10, acc: 100, en: 7, class: "special", type: "ice", effect: "freeze", proc: 10, priority: 0, contact: false, target: "single", ct: "elemental"}
Ice_Burn: {name: "Ice Burn", bp: 14, acc: 90, en: 9, class: "special", type: "ice", effect: "ice_burn", proc: 100, priority: 1, contact: false, target: "single", ct: "set"}

DONE
__________________
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Life's too short for ramen.
ASB team!

Last edited by SubwayJ; Jul 26th, 2012 at 8:11:11 PM.
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Old Jul 26th, 2012, 8:19:58 PM   #29
nyttyn
 
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reserving block 22

healing pulse on mollux makes sense ok also i still like suicide moves

block 22 done

Code:
Headbutt: {name: "Headbutt", bp: 7, acc: 100, en: 5, class: "physical", type: "normal", effect: "flinch", proc: 30, priority: 0, contact: true, target: "single", ct: "passive"}
Heal_Bell: {name: "Heal Bell", bp: 0, acc: 0, en: 9, class: "other", type: "normal", effect: "heal_bell", proc: 100, priority: 0, contact: false, target: "ally", ct: "passive"}
Heal_Block: {name: "Heal Block", bp: 0, acc: 0, en: 10, class: "other", type: "psychic", effect: "heal_block", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Heal_Order: {name: Heal Order", bp: 0, acc: 0, en: 0, class: "other", type: "bug", effect: "heal_order", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Heal_Pulse: {name: "Heal Pulse", bp: 0, acc: 0, en: 14, class: "special", type: "psychic", effect: "heal_pulse", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Healing_Wish: {name: "Healing Wish", bp: 0, acc: 0, en: 22, class: "other", type: "psychic", effect: "healing_wish", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Heart_Stamp: {name: "Heart Stamp", bp: 6, acc: 100, en: 4, class: "physical", type: "psychic", effect: "flinch", proc: 30, priority: 0, contact: true, target: "single", ct: "elemental"}
Heart_Swap: {name: "Heart Swap", bp: 0, acc: 0, en: 8, class: "other", type: "psychic", effect: "heart_swap", proc: 0, priority: 0, contact: true, target: "single", ct: "elemental"}
Heat_Crash: {name: "Heat Crash", bp: 4, acc: 100, en: 5, class: "physical", type: "fire", effect: "heat_crash", proc: 100, priority: 0, contact: true, target: "single", ct: "set"}
Heat_Wave: {name: "Heat Wave", bp: 10, acc: 90, en: 7, class: "special", type: "fire", effect: "burn", proc: 10, priority: 0, contact: false, target: "multiple", ct: "force"}
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Last edited by nyttyn; Jul 26th, 2012 at 8:47:48 PM.
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Old Jul 26th, 2012, 8:24:36 PM   #30
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Block 23 is mine

Code:
Heavy_Slam: {name: "Heavy Slam", bp: 4, acc: 100, en: 5, class: "physical", type: "steel", effect: "bp_wcdiff", proc: 100, priority: 0, contact: true, target: "single", ct: "set"}
Helping_Hand: {name: "Helping Hand", bp: 0, acc: 0, en: 4, class: "other", type: "normal", effect: "hidden_power", proc: 100, priority: 5, contact: false, target: "single", ct: "passive"}
Hex: {name: "Hex", bp: 5, acc: 100, en: 7, class: "special", type: "ghost", effect: "hex", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
Hi_Jump_Kick: {name: "Hi Jump Kick", bp: 13, acc: 90, en: 8, class: "physical", type: "fighting", effect: "jump_kick", proc: 100, priority: 0, contact: true, target: "single", ct: "passive"}
Hidden_Power: {name: "Hidden Power", bp: , acc: , en: , class: "", type: "", effect: "", proc: , priority: , contact: , target: "", ct: ""} LEAVING FOR SDS
Hone_Claws: {name: "Hone Claws", bp: 0, acc: 0, en: 6, class: "other", type: "dark", effect: "hone_claws", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Horn_Attack: {name: "Horn Attack", bp: 7, acc: 100, en: 5, class: "physical", type: "normal", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "passive"}
Horn_Drill: {name: "Horn Drill", bp: 25, acc: 30, en: 16, class: "physical", type: "normal", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "passive"}
Horn_Leech: {name: "Horn Leech", bp: 8, acc: 100, en: 12, class: "physical", type: "grass", effect: "leech", proc: 100, priority: 0, contact: true, target: "single", ct: "set"}
Howl: {name: "Howl", bp: 0, acc: 0, en: 5, class: "other", type: "normal", effect: "atk_self", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
DONE
__________________
Look left ---------------------------------------> You failed
Life's too short for ramen.
ASB team!

