[CAP ASB] CAP ASB Main Organization Thread

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A lot of my energy costs were very low too, and I should have my letter posted later this hour... just let me finish the chapter I'm writing, and I have about five more moves to go.

Façade: The Pokémon is engulfed in a strange aura that increases in intensity under status. The user then tackles the opponent.
Attack Power: 7, 14 if under status
Accuracy: 100
Effect Chance: --
Energy Cost: 4

Faint Attack: The Pokémon distracts the foe, and then attacks.
Attack Power: 6
Accuracy: --
Effect Chance: --
Energy Cost: 3


Fake Out: The Pokémon creates a shockwave of air, pushing the opponent back and causing them to flinch.
Attack Power: 4
Accuracy: 100
Effect Chance: 100
Energy Cost: 2
Fake Tears: The Pokémon cries loudly, unnerving the opponent, causing its Special Defense to drop two stages for two rounds. The effect can be renewed with subsequent uses. The attacks can also distort the air.
Attack Power: --
Accuracy: 100
Effect Chance: --
Energy Cost: 2
False Swipe: The Pokémon slashes its claws together in a controlled way that will not let the opponent faint.
Attack Power: 4
Accuracy: 100
Effect Chance: --
Energy Cost: 2
Fast Guard: The Pokémon rushes forwards, negating all priority attacks.
Attack Power: --
Accuracy: 100
Effect Chance: --
Energy Cost: 2
Featherdance: The Pokémon shoots a slew of feathers at the opponent, causing them to become tired, and their attack to drop two stages for two rounds. The effect is renewed with subsequent uses
Attack Power: --
Accuracy: 100
Effect Chance: --
Energy Cost: 2
Feint: The Pokémon slams into a Pokémon with a Protect/Detect barrier, destroying the barrier, and tossing the opponent.
Attack Power: 3
Accuracy: 100
Effect Chance: --
Energy Cost: 2
Fire Blast: The Pokémon summons a massive blast of fire that takes the shape of the Kanji. It has a chance to burn the opponent.
Attack Power: 12
Accuracy: 85
Effect Chance: 30
Energy Cost: 6
Fire Dance: The Pokémon dances in a cloak of flames. The attack has a chance of raising the user’s special attack one stage for two rounds.
Attack Power: 8
Accuracy: 100
Effect Chance: 50
Energy Cost: 4
Fire Fang: The Pokémon’s mouth ignites in flames as it bites the opponent. Has a chance to burn and/or flinch the target.
Attack Power: 7
Accuracy: 95
Effect Chance: 10% Flinch, 10% burn
Energy Cost: 4
Fire Oath: A mystical power causes fire to spread across the battlefield. Has an additional effect when paired with water oath or grass oath.
Attack Power: 5
Accuracy: 100
Effect Chance: --
Energy Cost: 3
Fire Punch: The Pokémon’s fist becomes surrounded by flames as it punches the foe. It has a chance to burn.
Attack Power: 8
Accuracy: 100
Effect Chance: 10
Energy Cost: 4
Fire Spin: The Pokémon shoots a spiraling stream of flames from its mouth. It traps the opponent for two turns, causing it two damage per turn, and preventing it from switching out.
Attack Power: 4
Accuracy: 85
Effect Chance: --
Energy Cost: 2


Fissure: The Pokémon uses brute force and/or an energy beam to open a fissure in the ground right under the opponent.
Attack Power: 15
Accuracy: 50
Effect Chance: --
Energy Cost: 8
Flail: The Pokémon flails around, striking the foe as it does so. It becomes more powerful the lower the users health is.
Attack Power: Varies
Accuracy: 100
Effect Chance: --
Energy Cost: 3
Flame Burst: The Pokémon shoots out a massive burst of fire that leaves embers on the ground around the foe.
Attack Power: 7
Accuracy: 100
Effect Chance: --
Energy Cost: 4
Flame Wheel: The Pokémon ignites into flames, and spins through the air to tackle the foe. It will thaw a frozen opponent, and has a chance to burn.
Attack Power: 6
Accuracy: 100
Effect Chance: 10
Energy Cost: 3
Flamethrower: The Pokémon emits a stream of flames from its mouth. It has a chance to burn.
Attack Power: 10
Accuracy: 100
Effect Chance: 10
Energy Cost: 5
Flare Blitz: The Pokémon becomes engulfed in flames, and shoots at the opponent with great force, taking recoil damage from the attack. It will thaw a frozen opponent, and has a chance to burn the opponent.
Attack Power: 12
Accuracy: 100
Effect Chance: 10
Energy Cost: 6
Flash: The Pokémon emits a bright light, momentarily blinding anything that looks at it.
Attack Power: --
Accuracy: 100
Effect Chance: --
Energy Cost: 2
Flash Cannon: The Pokémon charges energy, and unleashes a beam of silver light. It has a chance of lowering the targets special defense by one stage.
Attack Power: 8
Accuracy: 100
Effect Chance: 10
Energy Cost: 4
Flatter: The Pokémon makes a series of flattering comments and gestures to the opponent. It will raise the target’s Special Attack by one stage for two rounds, but also confuse the target.
Attack Power: --
Accuracy: 100
Effect Chance: --
Energy Cost: 4
Fling: The Pokémon throws and item in its possession. The amount of damage done depends upon the item thrown
Attack Power: Varies
Accuracy: 100
Effect Chance: --
Energy Cost: 2
Fly: The Pokémon flies up high, and strikes down in a tackle. The power can be increased by flying higher.
Attack Power: 9
Accuracy: 95
Effect Chance: --
Energy Cost: 5
Focus Blast: The Pokémon puts its hands together, and charges a ball of energy it fires at the foe. It has a chance to lower the target’s Special Defense one stage for two rounds.
Attack Power: 12
Accuracy: 70
Effect Chance: 10
Energy Cost: 6
Focus Energy: The Pokémon charges an aura that guides the user to an opponent’s weak point, making critical hits more likely.
Attack Power:
Accuracy: --
Effect Chance: --
Energy Cost: 3
Focus Punch: The Pokémon’s fist glows white as it punches the opponent.
Attack Power: 15
Accuracy: 100
Effect Chance: --
Energy Cost: 8
Follow Me: The Pokémon creates a distraction, forcing the opponent to attack the user.
Attack Power: --
Accuracy: 100
Effect Chance: --
Energy Cost: 2
Force Palm: The Pokémon charges energy on its palm that it uses to fire a blast of energy. It has a chance to paralyze the opponent.
Attack Power: 6
Accuracy: 100
Effect Chance: 30
Energy Cost: 3
Foresight: The Pokémon’s eyes emit a red scanning beam that reveals illusions, and makes Ghost-types vulnerable to fighting and normal moves.
Attack Power: --
Accuracy: --
Effect Chance: --
Energy Cost: 2
Foul Play: The trainer distracts the referee while the Pokémon uses its enemies strength against it, attacking with the opponents attack stat.
Attack Power: 10
Accuracy: 100
Effect Chance: --
Energy Cost: 5
Freefall: The Pokémon grabs the opponent in its talons, and drops them from a great height.
Attack Power: 6
Accuracy: 100
Effect Chance: --
Energy Cost: 3
Freeze Bolt: The Pokémon charges electricity for a while, and then unleashes it in a freezing strike. The attack has a chance to paralyze the opponent.
Attack Power: 14
Accuracy: 90
Effect Chance: 30
Energy Cost: 7
Frenzy Plant: The Pokémon slams into the ground, causing a slew of vines to rise up and strike the opponent.
Attack Power: 15
Accuracy: 90
Effect Chance: --
Energy Cost: 8
Frozen World: The Pokémon fires off a beam of cold air that chills the opponent, causing their speed to be reduced by one stage for two turns.
Attack Power: 7
Accuracy: 95
Effect Chance: 100
Energy Cost: 4
Frustration: The Pokémon throws a temper tantrum that increases in power the more that the user dislikes its trainer.
Attack Power: Varies
Accuracy: 100
Effect Chance: --
Energy Cost: 4
Fury Cutter: The Pokémon repeatedly slashes the foe, with every consecutive slash increasing in power.
Attack Power: 2
Accuracy: 95
Effect Chance: --
Energy Cost: 1
Fury Swipes: The Pokémon slashes the foe several times in one turn (up to five), dealing two damage with each slash, but also consuming one energy per slash.
Attack Power: 2
Accuracy: 80
Effect Chance: --
Energy Cost: 1
Future Sight: The Pokémon uses its mind to summon a delayed telekinetic attack. It can also be used to move objects.
Attack Power: 10
Accuracy: 100
Effect Chance: --
Energy Cost: 5


Out of order, but:
Fury Attack: The Pokémon attacks the opponent multiple times in a round (up to five), with each strike dealing two damage, but consuming one energy.
Attack Power: 1
Accuracy: 85
Effect Chance: --
Energy Cost: 1


Horrid formatting, but I have the content.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
OK. I finally finished the B List. I'll be going through your lists and we can discuss any changes we should make before continuing with the rest. Thank you all very much for taking the insane amount of time and effort to do this.

Bark Out: The Pokemon releases a piercing bark the emits dark waves. The waves scramble the opponent’s concentration, lowering their Special Attack one stage until the end of the next round. Subsequent uses will reduce the opponent’s Special Attack by one stage, but will not increase the duration of the effect.

