• Welcome back to Pokécharms! We've recently launched a new site and upgraded forums, so there may be a few teething issues as everything settles in. Please see our Relaunch FAQs for more information.

Ask to Join Pokémon Discussion Thread

Oh I missed it xD it's perfect, bulky physical attacker. Yeah the Silver conference is around winter time, so it fits perfectly. We can have Reina bring it up, so Gene can have these months to get the idea of going there. It would be a quick trip, but it works out.
 
Well while we're waiting, I have now completed the full Pokédex for Shalend... with a couple of obvious omissions, but that's just for you to find ouuuuuut! OoOoOoOoO!

Shalend - Full Pokédex
1. Wooloo
2. Dubwool
3. Spoink
4. Grumpig
5. Miltank
6. Ilsh Skiddo
7. Ilsh Gogoat
8. Mudbray
9. Mudsdale
10. Scyther
11. Scizor
12. Kleavor
13. Ilsh Shinx
14. Ilsh Luxio
15. Ilsh Luxray
16. Yamper
17. Boltund
18. Cottonee
19. Whimsicott
20. Ilsh Duraludon
21. Cramorant
22. Arrokuda
23. Barraskewda
24. Magikarp
25. Gyarados
26. Wailmer
27. Wailord
28. Zangoose
29. Seviper
30. Morpeko
31. Deerling
32. Sawsbuck
33. Nickit
34. Thievul
35. Ilsh ????????
36. Ilsh ????????
37. Tympole
38. Palpitoad
39. Seismitoad
40. Bidoof
41. Bibarrel
42. Ilsh Numel
43. Ilsh Camerupt
44. Yanma
45. Yanmega
46. Ducklett
47. Swanna
48. Ilsh ????????
49. Rockruff
50. Lycanroc
51. Axew
52. Fraxure
53. Haxorus
54. Buneary
55. Lopunny
56. Sentret
57. Furret
58. Squirtle
59. Wartortle
60. Blastoise
61. Pinsir
62. Sizzlipede
63. Centiskorch
64. Swirlix
65. Slurpuff
66. Phantump
67. Trevenant
 
Hope it ain't dead, or im broken

Name: Sora Orion
Gender: Male
Age: 14
Trainer Class: Trainer

Physical Appearance: Sora is 5 foot 6 inches, light skinned, with blue eyes. He has brown hair, ruffled, as if he got out of bed.

Clothing: Being from Galar, he likes the wear gym uniforms, but he wears his Dragon Type uniform mostly. He wears a cap with a dragonite on it, so he can hide his hair.

Personality: He is quite a loner, he was alone during his Galar adventure. He isn't depressed just lonely, but funny and friendly


Starter: Gengar


Team:

Gengar
Male
Shadow Ball, Sludge Bomb, Venoshock, Ice Punch

Egg
Will hatch during RP, if accepted

Origin: Greninja (F) and Lycanroc (M)
 
Hope it ain't dead, or im broken

Name: Sora Orion
Gender: Male
Age: 14
Trainer Class: Trainer

Physical Appearance: Sora is 5 foot 6 inches, light skinned, with blue eyes. He has brown hair, ruffled, as if he got out of bed.

Clothing: Being from Galar, he likes the wear gym uniforms, but he wears his Dragon Type uniform mostly. He wears a cap with a dragonite on it, so he can hide his hair.

Personality: He is quite a loner, he was alone during his Galar adventure. He isn't depressed just lonely, but funny and friendly


Starter: Gengar


Team:

Gengar
Male
Shadow Ball, Sludge Bomb, Venoshock, Ice Punch

Egg
Will hatch during RP, if accepted

Origin: Greninja (F) and Lycanroc (M)
Looks good, accepted.
 
Name: Piper Elizabeth Halloway
Gender/Pronouns: female, she/her
Age: 21
Height: 5'1" (≈155 cm)
Hometown: Hearthome City, Sinnoh
Appearance:
piper.jpg