Last edited by SubwayJ; Jul 26th, 2012 at 8:49:13 PM.
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Old Jul 26th, 2012, 8:49:20 PM   #31
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reserving block 28

I still like suicide moves

block 28 done
Code:
Low_Kick: {name: "Low Kick", bp: 0, acc: 100, en: 4, class: "physical", type: "fighting", effect: "low_kick", proc: 100, priority: 0, contact: true, target: "single", ct: "set"}
Low_Sweep: {name: "Low Sweep", bp: 6, acc: 100, en: 4, class: "physical", type: "fighting", effect: "spe_1", proc: 100, priority: 0, contact: true, target: "single", ct: "passive"}
Lucky_Chant: {name: "Lucky Chant", bp: 0, acc: 0, en: 10, class: "other", type: "normal", effect: "lucky_chant", proc: 100, priority: 0, contact: false, target: "multiple", ct: "passive"}
Lunar_Dance: {name: "Lunar Dance", bp: 0, acc: 0, en: 15, class: "other", type: "psychic", effect: "lunar_dance", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Luster_Purge: {name: "Luster Purge", bp: 7, acc: 100, en: 5, class: "special", type: "psychic", effect: "sdef_1", proc: 50, priority: 0, contact: false, target: "single", ct: "set"}
Mach_Punch: {name: "Mach Punch", bp: 4, acc: 100, en: 4, class: "physical", type: "fighting", effect: "none", proc: 0, priority: 1, contact: true, target: "single", ct: "passive"}
Magic_Coat: {name: "Magic Coat", bp: 0, acc: 0, en: 10, class: "other", type: "psychic", effect: "magic_coat", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Magic_Room: {name: "Magic Room", bp: 0, acc: 0, en: 10, class: "other", type: "psychic", effect: "magic_room", proc: 100, priority: -7, contact: false, target: "field", ct: "passive"}
Magical_Leaf: {name: "Magical Leaf", bp: 6, acc: 0, en: 5, class: "special", type: "grass", effect: "none", proc: 0, priority: 0, contact: false, target: "single", ct: "elemental"}
Magma_Storm: {name: "Magma Storm", bp: 12, acc: 75, en: 10, class: "special", type: "fire", effect: "bp_trap", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
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Last edited by nyttyn; Jul 27th, 2012 at 8:35:48 AM.
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Old Jul 27th, 2012, 8:37:08 AM   #32
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Reserving block 34

I still highly enjoy suicide moves.