Attack Power: 6 | Accuracy: 95% | Energy Cost: 4 | Effect Chance: --

Barrage: The Pokemon launches multiple small spheres of energy that explode on contact, throwing the opponent off balance and disrupting attacks that take a while to charge up.

Attack Power: 2 per hit | Accuracy: 85% | Energy Cost: 3 | Effect Chance: --

Barrier: The Pokemon erects a sphere of energy around itself rebuffing any oncoming physical attack. After the initial use the barrier fades, but its user retains a defense boost for two rounds. Subsequent uses of the attack will increase its duration by 1 round and the potency by 1 stage, but will not rebuff an oncoming physical attack until the effect completely wears off.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

Baton Pass: The Pokemon focuses all of its energies into a white aura that maintains its current state. This energy holds all of the information on the Pokemon’s stat increases and decreases as well as whether it is in a state of confusion or other temporary ailments. If this Pokemon touches a teammate it can pass those bonuses and mental state onto them instantly.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

Beat Up: The Pokemon summons dark energy from teammates still in their Pokeballs and strikes the opponent once for itself and each ally. This dark energy ignores the opponent’s defensive increases and disrupts attacks that take a while to charge.

Attack Power: 3 for each hit | Accuracy: 100% | Energy Cost: 2 for each hit | Effect Chance: --

Belly Drum: The Pokemon pounds its stomach with fury, whipping it into an intense frenzy. In exchange for 1/2 of its maximum HP, the Pokemon receives a permanent rise to its maximum attack level for the duration of the battle. This self-damage ignores normal damage caps that round on the user and for the next two rounds on the opponent. The heightened aggressive state makes the Pokemon more difficult to confuse or put to sleep for the next two rounds, however its own non-damaging moves, including chills, are more likely to falter.

Attack Power: -- | Accuracy: -- | Energy Cost: 20 | Effect Chance:

Bide: The Pokemon braces for impact, quickly forming a white aura around itself. For the next two actions the pokemon will absorb any attacks against it, adding it’s suffering into the aura. On the third action it will release the energy gathered from Bide, doing double the damage received during its use. While in Bide, the Pokemon is less susceptible to the effects of status-lowering attacks.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 + damage/2 | Effect Chance:

Bind: The Pokemon wraps themselves around the opponent with their arms, body, or other appendages and locks them into place. During Bind, both Pokemon may still issue attacks, however any attack using a part of the body implementing the bind will cause it to release. The steady squeezing of a Bind drains the opponents HP at the rate of 2 per action for as long as they are in the bind.

Attack Power: 3 + 2 drain per action | Accuracy: 85% | Energy Cost: 3 | Effect Chance: --

Bite: The Pokemon’s teeth are surrounded with dark energy, and they chomp down hard on an opponent. The dark energy can cause the opponent to flinch in shock.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: 30%

Blast Burn: The Pokemon turns red hot and the ground bursts with jets of fire, launching a massive assault of flaming rocks on the opponent. After use the Pokemon is more sluggish on the next action.

Attack Power: 15 | Accuracy: 90% | Energy Cost: 9 | Effect Chance: --

Blaze Judgement: The Pokemon blasts out jets of fire that surround the opponent in a huge ball of flame. The strong flames can burn the target.

Attack Power: 100 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: 30%

Blaze Kick: The Pokemon surrounds its feet with a gigantic column of flame and launches toward the opponent in a devastating kick. The sheer force gives the attack a high critical hit chance, and the flames can burn the opponent.

Attack Power: 9 | Accuracy: 90%| Energy Cost: 6 | Effect Chance: 10%

Blizzard: The Pokemon blows a massive chilling wind at the opponent that can affect the entire field. During Hail this move never fails to blast about the entire arena, even bursting through Protect and similar defenses. It has a chance to freeze opponents solid.

Attack Power: 12 | Accuracy: 70% | Energy Cost: 7 | Effect Chance: 10%

Block: The Pokemon moves with lightning-speed to block off an opponent’s exit or attempts to gain distance. While Blocked an opponent is more vulnerable to a follow-up attack, especially if they were moving with enhanced speed when Block is performed.

Attack Power: -- | Accuracy: --| Energy Cost: 5 | Effect Chance: --

Blue Fire: The Pokemon unleashes a dazzlingly hot flame consisting of blue and white fire. It has a chance to burn the opponent.

Attack Power: 13 | Accuracy: 85% | Energy Cost: 7| Effect Chance: 20%

Body Purge: The Pokemon sets off a metamorphic shift in their body that removes impurities, halving their weight and increasing their speed by 2 stages. The effect wears off after 2 rounds. Subsequent uses will increase the duration by one round and the potency by one stage, but will not further reduce the Pokemon’s weight.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Body Slam: The Pokemon jumps on top of the opponent with great force. The strength of the impact on pinned downed limbs can lead to paralysis.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: 30%

Boil Over: The Pokemon heats up its internal water source and fires a spray of scalding hot water that can burn the opponent.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: 30%

Bone Club: The Pokemon energizes a club and strikes the opponent with it in a single, powerful stroke. The force of the attack can cause the opponent to flinch in shock.

Attack Power: 7 | Accuracy: 85% | Energy Cost: 4 | Effect Chance: 10%

Bone Rush: The Pokemon energizes a club and strikes the opponent multiple times with a spinning motion, disruption attacks that take a while to charge up.

Attack Power: 3 per hit | Accuracy: 85% | Energy Cost: 5 | Effect Chance:

Bonemerang: The Pokemon throws an energized bone that strikes the opponent once, then doubles back and strikes them again before returning to the original user.

Attack Power: 5 + 5 | Accuracy: 90% | Energy Cost: 6 | Effect Chance: --

Bounce: The Pokemon leaps above an incoming attack and crashes down with immense force. The strength of the impact on pinned limbs can cause paralysis.

Attack Power: 9 | Accuracy: 85% | Energy Cost: 6 | Effect Chance: 30%

Brave Bird: The Pokemon spreads its wings and summons a terrible blue energy to strike the foe with a reckless, brutal charge. The Pokemon suffers 1/3rd of the damage it deals to the opponent in recoil.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

Brick Break: The Pokemon’s appendages glow white and it strikes the opponent with precise damaging strikes. The energy radiated from the blow destabilizes Light Screen and Reflect, breaking them upon contact.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Brine: The Pokemon blasts the opponent with a strong blast of salt water. When the opponent is below 1/2 of their maximum HP, the corrosive salt in Brine causes deals more damage by seeping into the opponent’s wounds.

Attack Power: 6 or 11 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Bubble: The Pokemon shoots a wide spray of bubbles that snap violently on the opponents joints, sometimes causing the opponent’s Speed to lower one stage.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Effect Chance: 10%

BubbleBeam: The Pokemon shoots a focused wave of bubbles at the opponent, exploding on contact. It has a chance to lower the opponents Speed one stage from the shock.

Attack Power: 7 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: 10%

Bug Bite: The Pokemon chomps down on the opponent. If there are any berries in the field or on the opponent, it can consume them and receive the benefits of their effect.

Attack Power: 6 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

Bug Buzz: The Pokemon emits a concentrated sound vibration by quickly vibrating its wings or arms. The intense noise can damage the pokemon’s thought patterns, lowering their Special Defense by 1 stage.

Attack Power: 9 | Accuracy: 100% | Energy Cost: 5 | Effect Chance: 10%

Bug Opposition: The Pokemon emits a weak vibrational signal on a unique wavelength. The wave disrupts the mental focus of opponents, causing their SpecialAattack to drop 1 stage until the end of the next round. Subsequent uses will decrease the opponents Special Attack 1 stage, but will not increase the duration.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Effect Chance: --

Bulk Up: The Pokemon focuses their strength and surrounds themselves with a red aura that pumps up all their muscles. Attack and Defense are each increased one stage for the next two rounds. Subsequent uses of Bulk Up will alternate between increasing the boost one stage and the duration one round.

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --

Bullet Punch: The Pokemon energizes their fist with a steely glow then delivers a lightning-quick strike on the opponent, outpacing their attack.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 2 | Effect Chance: --

Bullet Seed: The Pokemon shoots a volley of energized seeds at the opponent that explode on contact. It can disrupt an opponent’s move that takes a while to charge up.

Attack Power: 3 per hit | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Butterfly Dance: The Pokemon begins an ancient dance, fluttering its wings and releasing an energized power that surrounds the Pokemon. For the next 3 actions the Pokemon’s Special Attack, Special Defense, and Speed are all increased 1 stage. Subsequent uses of Butterfly Dance alternate between increasing the duration 2 actions and the potency 1 stage.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Alright I know this is a double-post but it's substantially different in content.

A few moves issues:

Energy Costs:

In general I think they need to be upped a bit. Remember that Pokemon of the same type will actually be getting a reduction on energy costs, so the base Energy Cost should be higher. This should apply to moves with 8 or more power I think, it adds a bit more balance. The only reason you'd be usinf Acid or Bubble over their counterparts is because they can hit multiple foes in 2vs2 or 3vs3 team battles.