link to artist's twitter
Personality: Bubbly and upbeat, Piper is first and foremost a born socialite: she loves parties, meeting new people, and striking up a conversation with anyone, about anything—sometimes whether they like it or not. She isn't always the best at realizing when she's annoying others with her constant chatter, but for those who can appreciate her outgoing nature she's a warm and loyal friend (sure, she loves to gossip, but she'll defend you with her life if the gossip's about you). Piper is a deeply emotional person, and said emotions can fluctuate wildly—she can be jumping up and down with excitement one moment and then on the verge of tears the next. She also has a tendency to be somewhat hasty and disorganized, sometimes rushing into things without thinking them through. Hailing from a rich and privileged family means that she can sometimes be out of touch with the average middle-class person, but it isn't out of malice. If you were really mean, you might call her airheaded or a ditz, but despite first impressions she's highly intuitive and an excellent problem-solver, and when she's actually got her mind set on something she always gives it 100%. She's also a surprisingly competent battler, having many achievements under her belt from her days competing in Pokémon Leagues and tournaments around the world. Fashion is her true calling, however, and she not only designs and sews almost all of her own clothes, but accessories for Pokémon as well. She's a girly-girl through and through and adores all things cute and pink, but is happy to work with any human or Pokémon no matter their personal style. Her insatiable love of sweets, on the other hand, is a bit harder to accommodate, considering she's nothing short of a disaster in the kitchen. All in all, Piper is a kind and passionate young woman with a good heart, so long as you're willing to put up with her various eccentricities.
History: As the only child of a wealthy businessman, Piper was raised in the lap of luxury and treated like a princess from the moment she was born. At age six she was given a Piplup to act as her companion (and to teach her a little responsibility), and the two were soon inseparable. Money didn't mean Mom and Dad were absent from Piper's life, however; if anything, they were a bit too involved, and Piper was subjected to her fair share of helicoptering. While Piper's parents never explicitly discouraged her from pursuing the path of a Pokémon Trainer, it was no secret they dreamed of her taking over the family business. Piper loved her parents, but she felt stifled, and a future spent crunching numbers in a dreary high-rise office just didn't sound like her cup of tea. When she came of age, Piper set out to take on the Sinnoh League, Étienne the Piplup at her side and well aware of the boat she was rocking. Over the course of Piper's journey, Étienne eventually evolved into a Prinplup and then all the way into an Empoleon, and she added many other Pokémon to her team as well. Together they've travelled to Johto, Hoenn and Unova and competed in the Leagues there, and although she never quite took home the gold there's no doubt that Piper made a name for herself as a skilled Trainer. The thrill of competition subsided after a while, however, and eventually Piper decided to return home to Sinnoh to finish out her education. These days, she's doing some casual traveling and coasting by on Daddy's money while she tries to figure out exactly what she wants to do with her life, but she's determined to make it in the fashion world one way or another—and quickly, too, because her parents are already starting to buzz once again about her taking over the company…
Pokémon:
Étienne the Empoleon (♂)
Serious nature. Proud of its power.
Sunny the Togetic (♂)
Careful nature. Highly curious.
Dimitri the Machamp (♂)
Jolly nature. Somewhat of a clown.
Zeus the Manectric (♂)
Rash nature. Hates to lose.
Lucy the Gastrodon (♀)
Quirky nature. Highly persistent.
Morgana the Zorua (♀)
Sassy nature. Mischievous.
 
Last edited:
Name: Piper Elizabeth Halloway
Gender/Pronouns: female, she/her
Age: 21
Height: 5'1" (≈155 cm)
Hometown: Hearthome City, Sinnoh
Appearance: Personality: Bubbly and upbeat, Piper is first and foremost a born socialite: she loves parties, meeting new people, and striking up a conversation with anyone, about anything—sometimes whether they like it or not. She isn't always the best at realizing when she's annoying others with her constant chatter, but for those who can appreciate her outgoing nature she's a warm and loyal friend (sure, she loves to gossip, but she'll defend you with her life if the gossip's about you). Piper is a deeply emotional person, and said emotions can fluctuate wildly—she can be jumping up and down with excitement one moment and then on the verge of tears the next. She also has a tendency to be somewhat hasty and disorganized, sometimes rushing into things without thinking them through. Hailing from a rich and privileged family means that she can sometimes be out of touch with the average middle-class person, but it isn't out of malice. If you were really mean, you might call her airheaded or a ditz, but despite first impressions she's highly intuitive and an excellent problem-solver, and when she's actually got her mind set on something she always gives it 100%. She's also a surprisingly competent battler, having many achievements under her belt from her days competing in Pokémon Leagues and tournaments around the world. Fashion is her true calling, however, and she not only designs and sews almost all of her own clothes, but accessories for Pokémon as well. She's a girly-girl through and through and adores all things cute and pink, but is happy to work with any human or Pokémon no matter their personal style. Her insatiable love of sweets, on the other hand, is a bit harder to accommodate, considering she's nothing short of a disaster in the kitchen. All in all, Piper is a kind and passionate young woman with a good heart, so long as you're willing to put up with her various eccentricities.
History: As the only child of a wealthy businessman, Piper was raised in the lap of luxury and treated like a princess from the moment she was born. At age six she was given a Piplup to act as her companion (and to teach her a little responsibility), and the two were soon inseparable. Money didn't mean Mom and Dad were absent from Piper's life, however; if anything, they were a bit too involved, and Piper was subjected to her fair share of helicoptering. While Piper's parents never explicitly discouraged her from pursuing the path of a Pokémon Trainer, it was no secret they dreamed of her taking over the family business. Piper loved her parents, but she felt stifled, and a future spent crunching numbers in a dreary high-rise office just didn't sound like her cup of tea. When she came of age, Piper set out to take on the Sinnoh League, Étienne the Piplup at her side and well aware of the boat she was rocking. Over the course of Piper's journey, Étienne eventually evolved into a Prinplup and then all the way into an Empoleon, and she added many other Pokémon to her team as well. Together they've travelled to Johto, Hoenn and Unova and competed in the Leagues there, and although she never quite took home the gold there's no doubt that Piper made a name for herself as a skilled Trainer. The thrill of competition subsided after a while, however, and eventually Piper decided to return home to Sinnoh to finish out her education. These days, she's doing some casual traveling and coasting by on Daddy's money while she tries to figure out exactly what she wants to do with her life, but she's determined to make it in the fashion world one way or another—and quickly, too, because her parents are already starting to buzz once again about her taking over the company…
Pokémon:
Étienne the Empoleon (♂)
Brave nature. Proud of its power.
Sunny the Togetic (♂)
Careful nature. Highly curious.
Damien the Machamp (♂)
Jolly nature. Somewhat of a clown.
Zeus the Manectric (♂)
Serious nature. Hates to lose.
Lucy the Gastrodon (♀)
Quirky nature. Highly persistent.
Morgan the Zorua (♀)
Sassy nature. Mischievous.
Looks great! accepted.
 