Block 34 done
Code:
Perish_Song: {name: "Perish Song", bp: 0, acc: 0, en: 15, class: "other", type: "normal", effect: "perish_song", proc: 100, priority: -1, contact: false, target: "field", ct: "passive"}
Petal_Dance: {name: "Petal Dance", bp: 12, acc: 100, en: 8, class: "special", type: "grass", effect: "petal_dance", proc: 100, priority: 0, contact: true, target: "single", ct: "force"}
Pin_Missile: {name: "Pin Missile", bp: 2, acc: 85, en: 4, class: "physical", type: "bug", effect: "hits_5", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
Pluck: {name: "Pluck", bp: 6, acc: 100, en: 5, class: "physical", type: "flying", effect: "pluck", proc: 100, priority: 0, contact: true, target: "single", ct: "set"}
Poison_Fang: {name: "Poison Fang", bp: 5, acc: 100, en: 4, class: "physical", type: "poison", effect: "poison", proc: 30, priority: 0, contact: true, target: "single", ct: "elemental"}
Poison_Gas: {name: "Poison Gas", bp: 0, acc: 80, en: 7, class: "otherl", type: "poison", effect: "poison", proc: 100, priority: 0, contact: false, target: "field", ct: "passive"}
Poison_Jab: {name: "Poison Jab", bp: 8, acc: 100, en: 6, class: "physical", type: "poison", effect: "poison", proc: 30, priority: 0, contact: true, target: "single", ct: "elemental"}
Poison_Sting_Distance: {name: "Poison Sting (Distance)", bp: 4, acc: 100, en: 3, class: "physical", type: "poison", effect: "poison_sting_distance", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
Poison_Sting_Direct: {name: "Poison Sting (Direct)", bp: 4, acc: 100, en: 3, class: "physical", type: "poison", effect: "poison_sting_direct", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
Poison_Tail: {name: "Poison Tail", bp: 5, acc: 100, en: 4, class: "physical", type: "poison", effect: "poison_tail", proc: 100, priority: 0, contact: true, target: "single", ct: "passive"}
PoisonPowder: {name: "PoisonPowder", bp: 0, acc: 75, en: 7, class: "other", type: "poison", effect: "poison", proc: 100, priority: 0, contact: false, target: "field", ct: "Passive"}
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Last edited by nyttyn; Jul 27th, 2012 at 12:34:45 PM.
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Old Jul 27th, 2012, 10:15:05 AM   #33
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Block 9 is mine
Code:
Cosmic_Power: {name: "Cosmic Power", bp: 0, acc: 0, en: 7, class: "other", type: "psychic", effect: "cosmic_power", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Cotton_Guard: {name: "Cotton Guard", bp: 0, acc: 0, en: 11, class: "other", type: "grass", effect: "cotton_guard", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Cotton_Spore: {name: "Cotton Spore", bp: 0, acc: 0, en: 6, class: "other", type: "grass", effect: "def2", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Counter: {name: "Counter", bp: 0, acc: 100, en: 6, class: "physical", type: "fighting", effect: "counter", proc: 100, priority: -5, contact: true, target: "single", ct: "force"}
Covet: {name: "Covet", bp: 4, acc: 100, en: 3, class: "physical", type: "normal", effect: "thief", proc: 100, priority: 0, contact: true, target: "single", ct: "passive"}
Crabhammer: {name: "Crabhammer", bp: 9, acc: 90, en: 7, class: "physical", type: "water", effect: "crit", proc: 100, priority: 0, contact: true, target: "single", ct: "force"}
Cross_Chop: {name: "Cross Chop", bp: 10, acc: 80, en: 7, class: "physical", type: "fighting", effect: "crit", proc: 100, priority: 0, contact: true, target: "single", ct: "passive"}
Cross_Poison: {name: "Cross Poison", bp: 7, acc: 100, en: 5, class: "physical", type: "poison", effect: "poison", proc: 10, priority: 0, contact: true, target: "single", ct: "passive"}
Crunch: {name: "Crunch", bp: 8, acc: 100, en: 6, class: "physical", type: "dark", effect: "def", proc: 20, priority: 0, contact: true, target: "single", ct: "passive"}
Crush_Claw: {name: "Crush Claw", bp: 8, acc: 95, en: 6, class: "physical", type: "normal", effect: "def", proc: 50, priority: 0, contact: true, target: "single", ct: "passive"}

DONE
__________________
Look left ---------------------------------------> You failed
Life's too short for ramen.
ASB team!

