Strong moves and speed moves usually took up two turns and the opponent got two turns in a row, right afterwards. I imagine a strong style move would be the only move that pokemon used in that post to emphasize how much time it takes.
edgy names, accepted!You Created a Time Paradox!
Name: Eveline Velsh
Gender: Female
Age: 22
Trainer Class: Battler/Biker/Part-Time Model
Physical Appearance: The best way to define Eveline would be a bombshell. She has slightly tanned skin, blonde, wavy hair that goes down to her lower back. She is around 5'8", and has a body that is slightly toned, but still has a dainty frame.
Clothing: Eveline wears a cropped biker jacket with the sleeves removed, along with a white crop top. She also wears a pair of jorts (jean shorts for those unaware) and pair of laced up biker boots. Her ears are pierced with silver roses, and has a small nose piercing as well. To top off the ensemble, she has a pair of dark tinted aviators.
Personality: Generally, Eveline has a very non-caring personality, often shrugging off most people as just a slight annoyance. She can express feelings of gratitude and happiness though, but normally that takes her trying to find a certain spark in a person for who they are. When people do get to know her, she's actually quite the wild child, often making very brash decisions despite what everyone else says.
Backstory: Eveline normally lives in the Unova region, right around Opelucid City, but she often travels the world to see new sights, go on some crazy thrill rides on her precious motorcycle... and for a paycheck occasionally as a model part-time. Since she had a pretty nice body due to her hobby already, it wouldn't hurt to make a little money showing off some clothes with it. Her latest stop was Oblivia, as she had been invited over to teach a bunch of ruffians that there are rules to biking, and considering the kids would likely recognize her from the work she'd done, maybe they would actually listen to her. Plus, she was planning on visiting a friend there anyways. While there, she had also gone to see Professor Hastings to see if they had found a way to make battling while on long trips with her vehicle easier. They had said they had a prototype for something like that, but it was very dangerous. Of course, disregarding that, Eveline took it for a test drive anyways, and a horrible accident happened. Next thing she knew, she was face down in front of Prof. Hasting's place, her bike a flaming hunk of scrap. In a fit, she started pounding the ground, then stormed into his place, but something wasn't right... he looked... slightly younger? And he also didn't recognize her... and that's when she connected the dots... she was in the past, and had no way to get back. After explaining to Hastings what happened, he felt somewhat responsible for this... and as such, began working to repair her bike and the device the future him had made... besides, it was a chance to work with technology from the future! Who wouldn't want to do that? And since it would take a while... Eveline decided she might as well see the world once more.
Team:
Rebellion (Krookodile):
Gender: Male
Level: 43
Ability: Moxie
Nature: Bold
Moves: Dig, Crunch, Swagger, Torment, Sandstorm, Rock Slide, Brick Break, Foul Play
Disorder (Malamar):
Gender: Male
Level: 41
Ability: Contrary
Nature: Naughty
Moves: Pluck, Psycho Cut, Foul Play, Night Slash, Swagger, Payback, Reversal, Stored Power
Conquest (Sharpedo):
Gender: Female
Level: 42
Ability: Rough Skin
Nature: Jolly
Moves: Crunch, Ice Fang, Poison Fang, Psychic Fangs, Aqua Jet, Swagger, Screech, Focus Energy
Dominance (Honchkrow):
Gender: Female
Level: 42
Ability: Super Luck
Nature: Serious
Moves: Swagger, Nasty Plot, Aerial Ace, Sucker Punch, Tailwind, Night Slash, Steel Wing, Taunt
Ruination (Overqwil):
Level: 42
Ability: Poison Point
Nature: Adamant
Moves: Aqua Tail, Poison Jab, Dark Pulse, Barb Barrage, Ice Ball, Shadow Ball, Pin Missile, Rest
Revengence (Pawniard):
Level: 43
Ability: Defiant
Nature: Brave
Moves: Night Slash, Slash, Fury Cutter, Metal Claw, Metal Sound, Sucker Punch, Torment, Beat Up
Payback, Assurance, and Throat Chop are pretty viable since Qwillfish can learn them. If you haven't added those already that is.Edgy is the only acceptable answer. She'll be dropping in on everyone else at Blue Point soon enough now.