Shalend Geographic Guide
Shalend.png
Shalend is a very small region, only equating to the size of Ula'Ula Island in the Alola region. It has a very cold and precipitous climate, and is primarily composed of fields, plains, and forests, with a single mountain resting in the center. Its total population is also very small, both in the amount of people and the variety of Pokémon as a whole. Its economy is mainly supported by exporting agricultural goods, such as wheat, produce, animal byproducts, and baked goods. Politically, they are a very minor power, barely contributing much of anything in terms of global relations, and as such are either often forgotten about, or treated as a lesser people. In general, the Pokémon found here can be found anywhere in the region, with a few obvious exceptions.

Droma is the port town of Shalend, and the only place to land if planning to visit, return to, or leave, as there are no airports on the continent. The streets and pavilions are are primarily composed of marble and stone, and the buildings are made from spruce and clay. There are several small businesses, including a tailor, a cobbler, a few taverns, and a
patisserie, the only well known thing from the region. Surrounding it is mostly water, but it also has some plains and the base of Mt. Pnu at its back.

Poppon is a mining town, and is embedded in the snowy Mt. Pnu for easier access to the caverns. Like the mountain, the houses are made from various stones and minerals, and is where the region's supply of common metals like iron and aluminum primarily comes from. It is surrounded by frozen forests, and it is recommended you have someone guide you through if you wish to visit, as the local Pokémon are extremely territorial.

Righ is an agricultural paradise, literally surrounded by wheat fields for miles on end. It is such an important part of Ilsh culture, the farmers and the sailors of Righ and Droma created a road for express delivery of agricultural goods to port for shipment. It is also the place where the Festival of the Ancients, a national food festival where several delicacies are brought after being prepared for the winter, along with a large group dance in the town square.

Andora is a fishing village, and there isn't much to see, as the local sea life is fairly uninteresting. The only thing of note is how the houses are built along with the bridges, acting as fortifications to the bridge, and an easy source of water for the inhabitants.

Roche is a farming town, and where all the livestock are kept and raised until it is time to harvest their byproducts, or harvest the animals themselves. There's also a petting zoo for the kids, as well as a place to wrestle with Gogoat as a leisurely activity, and as a sign of strength. Like Righ, there is a direct route to Droma from here for easy transportation of animal goods.
 
Last edited:

Red Rock Isle - Whirl Cup

The Whirl Cup is a multi-stage water-type tournament consisting of three stages: Preliminaries, which are single battles; Qualifiers, which are double battles; and, the Finals, which will also take the form of doubles battles, however, trainers will be allowed a third water type in the back.

Whirl Cup Colosseum

Beginning from the Qualifiers, matches take place inside the Whirl Cup Colosseum:

1665432737681.png

Rewards

First Place - Mystic Water, Hero of the Sea [Title], Blessing of the Great Sea Spirit Sapphire, $7,500
Second Place - Mystic Water, $5,000
Third Place - Mystic Water, $3,000

*The Great Sea Spirit Sapphire is said to manifest the power of all water-type, thereby allowing humans to communicate with aquatic types.
 
Last edited:
Aw, man. XD Dang.

Oh well, I can continue waiting. :3 Though, that Whirl Cup sounds very interesting. My researcher might not be the strongest, but I do want her to attend. Who else will go?
You'd actually round out the tournament section nicely; the current confirmed participants are myself, Hec, and Critterisgrey.

I may recruit some external Rpers to fluff the preliminaries.
 
Oooo okay :D Is it only Water-Types have to fight and how many? From what I was reading, it sounded like there only needed 1 or 2 (and considering the only Water-Type on Naka's team is Barraskewda who's used for crossing waters and not much for battles....)

Is it alright if I give her one or two battle Water mons? XD Just a Ludicolo and a Swampert (or a Marshtomp). :3 She's kinda offset in having stage fright, so she might not win, but hey, she really wants that first prize to make her life a whole lot easier with researching XD
 
Oooo okay :D Is it only Water-Types have to fight and how many? From what I was reading, it sounded like there only needed 1 or 2 (and considering the only Water-Type on Naka's team is Barraskewda who's used for crossing waters and not much for battles....)

Is it alright if I give her one or two battle Water mons? XD Just a Ludicolo and a Swampert (or a Marshtomp). :3 She's kinda offset in having stage fright, so she might not win, but hey, she really wants that first prize to make her life a whole lot easier with researching XD
You'll need at least three water types and no probs with adding a few to her team.
I am interested in having Savannah participate and she'll do so by quickly catching 3 random Water types, she still isn't clear on battling so she'll also have to ask the more experienced in the group to give her a rundown and I think that could be a good RP scene
Noted!
 
I will slap her three Water-Type mons now :3

Naka's Whirl Cup Contestants:
Species/Type: Swampert - Water/Ground (Immune to paralysis, Thunder Wave, and damage from Sandstorm)

Nickname: Mudster

Gender: Male

Ability: Torrent - When this Pokemon is injured or exhausted past a certain extent, their Water-Type attacks get stronger.

Appearance: Just a regular ol' Swampert, except the orange padding on his legs have some scarring, as well as the two black fins having some notches.

Nature/Personality: Adamant | Mudster was always selfless and protective of those he was close to, but he absolutely loved to relax and sleep when he didn't need to do anything. Of course, what he wanted to do sometimes conflicted with what others want him to do, being stubborn unless when ordered by Naka or when he thinks she doesn't mentally think through her decisions due to her stage fright. Either way, he's there for her when he can, and being stubborn enough not to back down either.