Last edited by SubwayJ; Jul 27th, 2012 at 10:31:59 AM.
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Old Jul 27th, 2012, 10:33:18 AM   #34
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Taking block 15

Code:
Extrasensory: {name: "Extrasensory", bp: 8, acc: 100, en: 6, class: "special", type: "psychic", effect: "flinch", proc: 10, priority: 0, contact: false, target: "single", ct: "elemental"}
ExtremeSpeed: {name: "ExtremeSpeed", bp: 8, acc: 100, en: 6, class: "physical", type: "normal", effect: "none", proc: 0, priority: 2, contact: true, target: "single", ct: "passive"}
Facade: {name: "Facade", bp: 7, acc: 100, en: 5, class: "physical", type: "normal", effect: "facade", proc: 100, priority: 0, contact: true, target: "single", ct: "set"}
Faint_Attack: {name: "Faint Attack", bp: 6, acc: 0, en: 4, class: "physical", type: "dark", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "passive"}
Fake_Out: {name: "Fake Out", bp: 4, acc: 100, en: 4, class: "physical", type: "normal", effect: "fake_out", proc: 100, priority: 3, contact: true, target: "single", ct: "set"}
Fake_Tears: {name: "Fake Tears", bp: 0, acc: 100, en: 6, class: "other", type: "dark", effect: "sdef2", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
False_Swipe: {name: "False Swipe", bp: 4, acc: 100, en: 3, class: "physical", type: "normal", effect: "false_swipe", proc: 100, priority: 0, contact: true, target: "single", ct: "deferring"}
FeatherDance: {name: "FeatherDance", bp: 0, acc: 100, en: 6, class: "other", type: "flying", effect: "atk2", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Feint: {name: "Feint", bp: 4, acc: 100, en: 4, class: "physical", type: "normal", effect: "feint", proc: 100, priority: 2, contact: false, target: "single", ct: "set"}
Fiery_Dance: {name: "Fiery Dance", bp: 8, acc: 100, en: 6, class: "special", type: "fire", effect: "satk_self", proc: 50, priority: 0, contact: false, target: "single", ct: "elemental"}

DONE

NOTE: Fake Out effect is listed as "fake_out" due to the inability to flinch the same mon twice
__________________
Look left ---------------------------------------> You failed
Life's too short for ramen.
ASB team!

Last edited by SubwayJ; Jul 27th, 2012 at 10:51:19 AM.
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Old Jul 27th, 2012, 10:54:25 AM   #35
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Block 37 belongs to me

Code:
Quash: {name: "Quash", bp: 0, acc: 100, en: 5, class: "other", type: "dark", effect: "quash", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Quick_Attack: {name: "Quick Attack", bp: 4, acc: 100, en: 3, class: "physical", type: "normal", effect: "none", proc: 0, priority: 1, contact: true, target: "single", ct: "deferring"}
Quick_Guard: {name: "Quick Guard", bp: 0, acc: 100, en: 6, class: "other", type: "fighting", effect: "quick_guard", proc: 100, priority: 3, contact: false, target: "ally", ct: "passive"}
Quiver_Dance: {name: "Quiver Dance", bp: 0, acc: 0, en: 9, class: "other", type: "bug", effect: "quiver_dance", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Rage: {name: "Rage", bp: 4, acc: 100, en: 3, class: "physical", type: "normal", effect: "rage", proc: 100, priority: 0, contact: true, target: "single", ct: "deferring"}
Rage_Powder: {name: "Rage Powder", bp: 0, acc: 100, en: 9, class: "other", type: "bug", effect: "follow_me", proc: 100, priority: 3, contact: false, target: "self", ct: "passive"}
Rain_Dance: {name: "Rain Dance", bp: 0, acc: 0, en: 10, class: "other", type: "water", effect: "rain_dance", proc: 100, priority: 0, contact: false, target: "field", ct: "set"}
Rapid_Spin: {name: "Rapid Spin", bp: 4, acc: 100, en: 6, class: "physical", type: "normal", effect: "rapid_spin", proc: 100, priority: 0, contact: true, target: "single", ct: "passive"}
Razor_Leaf: {name: "Razor Leaf", bp: 6, acc: 95, en: 4, class: "physical", type: "grass", effect: "crit", proc: 100, priority: 0, contact: false, target: "multiple", ct: "elemental"}
Razor_Shell: {name: "Razor Shell", bp: 8, acc: 95, en: 6, class: "physical", type: "water", effect: "def", proc: 50, priority: 0, contact: true, target: "single", ct: "elemental"}
NOTE: Rain Dance has effect "rain_dance"
Rage Powder has effect "follow_me"
Rapid Spin has effect "rapid_spin"
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Last edited by SubwayJ; Jul 27th, 2012 at 11:10:05 AM.
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Old Jul 27th, 2012, 11:13:03 AM   #36
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Block 20 MINEMINEMINE