Making a good movepool for Overqwil was very hard though... because his movepool is straight garbage. The only Dark move they learn is Dark Pulse, and Overqwil's Sp. Attack is like... 65.
Sadly, those are moves that only Johtoan Qwilfish learns... like A. Sandshrew and G. Corsola, H. Qwilfish has a completely different learnpool, which is something that can't really be worked around. That would mean something like G. Rapidash could learn Flare Blitz.Payback, Assurance, and Throat Chop are pretty viable since Qwillfish can learn them. If you haven't added those already that is.
When adding moves to a pokemon, especially with a game like Legends Arceus, I think moves learned by a regional counterpart would be closer/more viable than say, Crunch or Foul Play. In this case, H. Qwilfish is already a Dark type, so adding J. Qwilfish's dark type moves seems perfectly reasonable to me.Sadly, those are moves that only Johtoan Qwilfish learns... like A. Sandshrew and G. Corsola, H. Qwilfish has a completely different learnpool, which is something that can't really be worked around. That would mean something like G. Rapidash could learn Flare Blitz.
I mean if you want to let me give them a buff like that, I have no issues with it.When adding moves to a pokemon, especially with a game like Legends Arceus, I think moves learned by a regional counterpart would be closer/more viable than say, Crunch or Foul Play. In this case, H. Qwilfish is already a Dark type, so adding J. Qwilfish's dark type moves seems perfectly reasonable to me.
As opposed to G. Rapidash learning Flare Blitz, I'd say it's more akin to G. Rapidash learning Reflect, which it can't learn normally bt K. Rapidash can learn in Gen 7.
The determining factor for me would be the typing of the move and how far removed it is from the existing move pool.
Based on this: List of Moves in Pokemon Legends Arceus, I'd wager the only reason H. Qwilfish doesn't get those three moves is because none of them exist in LA.
Go ahead, I find Qwilfish's dark type moves reasonable and nothing game-breakingI mean if you want to let me give them a buff like that, I have no issues with it.
So this is what you meant when you said happy reading over on DiscordMove 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
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
Oh god, thank you so much!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.
Consent check! Are you all okay if Neo intermittently crosses our characters on their journey, with possibly disastrous consequences?
@GQuasch
@Godjacob
@Grand Master Koop
@Hecotoro
@Clite of Dragonbow
@Alternate_Mystery
@Retro Master
@critterisgrey
Can't give you details since I don't have an evil plan yet, but soon :v
I will not promise you 'not edgy', I'm out to rebuild a criminal empire, so some crime and cruelty are precisely what I plan to do. Gonna need to recruit new Rocket grunts and then expand influence across Kanto and Johto before moving to other regions. That said, I haven't the foggiest idea of how I'll go about this yet, so can't tell you how it'll go.Define "disastrous" consequences? I'm all for conflict but I don't want this to be another "Pokemon BUT EDGY" type scenario.
Desmond may or may not be roped in depending on the whims of my trainer OC I introduce...someday lol but will have to see on that.I will not promise you 'not edgy', I'm out to rebuild a criminal empire, so some crime and cruelty are precisely what I plan to do. Gonna need to recruit new Rocket grunts and then expand influence across Kanto and Johto before moving to other regions. That said, I haven't the foggiest idea of how I'll go about this yet, so can't tell you how it'll go.
The easiest way, in my view, will be to take over and subsume existing organizations or criminal groups.
Disasterous consequences largely rely on the extent to which OCs will seek out and interfere with Neo.
sure, go for it! love a little conflictConsent check! Are you all okay if Neo intermittently crosses our characters on their journey, with possibly disastrous consequences?