History: Mudster was chosen as a starter by Naka-, nah. That's not what happened. What actually happened was Professor Birch told Naka to go to a muddy swamp near a river nestled within a forest and the 14-year-old girl got stuck in the mud. Mudster as Mudkip had found her and helped her out by swimming in the mud to release her Pokemon that were also stuck in the mud and they worked together to pull her out. Of course, actually capturing him was the difficult part. While he was selfless and liked to nap and was rather chill, he didn't like doing what he didn't want to do. Stubborn, it took Naka several days to catch him as he knocked out most of her weaker Pokemon before she was able to weaken him enough to capture. Since then, he's won several Hoenn badges for her and evolved, as he always felt that Naka needed to feel secure. While in combat, if too many people are watching, Mudster usually took initiation in a fight, used to having Naka freeze up.

Moves:
1. Liquidation - Water | Physical | While doing damage, it has a 20% (1/5) chance to lower the target's Defense.
2. Muddy Water - Water | Special | Makes the water muddy and surges it into a wave, and has a 30% (~1/3) chance to lower the target's Accuracy.
3. Sand Tomb - Ground | Physical | Creates a tornado of sand and traps the opponent, dealing gradual damage to them over time for 2-5 of my posts (randomly generated). It prevents switching out and escaping, unless the user switches out or the target uses Rapid Spin, has Run Away, or forces the switch with moves like U-Turn, Baton Pass, or Parting Shot.
4. Ice Punch - Ice | Physical | Punches the target with a fist made of ice, which has a 10% (1/10) chance to cause the target to Freeze.
5. Iron Tail - Steel | Physical | Slaps the target with a tail as hard as steel, which has a 30% (~1/3) chance to lower the target's Defense.
6. Counter - Fighting | Physical | Waits until the opponent moves, drawing in power. Once the target uses a Physical move and hits the user, the user absorbs the damage (still gets hit with the full thing) and then sends it back to the opponent twofold. Ghost-Types are immune.
7. Mirror Coat - Psychic | Special | Waits until the opponent moves, drawing in power. Once the target uses a Special move and hits the user, the user cloaks itself in a mirror-like field (still gets hit from the full damage), absorbs the damage, and mirrors it back to the opponent twofold. Dark-Types are immune.
8. Stealth Rock - Rock | Status | Creates an entry hazard around the target Pokemon's side of the field. When a Pokemon switches in, they get hit by the rocks. Deals Rock-Type damage. Goes away when Rapid Spin is used by the affected Pokemon, removed from Defog on both sides, and can be reflected by Magic Coat. Doesn't damage Pokemon with Magic Guard.
9. Amnesia - Psychic | Status | Either increases Special Defense by 1, or temporarily forgets a battle-ready move for a day to increase Special Defense by 2.
10. Take Down - Normal | Physical | Base Power is lowered to 45, user takes recoil damage by 1/2 damage dealt.
11. Rock Slide - Rock | Physical | Base Power lowered to 35, has a 10% chance to Flinch, and only hits one foe, not all adjacent foes.
12. Water Pulse - Water | Special | Base Power lowered to 30, has 5% chance to inflict confusion, and can't hit non-adjacent opponents in a triple battle.
13. Supersonic - Normal | Status | Has 35% Accuracy instead of 55%, and the opponent's confusion only lasts 1-3 turns/posts and they deal half as much confusion damage against themselves. Can't reach behind the Substitute.
14. Protect - Normal | Status | Only prevents 25% of the damage from affecting the Pokemon by an attack. It doesn't protect against secondary effects or status moves. Each successive use has a higher rate of failure. Doesn't protect against Dynamax or Z-Moves moves at all. Any attacks that deal damage to the user of Protect deal double the damage (Feint, Doom Desire, Future Sight, Hyperspace Fury, Hyperspace Hole, Phantom Force, and Shadow Force).
15. Rock Throw - Rock | Physical | Base Power lowered to 25, 65% Accuracy.
16. Rock Smash - Fighting | Physical | Still has the strength to smash rock outside of combat. When in combat, Base Power lowered to 20, and has a 10% chance to lower the target's Defense. Tires out the user more (less PP).
17. Water Gun - Water | Special | Base Power lowered to 20, 90% Accuracy.
18. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 95% Accuracy.
19. Tackle - Normal | Physical | Base Power decreases to 35 and Accuracy decreases to 95%.
20. Surf - Water | Special | Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies. Can still surf on water and carry an adult along.
21. Earthquake - Ground | Physical | Base Power lowered to 50, does 1.5x damage to Pokemon in the middle of Dig, deals double damage to allies, and does no damage when used on Grassy Terrain.
22. Hammer Arm - Fighting | Physical | Base Power lowered to 50, 80% Accuracy, and lowers the user's Speed by 2, regardless if they hit the target.
23. Mud Shot - Ground | Special | Base Power lowered to 25, 85% Accuracy, and has a 10% chance to lower the target's Speed.
24. Mega Punch - Normal | Physical | Base Power lowered to 40, 75% Accuracy.
25. Mega Kick - Normal | Physical | Base Power lowered to 60, 50% Accuracy.
26. Whirlpool - Water | Special | Base Power lowered to 15, 70% Accuracy, only traps the target for 1-3 turns/posts, does 1/32 of max HP of damage, and deals 1.5x more damage to those using Dive. Can still use this to calm raging whirlpools and waters in bodies of water to traverse through.
27. Dive - Water | Physical | Base Power lowered to 30, 80% Accuracy, and takes triple damage from Surf and Whirlpool during Dive's turn. Can still dive underwater and carry an adult along.
28. Avalanche - Ice | Physical | Base Power lowered to 30, no Priority, and Base Power doubled to 60 when the user is hit before making this move.
29. Ice Beam - Ice | Special | Base Power lowered to 45, 5% chance to Freeze the target.
30. Outrage - Dragon | Physical | Base Power lowered to 45, 85% Accuracy, attacks for 1-2 turns/posts, more tiring to use, and deals not only confusion with a heightened chance to hurt itself in confusion, but also recoil at the end of it, dealing 1/3 of the damage dealt in total. Can be disrupted by full paralysis, hurting itself in confusion, frozen, asleep, being trapped, or flinched, stopping immediately and incurring confusion on itself. Heightened chance to disobey.
31. Superpower - Fighting | Physical | Base Power lowered to 60, 80% Accuracy, lowers user's Attack and Defense by 2.
32. Stone Edge - Rock | Physical | Base Power lowered to 50, 75% Accuracy, has no increased critical hit ratio.
33. Darkest Lariat - Dark | Physical | Base Power lowered to 40, doesn't ignore any changes to Defense or evasion.
34. High Horsepower - Ground | Physical | Base Power lowered to 40, 80% Accuracy, can incur 1/3 of the damage dealt via recoil.
35. Strength - Normal | Physical | Base Power lowered to 40, 80% Accuracy. Can still muster enough strength to push large boulders.
36. Waterfall - Water | Physical | Base Power lowered to 40, 80% Accuracy, and has 10% chance to cause Flinch. Can still rush up a waterfall carrying an adult along.
37. Rock Climb - Normal | Physical | Base Power lowered to 45, 80% Accuracy, and has a 5% chance to cause confusion. Can still carry an adult human up rocky, steep cliffs.
Species/Type: Ludicolo - Water/Grass (Immune to Leech Seed, Effect Spore, and powder and spore moves)