Multi-Hit moves:

For mine I have a base energy cost set for them rather than a cost per move, so they can be pretty efficient if you get lucky or abyssmal if you don't. This is balanced by the fact they can disrupt strong attacks that take a bit of time to prepare like Fire Blast, Hydro Pump, etc.

Stage Boosters:

We need a decent methodology to make these consistent. Another important note is that no two moves are "clones" like they are in-game. Acid Armor requires a body of water and its effects are slightly different, whereas Barrier can rebuff an attack once until it fades but otherwise will be in a duration cycle until it fades completely.

OHKOs:

These can either by hyperpowerful moves that are equivalent to Belly Drum (read it) in constliness/effect, or we can figure something else. In either case we should handle these moves individually. Ghost Curse can also fall into something like this, since in order to be true to form it should be quite powerful.

We'll go through a few of these, then I'll assign more letters.

I've got a Christmas Party today, I'll have more thoughts/analysis on this tonight.

EDIT: Since I have recieved no response I'm going to hold on OHKOs, but otherwise amalgamate all the lists with the changes. I will edit this space below for the formatting on multi-hit moves.


Since I have more PMs in my inbox, I need to get this on paper.

Formatting for common move occurrences:

This is how I want moves formatted (depending on other move circumstances the specific sentence effects can change) I have bolded things I want to be fixed in all entries:


Multi-Hit Moves:

<2-5 Hits Move:> <Attack-specific description>. It can disrupt an opponent’s move that takes a while to charge up.

Attack Power: [x] per hit | Accuracy: xx% | Energy Cost: 2[x] - 1 | Effect Chance: --

Stage Boosters (+1): <Attack specific description with any relevant battle effects>. The effect lasts for three rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order) <, any other relevant text like when the attack is initially used.>

Attack Power: -- | Accuracy: -- | Energy Cost: 5 | Effect Chance: --


Stage Boosters (+2 and +1/+1): <Attack specific description with any relevant battle effects>. The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order) <, any other relevant text like when the attack is initially used.>

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Moves with higher boosts or situationally higher boosts (Shell Break, Butterfly Dance, Growth) will be handled on an individual basis. There aren't that many of them.

Damaging Guaranteed Stage Droppers (-1): <Attack specific description with any relevant battle effects,> lowering their <stat> by one stage until the end of the next round. Subsequent uses will reduce the opponent’s <stat> by 1 stage each, but will not alter the duration.

Attack Power: [x] | Accuracy: xx% | Energy Cost: [x] - 1 | Effect Chance: --

Non-Damaging Stage Droppers (-1): <Attack specific description with any relevant battle effects,> lowering their <stat> by 1 stage for the next two rounds. Subsequent uses will alternate between reducing the opponent’s <stat> by 1 stage and the effect duration by 1 round.

Attack Power: -- | Accuracy: xx% | Energy Cost: 4 | Effect Chance: --


Non-Damaging Stage Droppers (-2): <Attack specific description with any relevant battle effects,> lowering their <stat> by 2 stages for the next two rounds. Subsequent uses will alternate between reducing the opponent’s <stat> by 1 stage and the effect duration by 1 round.

Attack Power: -- | Accuracy: xx% | Energy Cost: 6 | Effect Chance: --

Direct Recovery Moves: <Attack specific description with any relevant battle effects>, restoring 20 percentage points of their health.

Attack Power: -- | Accuracy: -- | Energy Cost: Maximum HP/10 + 2 | Effect Chance: --


Just so everyone is aware, I have recieved your PMs and will get back to you soon. I've been doing groundwork to make it a little easier for you to do your lists as well as encourage some basic uniformity. Every attack is slightly different, even if in-game it has the same effect (e.g. Acid Armor/Barrier/Iron Defense). I will have more assignments up by New Year's.
 
I have some major personal conflicts for a long time. I will try to update my list as soon as I get a chance, but it could be a while.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Update: I've looked over and reformatted F, and placed it on the attack list.

Again, thank you everyone for your hard work. It is infinitely easier for me to make minor tweaks and balance adjustments to the work you've done than doing it all myself from scratch.

Incidentely for a preview of a game rewards system, I direct you to a conversation smashlloyd and I had yesterday.