Code:
Glare: {name: "Glare", bp: 0, acc: 90, en: 6, class: "other", type: "normal", effect: "paralyze", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Grass_Knot: {name: "Grass Knot", bp: 0, acc: 100, en: 4, class: "special", type: "grass", effect: "low_kick", proc: 100, priority: 0, contact: true, target: "single", ct: "set"}
Grass_Pledge: {name: "Grass Pledge", bp: 5, acc: 100, en: 3, class: "special", type: "grass", effect: "g_pledge", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
GrassWhistle: {name: "GrassWhistle", bp: 0, acc: 55, en: 5, class: "other", type: "grass", effect: "sleep", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Gravity: {name: "Gravity", bp: 0, acc: 0, en: 10, class: "other", type: "psychic", effect: "gravity", proc: 100, priority: 0, contact: false, target: "field", ct: "passive"}
Growl: {name: "Growl", bp: 0, acc: 100, en: 4, class: "other", type: "normal", effect: "atk", proc: 100, priority: 0, contact: false, target: "multiple", ct: "passive"}
Growth: {name: "Growth", bp: 0, acc: 0, en: 7, class: "other", type: "grass", effect: "growth", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Grudge: {name: "Grudge", bp: 0, acc: 0, en: 9, class: "other", type: "ghost", effect: "grudge", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Guard_Split: {name: "Guard Split", bp: 0, acc: 0, en: 5, class: "other", type: "psychic", effect: "guard_split", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Guard_Swap: {name: "Guard Swap", bp: 0, acc: 0, en: 5, class: "other", type: "psychic", effect: "guard_swap", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
DONE