Nickname: Ludwig

Gender: Male

Ability: Own Tempo - Due to the Pokemon's inner tempo and pacing, they are immune to confusion, even if self-inflicted, and Intimidate.

Appearance: Just a regular ol' Ludicolo.

Nature/Personality: Quirky | Ludwig loves to leave his Pokeball, making her trainer miserable in embarrassment as he dances around and sings jovially. He loves to get into trouble, but he has to keep himself looking clean, or else he'll get violent.

History: Ludwig was found as a Lotad trying to eat Naka's food from her bag. Upon being found out, instead of fleeing, Ludwig sang for her and danced, hopping and spinning around her in a circle before suddenly skedaddling away. As he did so, Naka had already thrown a Net Ball, capturing him. Of course, being hit by the ball had knocked him over in some mud, so when he came back out, he was very miffed and attacked Naka for getting him dirty. After promising to get him clean and then bathing him, Ludwig seemed easy to please because he became a chill member of her team, evolving through her adventures. When he evolved into Lombre, it was because he thought she was going to attend a contest and he wanted to help, only to be disappointed. When he evolved again, Naka had a Water Stone in her bag and Lombre had reached in blindly for food, evolving a little too early for Naka's liking.

Moves:
1. Giga Drain - Grass | Special | Deals damage, absorbing the opponent's life essence from a distance and taking upwards of 50% of the damage dealt to heal. However, Liquid Ooze causes damage to the user, and can be blocked by Heal Block.
2. Bubble Beam - Water | Special | Has a 10% (1/10) chance of lowering the target's Speed.
3. Knock Off - Dark | Physical | Attacks, and does 50% more damage if the target is holding an item (unless it's an item it cannot lose, like a Mega Stone). Hits the item off the target, making it unable to be restored with Recycle. Items that are triggered from Knock Off activate before being knocked off. It cannot knock off Mail, an item if the Pokemon has Sticky Hold, or if it hits a Substitute. Cannot remove Mega Stones, Z-Crystals, or Memory if it's Silvally. Fails completely when used against a Dynamaxing Pokemon.
4. Ice Beam - Ice | Special | Has a 10% (1/10) chance to Freeze the target.
5. Teeter Dance - Normal | Status | Confuses all Pokemon adjacent to the user.
6. Rain Dance - Water | Status | Creates rainfall for 5 of my posts. Increases the base power of Water-Type moves by 50%, decreases the base power of Fire-Type moves, Solar Beam, and Solar Blade by 50%, Thunder and Hurricane ignore accuracy and evasion (mostly), and Moonlight, Synthesis, and Morning Sun only restore a quarter of the user's stamina.
7. Leech Seed - Grass | Status | Implants seeds within or around the Pokemon and vines sap their energy gradually to heal the user. Doesn't affect Grass-Types, and can be removed easier from Rapid Spin, switching, and Haze. Affected by Heal Block and Liquid Ooze.
8. Mud Shot - Ground | Special | Lowers the target's Speed.
9. Astonish - Ghost | Physical | Base Power lowered to 15, has 10% chance to Flinch, won't do double damage to a Pokemon that uses Minimize.
10. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 95% Accuracy.
11. Absorb - Grass | Special | Base Power lowered to 10, healing 25% of damage dealt. Takes damage instead when used against Poison-Types.
12. Bubble - Water | Special | Base Power lowered to 20, has a 5% chance to lower the target's Speed, only affects one adjacent foe and not all adjacent foes, even in a Horde Encounter.
13. Mist - Ice | Status | Protects the user from having its stats decreased by status moves, but doesn't affect other allies in the party - only the user - and only stays for 2 turns/posts or when the user switches out. Haze and Defog can remove the effects of Mist, and it doesn't prevent the lowering of stats from attacks like Acid or Psychic - just from Status moves, and doesn't erase the stat decreases already in place.
14. Mega Drain - Grass | Special | Base Power lowered to 20, healing 25% of damage dealt. Takes damage instead when used against Poison-Types.
15. Nature Power - Normal | Status | Changes into different kinds of moves depending on the terrain. All attacks have halved Base Power, lessened chance of secondary effects, and any moves that bypass accuracy can no longer do so. Any status moves have lessened accuracy and status conditions (like confusion and paralysis) caused by said status moves last only a few turns/posts.
  • When in a building, can call upon either Tri Attack (Has 5% chance to either Paralyze, Freeze, or Burn the target. Base Power lowered to 40) or Swift (Has 95% Accuracy as the stars don't hone in on the foe, and attacks only one foe, not all adjacent foes. Has 40 Base Power). When in/on urban areas, roads, gyms (unless their battlefield is different), and any official battle arenas that are plain may call upon Tri Attack.
  • When on sand, it may call upon either Earthquake (Base Power lowered to 50, does 1.5x damage to Pokemon in the middle of Dig, deals double damage to allies, and does no damage when used on Grassy Terrain) or Earth Power (Base Power lowered to 40, has a 5% chance to lower the target's Special Defense). When on plain terrain, will call upon Earthquake. When on dirt, Crown Tundra grass, and Pokemon Den, calls upon Earth Power.