[18:16] <smashlloyd20> hey
[18:16] <Deck_Knight> hullo
[18:17] <smashlloyd20> i was wondering afew things
[18:17] <smashlloyd20> about asb
[18:17] <Deck_Knight> I have a few PMs to respond to, and I'm halfway through reformatting F, though I've not been as dilligent as I should be.
[18:17] <Deck_Knight> Anyway, fire away.
[18:18] <smashlloyd20> not about movelist
[18:18] <Deck_Knight> Yeah, I got the PM
[18:18] <smashlloyd20> right
[18:18] <smashlloyd20> didnt realize you were on
[18:19] <Deck_Knight> I'm still deciding a few things about mechanics/structure, but I actually got a few ideas in my head earlier today.
[18:19] <smashlloyd20> so
[18:19] <smashlloyd20> like what
[18:19] <Deck_Knight> Most of it was ideas on the battle rewards system.
[18:19] <smashlloyd20> yeah
[18:19] <smashlloyd20> can i suggest something
[18:19] <Deck_Knight> Sure.
[18:20] <smashlloyd20> right now the currency system in most asb leagues you need to much
[18:20] <smashlloyd20> it can take up to 20 battles to evolve 2 pokemon
[18:20] <smashlloyd20> we should lower the requirements for stuff
[18:21] <Deck_Knight> That never happened in the last ASB I was part of, basically as a battle prize you got a catch or evolve.
[18:21] <Deck_Knight> I'm thinking of something a bit different though.
[18:21] <smashlloyd20> ahhh i see
[18:21] <smashlloyd20> what are you thinkin
[18:22] <Deck_Knight> Basically My idea is you have 4 bonuses you get from battling: 3 are Pokemon specific and the 4th is a trainer bonus.
[18:22] <Deck_Knight> The 3 Pokemon specific ones are "Evolution Counter, Move Counter, and Dreamlock Counter." The Trainer one is "Capture Counter."
[18:22] <smashlloyd20> dreamlock?
[18:22] <Deck_Knight> I'm thinking for Dream World abilities, they all start "Dreamlocked"
[18:23] <Deck_Knight> And once you get enough Dreamlock Counters you can unlock that third ability.
[18:23] <smashlloyd20> only if you want to though
[18:23] <Deck_Knight> Yeah
[18:23] <smashlloyd20> and what about 'level counter'
[18:24] <Deck_Knight> I'm thinking about scrapping the level system entirely. It makes the game infinitely harder to manage for refs.
[18:24] <smashlloyd20> ok
[18:24] <smashlloyd20> is the move counter for move mastery
[18:24] <Deck_Knight> Not as of yet.
[18:24] <Deck_Knight> Give me a little bit to explain.
[18:24] <smashlloyd20> ok i wait
[18:26] <Deck_Knight> For entering a battle, a Pokemon gets 1 point on their Evolution, Move, and Dreamlock Counters. If they KO an opponent, they may add 1 point to any of their 3 individual counters, and for each KO, one point is added to the Capture Counter.
[18:27] <smashlloyd20> and when the capture counter gets high enough you can capture a poke
[18:27] <Deck_Knight> Evolution Counter: A Pokemon may evolve to its next stage at 2 counters (3 Stage Mon) and its final stage at 4 counters (3 Stage Mon). Alternatively they will evolve to the final form at 3 counters (2 Stage Mon)
[18:28] <Deck_Knight> Move Counters: A Pokemon may learn one of its Level-Up Moves with 1 Move Counter (I'm thinking they start with all the moves they have at L25 + 3 Egg/3 BW TMs for now) and a BW TM with 2 Move Counters. (Older Gen TMs / Tutors will need to be RP'd in shops).
[18:29] <Deck_Knight> DreamLock Counter: Once A Pokemon gets to 5 Dreamlock Counters, they may unlock their Dream World Ability.
[18:29] <smashlloyd20> why not make it so a poke can learn any gen move with 2 counters
[18:29] <Deck_Knight> Makes it entirely unfair to 5th Gen mons
[18:29] <smashlloyd20> so
[18:30] <smashlloyd20> well
[18:30] <smashlloyd20> how about you can do old gen moves with 3 counters
[18:30] <Deck_Knight> Maybe. This is a system in development.
[18:31] <Deck_Knight> Either way I don't want things from RBY getting every insane move ever given out with the same ease while 5th Gen mons are stuck in lame-o land.
[18:31] <smashlloyd20> well yeah
[18:31] <smashlloyd20> but it shouldnt be too hard to get old gen moves
[18:31] <Deck_Knight> Anyway, Capture Counter: Pokemon have a certain rarity point level based on their strength. Once you get capture counters equal to that rarity point ranking, you may catch that Pokemon.
[18:32] <smashlloyd20> is strength based off of bst
[18:32] <Deck_Knight> Partly, and partly evolution level
[18:32] <Deck_Knight> For example Spinda would be easier to catch than Absol.
[18:32] <smashlloyd20> right
[18:33] <smashlloyd20> but say bagon is even easier
[18:33] <Deck_Knight> Caterpie and Weedle can be caught almost instantly. Bagon would be slightly harder.
[18:33] <smashlloyd20> well
[18:33] <smashlloyd20> yeah
[18:33] <Deck_Knight> Basically if it's a 3 Stage Mon starter, it's going to have 2 rarity points or less.
[18:33] <smashlloyd20> caterpie lololol
[18:34] <Deck_Knight> So if you enter a 3on3 and lose (but get 2 KOs), you can basically catch anything you want that isn't a non-evolver.
[18:34] <smashlloyd20> one thing
[18:34] <smashlloyd20> you should prob get 1 free capture counter after each battle
[18:35] <smashlloyd20> currently the system means that bad players are essentially screwed for life
[18:35] <Deck_Knight> Battles are progressive and switching isn't allowed. If you get in a 3on3 battle, unless you perform horribly you will get 2 catch counters.
[18:35] <smashlloyd20> yeah i know
[18:35] <Deck_Knight> I suppose there could be a 1 capture counter minimum.
[18:35] <smashlloyd20> ive seen a 3v3 battle that ended 3-0
[18:36] <smashlloyd20> it was funny
[18:36] <Deck_Knight> That's kind of sad.
[18:36] <smashlloyd20> and pathetic
[18:36] <smashlloyd20> yeah
[18:36] <smashlloyd20> how many catch couners do you start with
[18:36] <smashlloyd20> *counters
[18:37] <Deck_Knight> You start with 6, then choose your starting pokemon from there.
[18:37] <Deck_Knight> This basically means you can get 2 reasonable non-evolvers, or one crazy thing like Absol along with Caterpie.
[18:37] <smashlloyd20> hmmmm well
[18:37] <Deck_Knight> Or most people will go for the 3 non-evolved 2-3 stage mons.
[18:38] <smashlloyd20> if say absol is 4/5
[18:38] <Deck_Knight> Asbol's prolly gonna be 5. Hands down.
[18:38] <Deck_Knight> Thing is insane.
[18:38] <smashlloyd20> the problem is that say absol can take out 2/3 nfes
[18:38] <smashlloyd20> its sort of unbalanced
[18:40] <Deck_Knight> It might be able to, but its got the problem that no matter how strong it is, it can be KO'd once it gets down to zero energy, and I'm trying to set energy costs high enough to where an opponent must be intensely bad to be unable to drop your mon before it KOs 2 opponents in a row.
[18:40] <smashlloyd20> yea
[18:41] <smashlloyd20> how much energy does a poke have
[18:41] <Deck_Knight> 100%. No exceptions.
[18:41] <smashlloyd20> ahh i see
[18:41] <Deck_Knight> Each Energy cost deducts from that 100%, and the only way to restore it is to take an action to chill.
[18:42] <Deck_Knight> Chill's restore 10% energy, and most of the ASBs I've seen limit them to 5 per mon.
[18:42] <smashlloyd20> during a chill is the poke fully vulnerable
[18:42] <Deck_Knight> Yup.
[18:42] <smashlloyd20> it would have to be
[18:43] <smashlloyd20> btw what are we doing with shedinja id guess 1% energy?
[18:43] <Deck_Knight> Shedinja and Smeargle are the two mons that are always a pain.
[18:43] <Deck_Knight> Usually it's adressed by making Wonder Guard fairly absurd.
[18:44] <smashlloyd20> in what way
[18:44] <Deck_Knight> In my ability guide I think I drop it's HP by 20% in exchange for Wonder Guard's usual effect.
[18:44] <smashlloyd20> huh
[18:44] <Deck_Knight> So basically Shedinja has 60% HP and 100% energy.
[18:44] <Deck_Knight> And can only be hit by SE attacks.
[18:44] <smashlloyd20> i say broken
[18:45] <smashlloyd20> maybe like 40-50%
[18:45] <Deck_Knight> Eh, against some things. It's not like Shedinja is particularly overpowering.
[18:45] <smashlloyd20> its got 3 star attack
[18:45] <Deck_Knight> 3 star is average.
[18:46] <Deck_Knight> Literally. Everything from Spinda to Ivysaur to Kingdra has 3 star attack.
[18:46] <smashlloyd20> but you dont want a situation with shed trapped in battle with say a squirtle that cant hurt it at all
[18:47] <Deck_Knight> That's pretty much the lulz of using Shedinja though
[18:48] <Deck_Knight> And there's always Toxic stalling.
[18:48] <Deck_Knight> Assuming you taught Squirtle Toxic
[18:48] <smashlloyd20> yeah but asb is sort of different
[18:48] <smashlloyd20> lol
[18:48] <smashlloyd20> but anyway
[18:49] <smashlloyd20> battles are much longer, status conditions arent used as much, etc.
[18:49] <smashlloyd20> and besides
[18:49] <Deck_Knight> Alhough Squirtle is a bad example.
[18:49] <Deck_Knight> It has Bite.
[18:49] <smashlloyd20> shedinja can actuakky dodge the toxic
[18:49] <smashlloyd20> lol
[18:50] <smashlloyd20> also theres no switching and shedinja can actually dodge things its not a sittin duck
[18:51] <Deck_Knight> Really though, the overwhelming majority of Pokemon learn a move that is Dark/Rock/Flying/Fire/Ghost type, and if the trainer is too shortsighted to prepare for Shedinja by not having one of these I say they deserve to lose lol.
[18:52] <Deck_Knight> And I'm not banning Hidden Power in this ASB.
[18:52] <Deck_Knight> It's just going to be a 7 BP attack that you choose when you teach it to your mon, and you keep it that way.
[18:52] <smashlloyd20> good
[18:52] <smashlloyd20> and what do we do wtih smeargle
[18:52] <smashlloyd20> can it just autolearn any move
[18:52] <Deck_Knight> Usually it's handled with two kinds of Sketch
[18:53] <smashlloyd20> what
[18:53] <Deck_Knight> One where it can learn a move permanently, and one where it can learn a move for the duration of a battle.
[18:53] <Deck_Knight> It gets about 15 permanent moveslots and otherwise Sketch is like a better Mimic.
[18:54] <Deck_Knight> Although since it's not just going to be able to use any partner to get Spore/Leech Seed etc. whatever, I don't even think that's an issue.
[18:54] <smashlloyd20> does skecth have to be used after an attack to learn it
[18:54] <Deck_Knight> Yes.
[18:54] <Deck_Knight> But you can pick the attack, and it's not blockable.
[18:54] <smashlloyd20> it should prob start with like 5 slots
[18:55] <smashlloyd20> and get more as it accumelates move counters
[18:55] <Deck_Knight> Innovative solution.
[18:55] <Deck_Knight> Sounds good to me.
[18:55] <smashlloyd20> i assume thats sarcasm
[18:55] <smashlloyd20> hard to tell on irc
[18:55] <Deck_Knight> Nah.
[18:56] <Deck_Knight> It's not terrible, although since Sketch is a level-up move, it might as well have a perpetual Sketch anyway.
[18:56] <smashlloyd20> how much energy would sketch be
[18:56] <smashlloyd20> something like copied attack plus 2?
[18:56] <Deck_Knight> I think the progressive movepool system takes away the immediate ability to abuse sketch in a 2vs2 battle.
[18:57] <Deck_Knight> Nah, Sketch is probably going to be a flat 5 energy.
[18:57] <smashlloyd20> too low
[18:57] <Deck_Knight> It's basically a permanent Mimic.
[18:57] <smashlloyd20> i vote like 7-8
[18:57] <Deck_Knight> It does no damage.
[18:57] <smashlloyd20> but them smeargle keeps move
[18:57] <Deck_Knight> And Smeargle is essentially forced to use it in its first battle.
[18:57] <Deck_Knight> multiple times.
[18:57] <Deck_Knight> Although there are other workarounds.
[18:58] <smashlloyd20> yeah
[18:58] <smashlloyd20> ah f***
[18:58] <Deck_Knight> Like your 5 slot suggestion, except you can select 5 generically mediocre moves or some good Normal STABs with it.
[18:58] <smashlloyd20> i gotta go
[18:58] <Deck_Knight> Okely.
 
Didn't expect you to just post it, but ah well. C's coming along, it's much easier for me to tweak my own list than do it from scratch.
 
Gastro Acid: The Pokemon hurls up its stomach acid onto the foe, drenching it. Its digestive enzymes break down the victim’s use of their Ability. This effect lasts for two rounds.
Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Effect Chance: --

Gear Change: The Pokemon restructures their gear arrangement to make the mechanism more efficient, raising their speed by two levels and attack by one level. Subsequent uses will increase speed by one level. After two rounds, the gears lock back to their previous positions.
Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Effect Chance: --

Gear Saucer: The Pokemon flies towards the opponent, hitting twice with rapidly spinning gears. Energy cost is halved to 4 if Gear Change is in effect.
Attack Power: 5+5 | Accuracy: 85% | Energy Cost: 8 | Effect Chance: --

Gift Pass: The Pokemon kindly gives its foe or ally a held item. The target will respectfully decline if they are already holding an item.
Attack Power: -- | Accuracy: -- | Energy Cost: 2 | Effect Chance: --

Giga Drain: The Pokemon fires a red beam at the opponent that engulfs it and saps its HP back to the user. Half the damage inflicted on the opponent is healed.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: --

Giga Impact: The Pokemon delivers an incredible blow, powerful beyond its usual ability. The impact may send lighter Pokemon flying. The sheer force required for the attack will require the user to use its next two actions resting. If the Pokemon uses Giga Impact as its third action, it will start the next round resting for two actions.
Attack Power: 15 | Accuracy: 90% | Energy Cost: 12 | Effect Chance: --

Glare: The Pokemon locks eyes with its opponent with a look that paralyzes with an intense fear. The victim will retain this fear for the remainder of the battle (or until healed of paralysis) causing them to move with extreme hesitation, occasionally locking up again. The effects of this move can be avoided if the victim makes a deliberate attempt to look away or close their eyes.