NOTE: Gravity has effect "gravity"
Grass Knot has a bp of 0 and effect "low_ kick"
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Last edited by SubwayJ; Jul 27th, 2012 at 11:30:57 AM.
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Old Jul 27th, 2012, 12:36:00 PM   #37
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Reserving block 17
Code:
Flame_Wheel: {name: "Flame Wheel", bp: 6, acc: 100, en: 4, class: "physical", type: "fire", effect: "flame_wheel", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
Flamethrower: {name: "Flamethrower", bp: 10, acc: 100, en: 7, class: "special", type: "fire", effect: "burn", proc: 10, priority: 0, contact: false, target: "single", ct: "elemental"}
Flare_Blitz: {name: "Flare Blitz", bp: 10, acc: 100, en: 7, class: "special", type: "fire", effect: "flare_blitz", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
Flash: {name: "Flash", bp: 0, acc: 100, en: 4, class: "other", type: "normal", effect: "flash", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Flash_Cannon: {name: "Flash_Cannon", bp: 8, acc: 100, en: 6, class: "special", type: "steel", effect: "def_1", proc: 10, priority: 0, contact: false, target: "single", ct: "elemental"}
Flatter: {name: "Flatter", bp: 0, acc: 100, en: 4, class: "other", type: "dark", effect: "flatter", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Fling: {name: "Fing", bp: 4, acc: 100, en: 0, class: "physical", type: "dark", effect: "fling", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
Fly: {name: "Fly", bp: 9, acc: 95, en: 11, class: "physical", type: "flying", effect: "fly", proc: 100, priority: -2, contact: true, target: "all", ct: "passive"}
Delay_Fly: {name: "Delay Fly", bp: 0, acc: 0, en: 6, class: "other", type: "flying", effect: "delay_fly", proc: 100, priority: 0, contact: false, target: "self", ct: "deferring"}
Focus_Blast: {name: "Focus Blast", bp: 12, acc: 70, en: 8, class: "special", type: "fighting", effect: "sdef_1", proc: 10, priority: 0, contact: false, target: "single", ct: "force"}
Focus_Energy: {name: "Focus Energy", bp: 0, acc: 0, en: 12, class: "other", type: "normal", effect: "focus_energy", proc: 100, priority: 0, contact: false, target: "all", ct: "passive"}
bonus move
Code:
Focus_Miss: {name: "Focus Miss", bp: 12, acc: 5, en: 8, class: "special", type: "fighting", effect: "focus_miss", proc: 100, priority: 0, contact: false, target: "single", ct: "force"}
side note: I made delay_fly a move since delaying fly is a option.
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Last edited by nyttyn; Aug 13th, 2012 at 9:25:07 PM.
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Old Jul 27th, 2012, 12:45:50 PM   #38
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Reserving block 7

Code:
Calm_Mind: {name: "Calm Mind", bp: 0, acc: 0, en: 7, class: "other", type: "psychic", effect: "calm_mind", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Camouflage: {name: "Camouflage", bp: 0, acc: 0, en: 8, class: "other", type: "normal", effect: "camouflage", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Captivate: {name: "Captivate", bp: 0, acc: 0, en: 6, class: "other", type: "normal", effect: "captivate", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Charge: {name: "Charge", bp: 0, acc: 0, en: 8, class: "other", type: "electric", effect: "charge", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Charge_Beam: {name: "Charge Beam", bp: 5, acc: 90, en: 6, class: "special", type: "electric", effect: "satk_self", proc: 70, priority: 0, contact: false, target: "single", ct: "force"}
Charm: {name: "Charm", bp: 0, acc: 0, en: 6, class: "other", type: "normal", effect: "atk2", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Chatter: {name: "Chatter", bp: 6, acc: 100, en: 4, class: "special", type: "flying", effect: "confuse", proc: 31, priority: 0, contact: false, target: "single", ct: "passive"}
Chip Away: {name: "Chip Away", bp: 7, acc: 100, en: 5, class: "physical", type: "normal", effect: "chip_away", proc: 100, priority: 0, contact: true, target: "single", ct: "passive"}
Circle Throw: {name: "Circle Throw", bp: 4, acc: 90, en: 5, class: "physical", type: "fighting", effect: "circle_throw", proc: 100, priority: -6, contact: true, target: "single", ct: "passive"}
Clamp: {name: "Clamp", bp: 4, acc: 85, en: 5, class: "physical", type: "water", effect: "clamp", proc: 100, priority: 0, contact: true, target: "single", ct: "force"}
DONE

NOTE: Clamp has effect "clamp" because it does 3 DPA as opposed to 2 like other partial trapping moves
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Last edited by SubwayJ; Jul 27th, 2012 at 1:07:44 PM.
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Old Jul 29th, 2012, 3:16:38 PM   #39
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Block 35 pour moi