  • When in a cave, may call upon either Shadow Ball (Base Power lowered to 40, has a 10% chance to lower the target's Special Defense), Rock Slide (Base Power lowered to 30, has a 10% chance to Flinch), or Power Gem (Base Power lowered to 35, Accuracy lowered to 90%). When on rocky ground, calls upon Rock Slide. When on burial grounds, calls upon Shadow Ball. When in the Cyllage Gym, calls upon Power Gem.
  • When in Tall Grass, may call upon either Stun Spore (Accuracy lowered to 50%, only paralyzes the target for 1-3 turns/posts, the paralysis only acting up 15% of the time instead of 25%, and decreases the Speed by 25% instead of 50%), Seed Bomb (Base Power lowered to 40, Accuracy lowered to 80%, and if the user is too close can cause some recoil damage), or Energy Ball (Base Power lowered to 40, has 5% chance to lower target's Special Defense). When in Long Grass, may call upon Razor Leaf (Base Power lowered to 25, has no increased critical hit ratio, and only affects one target and not all adjacent targets) or Energy Ball. When in Grassy Terrain, Coumarine Gym, fields, flowers, or woods, calls upon Energy Ball.
  • When in pond water, may call upon Bubble Beam (Base Power lowered to 30, has 5% chance to lower target's Speed) or Hydro Pump (Base Power lowered to 50, Accuracy lowered further to 75%). When in sea water, may call upon Surf (Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies) or Hydro Pump. When underwater or in any other water source, will call upon Hydro Pump.
  • When in the marsh, on puddles, or in swamp water, calls upon Mud Bomb (Base Power lowered to 30, has a 10% chance to lower the foe's Accuracy).
  • When in snow, may call upon Ice Beam (Base Power lowered to 45, 5% chance to Freeze the target), Frost Breath (Base Power lowered to 20, and it doesn't always land in a critical hit. Critical hits are now subject to the same possibility as every other move without increased critical hit ratio), or Blizzard (Base Power lowered to 50, doesn't get Accuracy buff in Hail, has 5% chance to Freeze the target, only hits one target instead of all adjacent foes). When on ice or in Snowbelle Gym, calls upon Ice Beam.
  • When in a volcano or near magma, calls upon Lava Plume (Base Power lowered to 40, does double damage to allies, and has a 10% chance to Burn each adjacent enemy with 30% chance to Burn each ally).
  • When soaring through the sky, at Sky Pillar, on a bridge, calls upon Air Slash (Base Power lowered to 30, has a 10% chance to cause Flinch, and can't hit non-adjacent foes in a triple battle).
  • When in space, calls upon Draco Meteor (Base Power lowered to 65, lowers the user's Special Attack by 3).
  • When in Ultra Space, calls upon Psyshock (Base Power lowered to 40, Accuracy lowered to 80%).
  • When in Misty Terrain, calls upon Moonblast (Base Power lowered to 40, has 10% chance to lower the target's Special Attack).
  • When in Electric Terrain, calls upon Thunderbolt (Base Power lowered to 40, has 5% chance to Paralyze).
  • When in Psychic Terrain, calls upon Psychic (Base Power lowered to 40, has a 5% chance to lower the target's Special Defense).
16. Fury Swipes - Normal | Physical | Base Power lowered to 10, only hits 1-3 times consecutively.
17. Fake Out - Normal | Physical | Base Power lowered to 20, has no priority, and has a 50% chance to make the target Flinch. Only works when the Pokemon uses it on the first turn of being in the battle.
18. Water Sport - Water | Status | Reduces the base power of Fire-Type moves by 25% on the entire field, active for 3 turns/posts.
19. Uproar - Normal | Special | Base Power lowered to 40, deals damage for 2 turns/posts and is locked using Uproar, no Pokemon can fall asleep while it is active if they don't have Soundproof. Accuracy is 80%.
20. Zen Headbutt - Psychic | Physical | Base Power lowered to 40, has 5% chance to cause Flinch.
21. Hydro Pump - Water | Special | Base Power lowered to 50, Accuracy lowered further to 75%.
22. Flail - Normal | Physical | Base Power lowered (10-100 depending on the percentage of health to their max health). Has 90% Accuracy.
23. Energy Ball - Grass | Special | Base Power lowered to 40, has 5% chance to lower target's Special Defense.
24. Bullet Seed - Grass | Physical | Base Power lowered to 10, hits 1-3 times consecutively.
25. Surf - Water | Special | Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies. Can still surf on water and carry an adult along.
26. Waterfall - Water | Physical | Base Power lowered to 40, 80% Accuracy, and has 10% chance to cause Flinch. Can still rush up a waterfall carrying an adult along.
27. Dive - Water | Physical | Base Power lowered to 30, 80% Accuracy, and takes triple damage from Surf and Whirlpool during Dive's turn. Can still dive underwater and carry an adult along.
28. Rock Smash - Fighting | Physical | Still has the strength to smash rock outside of combat. When in combat, Base Power lowered to 20, and has a 10% chance to lower the target's Defense. Tires out the user more (less PP).
29. Strength - Normal | Physical | Base Power lowered to 40, 80% Accuracy. Can still muster enough strength to push large boulders.
Species/Type: Wishiwashi - Water