Attack Power: -- | Accuracy: 90% | Energy Cost: 6 | Effect Chance: --

Go Ahead: The Pokemon courteously allows its foe or ally to take their action first, disregarding speed values. The move, despite having an added energy cost, does not use up the user’s turn. Thus a faster Pokemon can use Go Ahead, allowing their slower target to act first, and then use their own command with the regular energy cost +2.
Attack Power: -- | Accuracy: -- | Energy Cost: 2 | Effect Chance: --

Grass Knot: The Pokemon ropes their opponent around the ankle and pulls sending them crashing to the ground. A heavier Pokemon will take more damage than a light one. A Grass type Pokemon may use their own vine, root or leafy appendage to use this move, but a non-Grass type will have to rely on any available plant-life. If there is none available, this move is unusable.
Attack Power: 0.1 - 22 lb. 2| Accuracy: 100% | Energy Cost: 8 | Effect Chance: --
22.1 - 55 lb. 4
55.1 - 110 lb. 6
110.1 - 220 lb. 8
220.1 - 440 lb. 100
440.1 lb. or more 120

Grass Mixer: The Pokemon catches its opponent in a whirlwind of grass obscuring their vision for that action. There is a 30% chance some of the grit may get into the victim’s eyes lowering their accuracy by one stage.

Attack Power: 7 | Accuracy: 90% | Energy Cost: 5 | Effect Chance: 30%

Grass Oath: The Pokemon creates a large column of grass and foliage which can be directed at an opponent. An effect comes about if the column collides with Water Oath or Fire Oath.
Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Grasswhistle: The Pokemon folds a leaf or large blade of grass and blows into it like a primitive flute. The soothing song can lull any listening opponent to sleep. If the music is interrupted the effect will fail, though the longer any Pokemon listens to the song, the more relaxed they will become. Even if the music does not put them to sleep, the move can be used to calm down a user of such rage-based moves like Outrage, Thrash, and Uproar.

Attack Power: -- | Accuracy: 55% | Energy Cost: 5 | Effect Chance: --

Gravity: The Pokemon greatly increases the gravity in the arena for two rounds. Any airborne or levitating Pokemon are stuck earthbound and moves that require flight or jumping cannot be performed. Furthermore, all Pokemon move with much greater difficulty, though their relative speeds remain consistent. Attacks that are normally easy to evade are now much harder to avoid. Trainers are reduced to yelling out commands flat on their belly.
Attack Power: -- | Accuracy: -- | Energy Cost: 8 | Effect Chance: --

Growl: The Pokemon emits a low growl, endearingly or threateningly depending on the user. Upon hearing this growl, the opponent is more hesitant to apply full force, lowering their Attack by one stage for two rounds. Subsequent uses will alternate between lowering the stat another stage and extending the duration another round.
Attack Power: -- | Accuracy: 100% | Energy Cost: 4 | Effect Chance: --

Growth: The Pokemon concentrates on directing nutrients and vitamins to specific areas in its body, or plant, increasing Attack and Special Attack by one stage for two rounds. Subsequent uses raise the stats by one stage for one extra round. If a Grass-type uses this move in intense sunlight, both stats will be boosted by two stages each, but again, with only a one stage boost for each subsequent use.
Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Grudge: The Pokemon prepares a curse. If KO’d during that round Grudge is in effect, the curse is enacted. The move that was used to KO the user, will not be usable for the rest of the match, even if the Pokemon is switched out.
Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Effect Chance: --

Guard Share: The trainer conspires with the referee to calculate the next two rounds of damage by averaging the defensive ratings of the two Pokemon upon a special signal initiated by the user’s Pokemon. Both Pokemon now share the averages of their Defense and Special Defense ratings. Can only be used once per match.
Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

Guard Swap: The Pokemon mentally swaps defensive ratings with their opponent. Their Defense and Special Defense stats are now swapped for two rounds, taking into account any previous stat changes.

Attack Power: -- | Accuracy: -- | Energy Cost: 6 | Effect Chance: --

Guillotine: The Pokemon attempts to hold its victim in a vise or pincer and squeezes mercilessly. This attack is always evaded, but will catch a Pokemon whose stamina has dropped to 30% or below, or one that is sleeping at the time of this attack’s use. Once caught (and awakened), the victim has a 70% chance to escape, otherwise, they will be KO’d. Will never KO a Pokemon with Solid Rock or Sturdy as an ability.
Attack Power: -- | Accuracy: 30% | Energy Cost: 12 | Effect Chance: --

Gunk Shot: The Pokemon spews a disgusting mass of poison at their opponent at high velocity. The move has a chance of poisoning. If the user is a Poison type, the poisoning will be the potent Toxic-like variety.
Attack Power: 12 | Accuracy: 70% | Energy Cost: 10 | Effect Chance: 30%

Gust: The Pokemon creates a small but vicious whirlwind, usually by flapping its wings, that can toss lighter Pokemon around. It can be used to clear the air of smogs, smokes, and powders.
Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Effect Chance: --

Gyro Ball: The Pokemon starts rotating extremely fast creating a dense center of gravity, before it tackling their opponent.
Attack Power: 3+((enemy speed-user speed)x2 if target is judged to have been moving fast at the time of being hit) max:15 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: --


Edited G. Generally higher energy costs and changes made to Growl.

Guillotine is obviously up for discussion. The way I wrote it, I almost feel like it's a bit too situational to ever see much use. I don't know how fast energy tends to go down in a match relative to HP, but I assume a Pokemon with less than 30% energy is within easy ko-range anyway. Since no Pokemon that learns Guillotine can learn a sleep move either, it's also little more than a incentive to not Rest...Perhaps Guillotine can also trap a Pokemon 'chilling'? (Not the ko, but to enter the stage where the chance for ko is calculated).

Also, regarding these bonuses, where is all of this information stored anyway? Is there a database everyone would be able to refer to that lists how many points, Pokemon and moves every player has?
 
Agreed that Gulliotine is too situational, when chilling a Pokemon is supposed to be totally vulnerable so that looks good.

For the bonuses, the common method I've seen is that there is a megathread where each person posts their status. As in their Pokemon, wins, losses, points, etc.
 
Really just kinda popping in, not so much to help (ya, I suck like that), but to say that it would be great if there was a PASBL on Smogon. Keep up the good work, guys, and hopefully this will be able to be finished quickly and painlessly.

Oooh, I also remembered. Serebii used the PASBL site as the basis for theirs, and I did remember there was a lot of attack descriptions already done. None with the whole "energy costs" thing, but it is, at the very least, a font of ideas to draw from.
 
Yeah, I used that site as the basis for some descriptions. I highly recommend it to anyone helping out with the movelist.

EDIT: I've fixed up most of C. There are a few more moves I still have to do. I'll have those up by Monday.