Code:
Pound: {name: "Pound", bp: 4, acc: 100, en: 3, class: "physical", type: "normal", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "deferring"}
Powder_Snow: {name: "Powder Snow", bp: 4, acc: 100, en: 3, class: "special", type: "ice", effect: "freeze", proc: 10, priority: 0, contact: false, target: "multiple", ct: "force"}
Power_Gem: {name: "Power Gem", bp: 7, acc: 100, en: 5, class: "special", type: "rock", effect: "none", proc: 0, priority: 0, contact: false, target: "single", ct: "force"}
Power_Split: {name: "Power Split", bp: 0, acc: 0, en: 7, class: "other", type: "psychic", effect: "power_split", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Power_Swap: {name: "Power Swap", bp: 0, acc: 0, en: 7, class: "other", type: "psychic", effect: "power_swap", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Power_Trick: {name: "Power Trick", bp: 0, acc: 0, en: 5, class: "other", type: "psychic", effect: "power_trick", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Power_Whip: {name: "Power Whip", bp: 12, acc: 85, en: 8, class: "physical", type: "grass", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "force"}
Present: {name: "Present", bp: 0, acc: 90, en: 5, class: "physical", type: "normal", effect: "present", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Protect: {name: "Protect", bp: 0, acc: 0, en: 7, class: "other", type: "normal", effect: "protect", proc: 100, priority: 4, contact: false, target: "self", ct: "passive"}
Psybeam: {name: "Psybeam", bp: 7, acc: 100, en: 5, class: "special", type: "psychic", effect: "confuse", proc: 10, priority: 0, contact: false, target: "single", ct: "elemental"}
DONE

NOTES: Protect is listed as effect "protect" and has the target "self" (Not sure what I was supposed to do)
Present has effect "present"
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Last edited by SubwayJ; Jul 29th, 2012 at 3:39:41 PM.
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Old Jul 30th, 2012, 10:21:06 AM   #40
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Block 19 MWAHAHAHAHA (Reserving)

Code:
Fury_Cutter: {name: "Fury Cutter", bp: 4, acc: 95, en: 4, class: "physical", type: "bug", effect: "rollout", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
Fury_Swipes: {name: "Fury Swipes", bp: 2, acc: 80, en: 4, class: "physical", type: "normal", effect: "hits_5", proc: 100, priority: 0, contact: true, target: "single", ct: "deferring"}
Fusion_Bolt: {name: "Fusion Bolt", bp: 10, acc: 100, en: 7, class: "physical", type: "electric", effect: "fusion", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
Fusion_Flare: {name: "Fusion Flare", bp: 10, acc: 100, en: 7, class: "special", type: "fire", effect: "fusion", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
Future_Sight: {name: "Future Sight", bp: 10, acc: 100, en: 7, class: "special", type: "psychic", effect: "delay", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Gastro_Acid: {name: "Gastro Acid", bp: 0, acc: 100, en: 6, class: "other", type: "poison", effect: "gastro_acid", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Gear_Grind: {name: "Gear Grind", bp: 5, acc: 85, en: 8, class: "physical", type: "steel", effect: "gear_grind", proc: 100, priority: 0, contact: true, target: "single", ct: "passive"}
Giga_Drain: {name: "Giga Drain", bp: 8, acc: 100, en: 12, class: "special", type: "grass", effect: "leech", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
Giga_Impact: {name: "Giga Impact", bp: 12, acc: 90, en: 9, class: "physical", type: "normal", effect: "giga_impact", proc: 100, priority: 0, contact: true, target: "single", ct: "set"}
Glaciate: {name: "Glaciate", bp: 7, acc: 95, en: 5, class: "special", type: "ice", effect: "spe", proc: 100, priority: 0, contact: false, target: "multiple", ct: "set"}

DONE

NOTES:
Fury Cutter has "rollout" effect
Fusion Bolt and Fusion Flare have the "fusion" effect
Future Sight has the "delay" effect
Gear Grind has the "gear_grind" effect (due to it hitting twice AND having lower EN cost with shift gear)
Giga Drain has the "leech" effect
Giga Impact has the "giga_impact" effect (due to it inducing sluggish and involving weight class)
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Last edited by SubwayJ; Jul 30th, 2012 at 10:40:43 AM.
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Old Oct 21st, 2012, 8:30:53 AM   #41
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Block 38 is mine.
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