Nickname: Iwa

Gender: Female

Ability: Schooling - If Wishiwashi is trained to a decent level of experience or more and has more than a quarter of its stamina, it will change into its School Form at the start of battle or when switched in. If it's stamina is a quarter or under, it will change back to its Solo Form.

Appearance: Just a regular ol' Wishiwashi.

Nature/Personality: Relaxed | Just a calm Wishiwashi. Not even putting up much of a fight when she was fished out of the river she was in, not even when she was caught. In fact, Naka thought she was sleeping when she was actually awake, just chilling. When she finally was able to activate her ability, she had shown better durability than others of her species.

History: Caught in Alola during Naka's field trip there when she was 12, she caught Iwa thinking she was cute, but found her constantly still or "asleep" as she thought. It was only when she started training the fish on her time off did she realize Iwa didn't need to do much or express much, due to how relaxed she was. When Naka used her in a gym battle against Crasher Wake in Sinnoh, Naka had at first thought Iwa evolved when she called upon a likeness of herself, only to realize it was just a form shift when Iwa got severely damaged, though it took awhile due to Iwa's natural bulk. Since then, she's been a staple on Naka's battling team.

Moves:
1. Aqua Tail - Water | Physical | Does damage :3
2. Brine - Water | Special | Power doubles if the target is at half health/stamina.
3. Beat Up - Dark | Physical | Inflicts damage based on the the individual attack of each Pokemon in the user's party and the amount of Pokemon in the user's party. Doesn't use a knocked out Pokemon.
4. Scale Shot - Dragon | Physical | Hits the target 2-5 (randomly generated) per use. 35% chance to hit 2 times, 35% chance to hit 3 times, 15% chance to hit 4 times, and 15% chance to hit 5 times. If the user does not miss, the user's Speed is raised, but lowers its Defense.
5. U-Turn - Bug | Physical | Deals damage and then switches out forcefully.
6. Ice Beam - Ice | Special | Has a 10% (1/10) chance to Freeze the target.
7. Soak - Water | Status | Changes the target's type to pure Water-Type, and lasts as long as the target remains in battle. Fails if used on a Substitute.
8. Aqua Ring - Water | Status | Restores stamina gradually.
9. Uproar - Normal | Special | Base Power lowered to 40, deals damage for 2 turns/posts and is locked using Uproar, no Pokemon can fall asleep while it is active if they don't have Soundproof. Accuracy is 80%.
10. Dive - Water | Physical | Base Power lowered to 30, 80% Accuracy, and takes triple damage from Surf and Whirlpool during Dive's turn. Can still dive underwater and carry an adult along.
11. Tearful Look - Normal | Status | Lowers the target’s Attack and Special Attack for a brief moment, doesn’t always hit.
12. Helping Hand - Normal | Status | Has a Priority of +1 instead of +5, only raises the move's power by 25% instead of 50%, has to make contact with Pokemon the user wants to boost.
13. Growl - Normal | Status | Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 95% Accuracy.
14. Water Gun - Water | Special | Base Power lowered to 20, 90% Accuracy.
15. Whirlpool - Water | Special | Base Power lowered to 15, 70% Accuracy, only traps the target for 1-3 turns/posts, does 1/32 of max HP of damage, and deals 1.5x more damage to those using Dive. Can still use this to calm raging whirlpools and waters in bodies of water to traverse through.
16. Mud Shot - Ground | Special | Base Power lowered to 25, 85% Accuracy, and has a 10% chance to lower the target's Speed.
17. Bulldoze - Ground | Physical | Base Power lowered to 30, has 50% chance to lower the target's Speed, and does no damage when Grassy Terrain is in effect.
18. Hydro Pump - Water | Special | Base Power lowered to 50, Accuracy lowered further to 75%.
19. Surf - Water | Special | Base Power lowered to 45, only doing 1.5x more damage to those using Dive, and does double damage to adjacent allies. Can still surf on water and carry an adult along.
20. Earthquake - Ground | Physical | Base Power lowered to 50, does 1.5x damage to Pokemon in the middle of Dig, deals double damage to allies, and does no damage when used on Grassy Terrain.
21. Waterfall - Water | Physical | Base Power lowered to 40, 80% Accuracy, and has 10% chance to cause Flinch. Can still rush up a waterfall carrying an adult along.
22. Iron Tail - Steel | Physical | Base Power lowered to 50, has a 10% chance to lower the target's Defense.
23. Scald - Water | Special | Base Power lowered to 40, has a 10% chance to Burn the target.
24. Muddy Water - Water | Special | Base Power lowered to 40, has a 10% chance to lower the target's Accuracy, only affects one adjacent foe and not all.
25. Liquidation - Water | Physical | Base Power lowered to 35, 90% Accuracy, has 5% chance to lower target's Defense.
26. Flip Turn - Water | Physical | Base Power lowered to 20.
27. Feint Attack - Dark | Physical | Base Power lowered to 30, 90% Accuracy and doesn't bypass accuracy or evasion.
28. Take Down - Normal | Physical | Base Power is lowered to 45, user takes recoil damage by 1/2 damage dealt.
 