Calm Mind: The Pokemon meditates on its special capabilities, increasing their Special Attack and Special Defense The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order). The effect of this move ends if the user's meditation is disrupted.
Attack Power: --| Accuracy:-- | Energy Cost:7 | Effect Chance:--
Camouflage: The Pokemon changes its body’s coloring to blend in with the background, making it harder to hit. The entire body of the user changes color except for unique parts such as Kecleon’s stripe. This effect lasts for two rounds. Subsequent uses refresh the effect. This move takes three energy and works faster when Kecleon uses it, being a natural move to it.
Attack Power:-- | Accuracy:-- | Energy Cost:5 | Effect Chance:--
Captivate: The Pokemon appeals alluringly to Pokemon of the opposite gender, convincing them to come closer to it and lowering their Special Attack by 2 stages for the next two rounds. Subsequent uses will alternate between reducing the opponent’s Special Attack by 1 stage and the effect duration by 1 round.
Attack Power:-- | Accuracy:-- | Energy Cost:6 | Effect Chance:--
Charge: The Pokemon charges its electric energy. All electric attacks’ power are boosted by two when the effects of this move are active, as well as launching more quickly and costing two more energy to execute. This effect lasts for two rounds. Subsequent uses of the move increase the duration by one round, as well as the power boost by one and energy expended on electric attacks by one.
Attack Power:-- | Accuracy:-- | Energy Cost:-- | Effect Chance:--
Charge Beam: The Pokemon builds up a large amount of electricity in its body, and fires a small beam of it at its opponent. The excess electricity has a high chance of increasing the user’s Special Attack by one stage. This effect lasts for two rounds. Subsequent activations of this effect increase potency by one stage and duration by one round.
Attack Power:5 | Accuracy:90% | Energy Cost:3 | Effect Chance:70%
Charm: The Pokemon appears cute and charming to the opponent, making it less willing to attack it, lowering their Attack by 2 stages for the next two rounds. Subsequent uses will alternate between reducing the opponent’s Attack by 1 stage and the effect duration by 1 round.
Attack Power:-- | Accuracy:-- | Energy Cost:6 | Effect Chance:--
Chatter: The Pokemon yells meaningless statements at the opponent loudly. It has a chance to confuse the opponent.
Attack Power:6 | Accuracy:100% | Energy Cost:4 | Effect Chance:20%
Cheer Up: The Pokemon thinks happy thoughts about the battle, simulating its brain to to raise its Special Attack and Attack by one stage. The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order). The effect ends if the Pokemon is stopped from thinking its happy thoughts.
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--
Clamp: The Pokemon closes its shell or mouth on an opponent and squeezes hard. During Clamp, both Pokemon may still issue attacks, however any attack using a part of the body implementing the clamp will cause it to release. The steady squeezing of a Clamp drains the opponents HP at the rate of 2 per action for as long as they are in the clamp.
Attack Power:3 + 2 drain per action | Accuracy:85 | Energy Cost:3 | Effect Chance:--
Claw Sharpen: The Pokemon sharpens its claws or nails to raise its Attack and accuracy of its physical attacks by one stage. The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order). The effect ends if the user's claws or nails are dulled or removed.
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--
Clear Smog: The Pokemon expels a thick cloud of smog from its body towards the target. The target takes damage and all of its stat modifications are negated.
Attack Power:5 | Accuracy:101% | Energy Cost:4 | Effect Chance:--
Close Combat: The Pokemon hurls itself viciously at the opponent and strikes them powerfully multiple times while dropping its guard. Successful execution of this move decreases Defense and Special Defense of the user by one stage. This effect lasts for two rounds.
Attack Power:12 | Accuracy:100% | Energy Cost:8 | Effect Chance:--
Coil Around: The Pokemon coils its body around and around tightly, putting intense pressure on its muscles to raise its Defense, Attack, and accuracy by one stage. The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order). The effect ends if the Pokemon's muscles are relaxed.
Attack Power:-- | Accuracy:-- | Energy Cost:9 | Effect Chance:--
Cold Flare: The Pokemon shoots a powerful beam of burning ice at its opponent. It has a chance to burn its target. This move must be charged for one round before it is used. When the Pokemon is commanded to use the attack, it begins charging. The attack will execute one round after its command is given. If the Pokemon is attacked with a power of 6 or more when it is charging, the charging stops and the move is not executed. If this happens, the Pokemon expends six energy.
Attack Power:14 | Accuracy:90% | Energy Cost:10 | Effect Chance:30%
Comet Punch: The Pokemon punches the opponent repeatedly at lightning-fast speed. It can disrupt an opponent’s move that takes a while to charge up.
Attack Power:2 per hit | Accuracy:85% | Energy Cost:3 | Effect Chance:--
Confuse Ray: The Pokemon shoots out a bright beam of light towards its opponent, causing it to become confused. The light can be spread out, but this will decrease its range.
Attack Power:-- | Accuracy:100% | Energy Cost:5 | Effect Chance:--
Confusion: The Pokemon uses a weak telekinetic force to pick up and move parts of the arena or its opponent. A Pokemon cannot use this force to pick up something much heavier or larger than it. Note that Psychic-types can pick up much larger things than Pokemon that do not get STAB on this attack due to their greater mastery of telekinesis.
Attack Power:5 | Accuracy:100% | Energy Cost:3 | Effect Chance:10%
Constrict: The Pokemon grabs onto its opponent with vines or tentacles and squeezes them. During Constrict, both Pokemon may still issue attacks, however any attack using a part of the body implementing the constriction will cause it to release. The steady squeezing of a Constrict drains the opponents HP at the rate of 2 per action for as long as they are in the constriction.
Attack Power:3 + 2 drain per action | Accuracy:85% | Energy Cost:3 | Effect Chance:--
Conversion: The user changes its typing to the same type as a random one of its known moves. This effect lasts for two rounds after the initial use. Subsequent uses of the move refresh the effect to the same type the Pokemon transformed into during its initial use.
Attack Power:-- | Accuracy:-- | Energy Cost:5 | Effect Chance:--
Conversion 2: The user changes its typing to a random type that resists the last attack it was hit with. This effect lasts for two rounds after the initial use. Subsequent uses of the move refresh the effect to the same type the Pokemon transformed into during its initial use.
Attack Power:-- | Accuracy:-- | Energy Cost:5 | Effect Chance:--
Copycat: The Pokemon thinks about the opponent’s last attack and repeats it exactly, using the move against its opponent. This move will fail if; Copycat is the first move used in the battle, the last used move was Copycat, the attack requires more energy than the user has, or the execution of the move is physically impossible (e.g. Pikachu using Megahorn).
Attack Power:-- | Accuracy:-- | Energy Cost:6 | Effect Chance:--
Cosmic Power: The user calls down mystical power from heaven to boost its Defense and Special Defense by one stage. The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order). This move will fail if the arena is not open to the sky (e.g. indoors).
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--
Cotton Guard: The Pokemon gathers cotton around itself to raise its defense by three stages. The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order). The effect ends if the cotton is removed from the Pokemon or if there is no available cotton.
Attack Power:-- | Accuracy:-- | Energy Cost:9 | Effect Chance:--
Cotton Spore: The Pokemon releases balls of cotton that cling to the opponent, triggering various allergic reactions that slow it down and drop its speed by two stages. The effect lasts for two rounds after the initial use. Subsequent uses of the attack will alternate between increasing the potency by 1 stage and the duration by 1 round (in that order). This move fails if there is no available cotton or if the opponent is unable to have allergic reactions.
Attack Power:-- | Accuracy:-- | Energy Cost:7 | Effect Chance:--
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Judgment: The Pokemon brings down wrathful light on the opponent. The Type of the attack corresponds to the type of the held plate.
Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

Jump Kick: The Pokemon attacks the opponent with a flying kick, foot outstretched. If the move misses, the attacking Pokemon takes recoil equal to 1/2 the damage that would have been incurred.
Attack Power: 10 | Accuracy: 95% | Energy Cost: 7 | Effect Chance: --


This was exhausting.

Blah.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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I've updated C into the Anchor. Aside from maybe an attack language sweep for consistency's sake, I am quite impressed with how close to the standard I expect everyone has come.

Alchemator: Don't worry too much about adding additional effects, especially to legendary moves.

Now would be a good time to roll out my official treatise on battle rewards.


Battle Rewards:

There will be 4 different rewards Pokemon can recieve in battle. 3 Are Pokemon specific (they track with each Pokemon), the fourth follows the trainer. Most Battle Rewards are claimed at the end of a battle.

The KO Bonus:

Every time one of your Pokemon knocks out one of your opponent's Pokemon, you get a one point KO Bonus that you can apply to any of the four counters described below. It doesn't matter if this KO was obtained by taking out 100% of your Opponent's Pokemon's HP or the 20% they had remaining when they KO'd your first Pokemon. A KO Counter will be added either way.

Pokemon Specific Bonuses:

Evolution Counter: Each time a Pokemon enters battle, their Evolution Counter goes up by one. For 3 Stage Pokemon, they can evolve to their second form once their Evolution Counter reaches three, and then their final evolution when it reaches six. For 2 Stage Pokemon, They can evolve to their higher form once their Evolution Counter reaches four. Non-evolving Pokemon do not have Evolution Counters, and they do not habe any points redistributed because of it. If you enter a battle and your Evolution Counter increases to the necessary amount, or you get a KO and want to use your KO bonus to evolve immediately, you may do so at the cost of 20% of your Pokemon's energy. Evolution is the only counter that can be increased and applied mid-battle.

Move Counter: Each time a Pokemon enters battle, their Move Counter goes up by one. Move Counters are used to add new moves to your Pokemon. Here are the costs associated with Move Counters:

1: Any Level-Up Move the Pokemon learns in any generation.
2: A BW TM.
3: An Egg Move the Pokemon learns in any generation.
4: A 4th Gen or earlier TM or Tutor Move.

Note: My starting assumption on moves is that each Pokemon will start with every move they learn at Level 25 or below in Black and White, as well as 3 BW TMs and 3 Egg Moves of the trainer's choosing. Illegal Egg Combinations do not exist in ASB.

Additionally, you may spend some time RPing at a shop to learn moves at half of their end-of-battle Move Counter cost. While RPing with a Pokemon, you cannot use it in a new battle (however it may continue to be used in any battles you began before RPing, however you cannot use that new move if you should learn it before the battle finishes.).

Dream Counter:

Each Pokemon's Dream World Ability is sealed to start with. Each time a Pokemon enters battle, its Dream Counter goes up by one. Once they have reached 5, they may voluntarily unlock their Dream World ability. If a Pokemon has no Dream World Ability or has already unlocked it, no extra points can be distributed.

Trainer Specific Bonus:

Capture Counter: Each time you enter a battle, your Capture Counter goes up by one. Once you get capture counters equivalent to a Pokemon's rarity (stronger Pokemon will have stronger rarities) you can catch that Pokemon at the end of a battle. Rarities will be applied to each first stage Pokemon in amounts from 1 to 5. 4vs4+ Doubles, 5vs5, and 6vs6 matches will add a second Capture Counter upon completion.