Last edited:

Move Overhaul

Alright peoples, it's time for a move system overhaul. Feel free to give your thoughts and criticisms.

Skip to the bottom if you want a TL;DR/Summary of everything.





Before I get asked: no, it isn't necessary, but I want to and it's a good opportunity to set some clear ground rules about some things, like Legend's Arceus' Mastery System, which I certainly plan to make use of but don't want to see abused.

For example, any pokémon with Serene Grace—looking at you, Togekiss.

Idk bout y'all, but I have no desire to see Serene Grace Togekiss spamming Strong-Style Air Slash for a STAB 90-BP move with a practically guaranteed flinch; or, if that is allowed, it should come with a sufficient trade-off so it isn't broken.

I will be accepting suggestions and ideas on how to balance Mastered moves.





Now onto more standard things. We currently implement an 8-move limit intended to make pokémon with wider move-pools less broken and more balance by restricting options; after having @Hecotoro 's Swampert spam EQ against me, I have decided these restrictions don't go far enough! Jk, but there is something to be said about filling your 8 move slots with: Fire Blast, Thunder, Focus Blast, Hyperbeam, Nasty Plot, etc., and then using these crazy strong moves back-to-back-to-back.

Here's the deal: high base power (henceforth BP) moves should be taxing and while this doesn't mean all of them to turn into Hyperbeam/Giga Impact where your pokémon can't move, it does mean pokemon should show some level of exertion after using these moves. If your Pikachu just spammed thunder 10 times without breaking a sweat then you've gone too far or it's on drugs.

Short aside: I do recall there being several items in various canons (side games, animes, manga, etc.) that can 'super-charge' pokémon. If you wish to put in the effort and research to find the, present them in the discussion thread, and then use them, great! If it helps the story you want to write then power to ya, just be mindful of other Rpers.

I will not be forcing a PP system onto people unless spamming moves gets out of hand. I trust that people can exercise good judgment.





That said, here's the new move system I have in mind:

Moves will be treated like skills or muscles, you have to exercise them or they degrade over time. You only have so much time and energy to spend on working out/exercising, so you can only keep so many moves in tippity-top condition. These will be referred to as 'Battle-Ready' moves and they can be used as normal, and you will be allowed to have your pokemon 'Master' then L.A. style.

Moves that are NOT Battle Ready can still be used but they will take a penalty of 50%.

Here's an example:

This is Esvora, the Garchomp
garchomp.gif


Her battle-ready moves are:
1. Outrage
2. Earthquake
3. Iron head
4. Poison Jab
5. Dragon Claw
6. Brick Break
7. Giga Impact
8. Scale Shot

She can use these moves at 100% efficacy: full BP and all the effects that come with them.

Outside of these battle-ready moves, she also knows: Sword Dance, Draco Meteor, and Sandstorm. She hasn't been keeping these moves sharp so while she can still use them in battle, their effectiveness would be reduced by 50%.

Sword Dance, will be reduced to a paltry +1 atk boost.
Draco Meteor would be reduced to 70 BP and a 1-stage Sp. Atk drop.
Sandstorm would only last for 2-3 turns instead of 4-5.

Makes sense?




Now, of course, Esvora could change while moves she keeps battle ready. So she could replace Giga Impact with Draco Meteor. Now she can use Draco Meteor at full power and Giga Impact takes the penalty. HOWEVER, re-training a move takes time. I'm not gonna tell you to RP it and have it takes weeks or anything, but don't try to use this as a quick swap.

I'm in the middle of a tournament and I want to quickly swap out my battle-ready moves—Nu-uh.

TMs/TRs can get around this, however, as the whole point of those is to grant your pokemon quick access to a move. If you want to use TMs/TRs to quick-swap your battle-ready moves then go ahead.






TL;DR

1.) Legends Arceus' Mastery System is fair game, but we need to look into further rules so it isn't abusable.
2.) No back-to-back spamming of high BP moves without good reason
3.) Hard move limit will be removed.

3.1) You have access to all your moves but can only use 8 of them at full effectiveness/battle-ready.
3.2) Moves that are NOT battle-ready will take a 50% penalty. Keep track of your battle-ready moves.
3.3) Swapping your battle-ready moves is allowed but should not be instantaneous unless you're using a TM/TR.
3.4) Moves that only inflict status conditions: Thunderwave, Will-o-wisp, Hypnosis, etc. must be battle-ready. Moves like Protect and Detect will also fall under this.


@Hecotoro
@DarkHydraT
@ThAtGuY101
@Grand Master Koop
@Alternate_Mystery
@IDKWhatUserNameToDo
@~Patriot~
@Godjacob
@Red Gallade
@Mango137
@Retro Master
@GQuasch
@RenzFlintrock
@ThePlayfulFox
@critterisgrey
 
Top