I have not decided on a monetary system yet, if any. I want to more strongly emphasize the role playing elements by forcing trainers to battle with their own Pokemon in order to grow them,rather than in some ASBs where you can let one Pokemon do the heavy lifting for evolving/catching other ones.


Ref Compensation:

Referees will be compensated for their time based on the complexity of the battle. They will recieve 1 Ref Token for each Pokemon per side in a battle. A Ref Token is redeemable for any counter on any of the ref's Pokemon. However, in order to evolve a Pokemon must be used in battle, just having enough Evolution Counters is not enough.

(e.g. 1vs1 is 1 Ref Token, 2vs2 is 2 Ref Tokens, 3vs3 is 3 Ref Tokens). 3vs3 Single Battle is considered the standard battling format a referee should be prepared for. Above and beyond that they will recieve more tokens, as follows:

3vs3 Double Battle: 4 Ref Tokens
3vs3 Triple Battle: 5 Ref Tokens

4vs4 Single Battle: 5 Ref Tokens
4vs4 Double Battle: 6 Ref Tokens
4vs4 Triple Battle: 7 Ref Tokens

5vs5 Single Battle: 7 Ref Tokens
5vs5 Double Battle: 8 Ref Tokens
5vs5 Triple Battle: 9 Ref Tokens

6vs6 Single Battle: 9 Ref Tokens
6vs6 Double Battle: 10 Ref Tokens
6vs6 Triple Battle: 12 Ref Tokens

A battle must be fought to completion for any rewards to be claimed. Even though Double and Triple battles ostensibly end sooner, they require much more skill and time to ref, as they are taking into account 12 or 18 actions each round.

RE Cartoons:


There's going to be one massive thread where everyone registers their team information and keeps it updated. Trainers are expected to manage their own accounts. Mercifully, Hide Tags are the most brilliant thing ever created.

Here's a sample of what a starting trainer registration thread post will look like (this is a beta, but assumes all of my mechanics up to this point.):

Registration Thread Sample said:
Trainer Name: Deck Knight
Pokemon: Sandshrew, Tepig, Poliwag
W/L/T: 0-0-0
Capture Counter: 0/5
Ref Tokens:
Business Tokens:

[Any Links to ongoing battles here]

Sandshrew (Terrato) [M]:
HP: 90%
Atk: ***
Def: ***
SpA: *
SpD: **
Spe: 40

Ability: Sand Veil
Ability: Sand Throw (DREAMLOCKED)

EC: 0/4
MC: 0/2
DC: 0/5

Scratch
Defense Curl
Sand-Attack
Poison Sting
Rapid Spin
Swift
Fury Swipes
Rollout
Fury Cutter
Earthquake (TM)
Hone Claws (TM)
Safeguard (TM)
Night Slash (Egg)
Rock Climb (Egg)
Counter (Egg)


Tepig (Ifrit) [M]:
HP: 100%
Atk: ***
Def: **
SpA: **
SpD: **
Spe: 45

Ability: Blaze
Ability: Thick Fat (DREAMLOCKED)

EC: 0/6
MC: 0/2
DC: 0/5

Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Nitro Charge
Smog
Rollout
Take Down
Rest (TM)
Wild Charge (TM)
Grass Knot (TM)
Curse (Egg)
Yawn (Egg)
Sleep Talk (Egg)


Poliwag (Siren) [F]:
HP: 90%
Atk: **
Def: **
SpA: **
SpD: **
Spe: 90

Ability: Water Absorb
Ability: Damp
Ability: Swift Swim (DREAMLOCKED)

EC: 0/6
MC: 0/2
DC: 0/5

Water Sport
Bubble
Hypnosis
Water Gun
Doubleslap
Rain Dance
Body Slam
Bubblebeam
Waterfall (TM)
Dig (TM)
Ice Beam (TM)
Encore (Egg)
Mind Reader (Egg)
Refresh (Egg)
 
Alch, nice to see you haven't left completely. I agree with Deck about Judgement though (not that anyone's going to be using it).

Deck: Looks good. I assume the RP'ing will be haggling or such. Everyone, make sure to spam illegal move combos :)

I'll have the rest of C up tomorrow night.

EDIT: Thanks for finishing it Deck. I swear I fell over when I saw Curse's energy cost.

EDIT 2: Didn't see this for a while. Put it a new post next time ;)
Anyway, looks good. Two things. First, refs should get counters even if a battle doesn't finish as it isn't their fault if one person gets lazy. Second, with the abilities, what happens once a DW ability is unlocked? Can the Pokemon switch abilities freely?

EDIT 3: One nitpick in the C movelist,
Clamp The Pokemon closes its shell or mouth on an opponent and squeezes hard. During Clamp, both Pokemon may still issue attacks, however any attack using a part of the body implementing the clamp will cause it to release. The steady squeezing of a Bind drains the opponents HP at the rate of 3 per action for as long as they are in the bind.
Shouldn't those be Clamp instead?
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Cartoons!, you may want to make some changes in Grass Knot.
Attack Power: 0.1 - 22 lb. 2| Accuracy: 100% | Energy Cost: 8 | Effect Chance: --
22.1 - 55 lb. 4
55.1 - 110 lb. 6
110.1 - 220 lb. 8
220.1 - 440 lb. 100
440.1 lb. or more 120

Shouldn't 220.1 - 440 lb be 10 power, and >440.1 lb be 12?
 
First, Deck updated his last post with some new counter costs and things in the user profile megathread. Check it out.

Anyway, here's K. Took all of 15 minutes ;)

Karate Chop: The user chops at the foe, aiming for a pressure point or vulnerable area. Because it targets vulnerable areas this the move is more likely to result in a critical hit.
Attack Power:5 | Accuracy:100% | Energy Cost:3 | Effect Chance:--

Kinesis: The user employs Psychic powers to distort the target's sense of reality, making it more difficult for the opponent to focus on its attacks and lowering their accuracy by 1 stage for the next two rounds. Subsequent uses will alternate between reducing the opponent’s accuracy by 1 stage and the effect duration by 1 round.
Attack Power:-- | Accuracy:80% | Energy Cost:3 | Effect Chance:--

Knock Down: The Pokemon hurls many rocks or other natural materials at its opponent. The force of the throw knocks any flying or levitating Pokemon to the ground.
Attack Power:5 | Accuracy:100% | Energy Cost:3 | Effect Chance:--

Knock Off: The Pokemon strikes at its opponent's held item, knocking it away. The opponent loses all benefits of its held item. This move's effect will not activate if the target has the abilities Multitype or Sticky Hold, or is holding the item Griseous Orb, Lightning Cassette, Aqua Cassette, Freeze Cassette, or Blaze Cassette.
Attack Power:2 | Accuracy:100% | Energy Cost:2 | Effect Chance:--
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
I want to reiterate my thanks to everyone who has helped work on the Attack List. Right now it is about 50% complete, and it's all thanks yo all your hard work.

I have an update on OHKO Moves:

Basically these attacks will be like "Super Moves." They will be ordinary attacks, except very inaccurate but insanely powerful (as strong as Explosion), and quite energy inefficient, so if you mess up on them you've blown a large portion of your energy.

I'm still assigning things here and there, but for now I'm going to bed.
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
I'm pretty sure also that Genosect's Cassettes can't be knocked off.

E: Yeah.

Also you listed Aqua Cassette twice ;) Good job otherwise though!
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
You put Aqua Cassette twice and missed the Blaze Cassette.

Just wondering, how are we doing Energy Costs? Is it something relative to the Base Power of the move or relative to the Energy Costs of others?
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
You put Aqua Cassette twice and missed the Blaze Cassette.

Just wondering, how are we doing Energy Costs? Is it something relative to the Base Power of the move or relative to the Energy Costs of others?
Roughly speaking it's (Base Damage/2)+2 (or +1 if the move has like 4 or 5 Base Damage) There are a few tweaks made here and there on moves with strong effects like HP draining or what I'm doing with OHKO moves, but generally speaking that's how they're calculated.

Most +2 Stat-up Moves are 7 Energy, While +1's are 5 or so. Anyway, I'm auditing all this stuff as I post it up, so if you're wondering why I haven't posted another letter for myself, it's because I'm spending most of my time balancing, tweaking, and adjusting all the awesome work everyone has done. I'd say I keep about 80-90% of the content, and do minor tweaks/language adjusts to another 20%. Overall I've been quite impressed with the quality.

@Smashlloyd: Business Tokens will be like the business owner equivalent of ref tokens. They'll be prorated based on how much business they do, but that system is currently a huge WIP and I haven't decided anything. The way this is shaping up though, the best way to advance will be to battle and ref, with everything else being a bonus. We may not even need an official currency system.
 
F

I only have a basic understanding of formatting, so I couldn't really do much with that, but I did fix the content.


Façade: The Pokémon is engulfed in a strange aura that increases in intensity under status. The user then tackles the opponent.
Attack Power: 7, 14 if under status
Accuracy: 100
Effect Chance: --
Energy Cost: 7

Faint Attack: The Pokémon distracts the foe, and then attacks. The attack will not miss.
Attack Power: 6
Accuracy: --
Effect Chance: --
Energy Cost: 4

Fake Out: The Pokémon creates a shockwave of air, pushing the opponent back and causing them to flinch.
Attack Power: 4
Accuracy: 100
Effect Chance: 100
Energy Cost: 3
Fake Tears: The Pokémon cries loudly, unnerving the opponent, causing its Special Defense to drop two stages for two rounds. Subsequent uses will alternate between the potency increasing by one stage, or the duration by one round.
Attack Power: --
Accuracy: 100
Effect Chance: --
Energy Cost: 6
False Swipe: The Pokémon slashes its claws together in a controlled way that will not let the opponent faint.
Attack Power: 4
Accuracy: 100
Effect Chance: --
Energy Cost: 2
Fast Guard: The Pokémon rushes forwards, negating all priority attacks.
Attack Power: --
Accuracy: 100
Effect Chance: --
Energy Cost: 3
Featherdance: The Pokémon shoots a slew of feathers at the opponent, causing them to become tired, and their attack to drop two stages for two rounds. Subsequent uses will alternate between increasing the potency by one stage or the duration by one round.
Attack Power: --
Accuracy: 100
Effect Chance: --
Energy Cost: 6
Feint: The Pokémon slams into a Pokémon with a Protect/Detect barrier, destroying the barrier, and tossing the opponent.
Attack Power: 3
Accuracy: 100
Effect Chance: --
Energy Cost: 3
Fire Blast: The Pokémon summons a massive blast of fire that takes the shape of the Kanji. It has a chance to burn the opponent.
Attack Power: 12
Accuracy: 85
Effect Chance: 30
Energy Cost: 8
Fire Dance: The Pokémon dances in a cloak of flames. The attack has a chance of raising the user’s special attack one stage for two rounds.
Attack Power: 8
Accuracy: 100
Effect Chance: 50
Energy Cost: 6
Fire Fang: The Pokémon’s mouth ignites in flames as it bites the opponent. Has a chance to burn and/or flinch the target.
Attack Power: 7
Accuracy: 95
Effect Chance: 10% Flinch, 10% burn
Energy Cost: 6
Fire Oath: A mystical power causes fire to spread across the battlefield. Has an additional effect when paired with water oath or grass oath.
Attack Power: 5
Accuracy: 100
Effect Chance: --
Energy Cost: 3
Fire Punch: The Pokémon’s fist becomes surrounded by flames as it punches the foe. It has a chance to burn.
Attack Power: 8
Accuracy: 100
Effect Chance: 10
Energy Cost: 6
Fire Spin: The Pokémon shoots a spiraling stream of flames from its mouth. It traps the opponent for two turns, causing it two damage per turn, and preventing it from switching out.
Attack Power: 4
Accuracy: 85
Effect Chance: --
Energy Cost: 2

Fissure: The Pokémon uses brute force and/or an energy beam to open a fissure in the ground right under the opponent. The opponent may easily avoid it, but it will inflict massive damage should they fall in.
Attack Power: 20
Accuracy: 30
Effect Chance: --
Energy Cost: 20
Flail: The Pokémon flails around, striking the foe as it does so. It becomes more powerful the lower the user’s health is.
Attack Power: Varies
Accuracy: 100
Effect Chance: --
Energy Cost: 8
Flame Burst: The Pokémon shoots out a massive burst of fire that leaves embers on the ground around the foe.
Attack Power: 7
Accuracy: 100
Effect Chance: --
Energy Cost: 6
Flame Wheel: The Pokémon ignites into flames, and spins through the air to tackle the foe. It will thaw a frozen opponent, and has a chance to burn.
Attack Power: 6
Accuracy: 100
Effect Chance: 10
Energy Cost: 5
Flamethrower: The Pokémon emits a stream of flames from its mouth. It has a chance to burn.
Attack Power: 10
Accuracy: 100
Effect Chance: 10
Energy Cost: 7
Flare Blitz: The Pokémon becomes engulfed in flames, and shoots at the opponent with great force, taking recoil damage from the attack. It will thaw a frozen opponent, and has a chance to burn the opponent.
Attack Power: 12
Accuracy: 100
Effect Chance: 10
Energy Cost: 8
Flash: The Pokémon emits a bright light, momentarily blinding anything that looks at it. It will lower the opponent’s accuracy by one stage for two rounds. Subsequent uses will alternate between increasing the potency by one or duration by one round.
Attack Power: --
Accuracy: 100
Effect Chance: --
Energy Cost: 4
Flash Cannon: The Pokémon charges energy, and unleashes a beam of silver light. It has a chance of lowering the targets special defense by one stage.
Attack Power: 8
Accuracy: 100
Effect Chance: 10
Energy Cost: 6
Flatter: The Pokémon makes a series of flattering comments and gestures to the opponent. It will raise the target’s Special Attack by one stage for two rounds, but also confuse the target.
Attack Power: --
Accuracy: 100
Effect Chance: --
Energy Cost: 4
Fling: The Pokémon throws and item in its possession. The amount of damage done depends upon the item thrown
Attack Power: Varies
Accuracy: 100
Effect Chance: --
Energy Cost: 9
Fly: The Pokémon flies up high, and strikes down in a tackle. The power can be increased by flying higher.
Attack Power: 9
Accuracy: 95
Effect Chance: --
Energy Cost: 7
Focus Blast: The Pokémon puts its hands together, and charges a ball of energy it fires at the foe. It has a chance to lower the target’s Special Defense one stage for two rounds.
Attack Power: 12
Accuracy: 70
Effect Chance: 10
Energy Cost: 8
Focus Energy: The Pokémon charges an aura that guides the user to an opponent’s weak point, making critical hits more likely.
Attack Power:
Accuracy: --
Effect Chance: --
Energy Cost: 5
Focus Punch: The Pokémon’s fist glows white as it punches the opponent.
Attack Power: 15
Accuracy: 100
Effect Chance: --
Energy Cost: 10
Follow Me: The Pokémon creates a distraction, forcing the opponent to attack the user.
Attack Power: --
Accuracy: 100
Effect Chance: --
Energy Cost: 3
Force Palm: The Pokémon charges energy on its palm that it uses to fire a blast of energy. It has a chance to paralyze the opponent.
Attack Power: 6
Accuracy: 100
Effect Chance: 30
Energy Cost: 5
Foresight: The Pokémon’s eyes emit a red scanning beam that reveals illusions, and makes Ghost-types vulnerable to fighting and normal moves.
Attack Power: --
Accuracy: --
Effect Chance: --
Energy Cost: 3
Foul Play: The trainer distracts the referee while the Pokémon uses its enemies strength against it, attacking with the opponents attack stat.
Attack Power: 10
Accuracy: 100
Effect Chance: --
Energy Cost: 7
Freefall: The Pokémon grabs the opponent in its talons, and drops them from a great height.
Attack Power: 6
Accuracy: 100
Effect Chance: --
Energy Cost: 3
Freeze Bolt: The Pokémon charges electricity for a while, and then unleashes it in a freezing strike. The attack has a chance to paralyze the opponent.
Attack Power: 14
Accuracy: 90
Effect Chance: 30
Energy Cost: 9
Frenzy Plant: The Pokémon slams into the ground, causing a slew of vines to rise up and strike the opponent.
Attack Power: 15
Accuracy: 90
Effect Chance: --
Energy Cost: 10
Frozen World: The Pokémon fires off a beam of cold air that chills the opponent, causing their speed to be reduced by one stage until the end of the next round. Subsequent uses will lower the stat by one stage each, but not affect the duration.
Attack Power: 7
Accuracy: 95
Effect Chance: 100
Energy Cost: 5
Frustration: The Pokémon throws a temper tantrum that increases in power the more that the user dislikes its trainer.
Attack Power: Varies
Accuracy: 100
Effect Chance: --
Energy Cost: 7
Fury Cutter: The Pokémon repeatedly slashes the foe, with every consecutive slash increasing in power.
Attack Power: 2
Accuracy: 95
Effect Chance: --
Energy Cost: 1
Fury Swipes: The Pokémon slashes the foe several times in one turn (up to five) with sharp claws or talons. It can disrupt moves that take a while to charge up
Attack Power: 2 per hit
Accuracy: 80
Effect Chance: --
Energy Cost: 4
Future Sight: The Pokémon uses its mind to summon a delayed telekinetic attack. It can also be used to move objects.
Attack Power: 10
Accuracy: 100
Effect Chance: --
Energy Cost: 7


Out of order, but:
Fury Attack: The Pokémon attacks the opponent multiple times in a round (up to five), attacking with a sharp beak or claw. It can disrupt an attack that takes a while to charge up.
Attack Power: 1 per hit
Accuracy: 85
Effect Chance: --
Energy Cost: 2
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Are you back now Rediamond? I thought you had gone away for a bit.

Anyway, I already looked over and made the tweaks/additions/fixes to the F you posted a while, so if you're looking for another letter just PM me.
 
Hi Rediamond! Glad to have you back.
Anyways, Knock Off has been fixed. O, X, Y, and Z will be up around tomorrow night I think.
 
Yes, I'm back for the time being. I had never really left, but personal life had started to drain my time. I have abandoned all other Pokemon related activities at the moment to help get this done. I will PM for another letter very soon.
 
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