@GQuasch
@Godjacob
@Grand Master Koop
@Hecotoro
@Clite of Dragonbow
@Alternate_Mystery
@Retro Master
@critterisgrey
Can't give you details since I don't have an evil plan yet, but soon :v
You already know. Looking forward to the chaos.Consent check! Are you all okay if Neo intermittently crosses our characters on their journey, with possibly disastrous consequences?
@GQuasch
@Godjacob
@Grand Master Koop
@Hecotoro
@Clite of Dragonbow
@Alternate_Mystery
@Retro Master
@critterisgrey
Can't give you details since I don't have an evil plan yet, but soon :v
They're automatically BR@kyuukestu Since my trainer doesn't have 8 moves yet (because she is a newbie), do I need to resubmit her BR moves? Or are they automatically BR moves because, well, those are her only moves? (Alvin has 7 moves and Fennie has 4 moves)
Very Late response, but Sounds good to meConsent check! Are you all okay if Neo intermittently crosses our characters on their journey, with possibly disastrous consequences?
@GQuasch
@Godjacob
@Grand Master Koop
@Hecotoro
@Clite of Dragonbow
@Alternate_Mystery
@Retro Master
@critterisgrey
Can't give you details since I don't have an evil plan yet, but soon :v
Sorry, they’re worded similar so it must’ve slipped my mind lel. I’ll edit it.@Retro Master just figured i'd let you know sunny is a togetic, not a togepi
For an idea of what this song sounds like and how high it goes, feel free to check out the videos below. The first is with Voice Synthesizing software (in English), humans do tend to struggle toward the end but the second is a human attempt at the song (in Japanese)
High Range Test - SynthV Eleonor Forte (English)
High Range Test - Kaneko Lumi (Japanese)
I HAVE FINALLY FINISHED!!!You know, I'm a bit tipsy, so hopefully this doesn't sound too bad. XD
Italics* = Battle ready moves
1. Thunderbolt* (TM24 FRLG)
2. Electric Terrain* (Egg USUM)
3. Charge* (Egg FRLG)
4. Thunder Wave* (Lv. 13 XY)
5. Flash* (TM70 HGSS)
6. Helping Hand* (Tutor HGSS)
7. Disarming Voice* (Egg XY)
8. Nasty Plot* (Lv. 16 HGSS)
9. Nuzzle (Lv. 12 SwSh) - Halved base power (10), and has 10% chance to paralyze instead of 100%.
10. Thunder Shock (Lv. 1 FRLG) - Halved base power (20), 5% chance to paralyze.
11. Charm (Lv. 1 FRLG) - Lowers Attack by 1 instead of 2.
12. Tail Whip (Lv. 1 SwSh) - Decreases Defense on one foe, not all adjacent foes. Has 75% accuracy instead of 100%.
13. Play Nice (Lv. 4 SwSh) - Doesn't bypass accuracy or evasion, but still lowers Attack. Will be blocked by Protect, Detect, and Spiky Shield, and can't bypass Substitutes.
14. Sweet Kiss (Lv. 8 SwSh) - Causes Confusion, which stays for 1-3 posting turns instead of 2-5. Instead of 33% chance to damage themselves during Confusion, has 15% chance to damage themselves.
15. Grass Knot (TR77 SwSh) - Halved base power (10-60 depending on weight).Italics* = Battle ready moves
1. Helping Hand* (Lv. 1 SwSh)
2. Quick Attack* (Lv. 10 SwSh)
3. Return* (TM27 USUM)
4. Retaliate* (TM79 SwSh)
5. Protect* (TM25 SwSh)
6. Bite* (Lv. 17 B2W2)
7. Iron Tail* (TM23 FRLG)
8. Dig* (TM15 SwSh)
9. Swift (Lv. 20 SwSh) - 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.
10. Baby-Doll Eyes (Lv. 15 SwSh) - Has 0 priority instead of +1. Still lowers foe's Attack by 1.
11. Sand Attack (Lv. 5 SwSh) - Still decreases target's Accuracy by one, but has 95% Accuracy.
12. Tail Whip (Lv. 1 SwSh) - Decreases Defense on one foe, not all adjacent foes. Has 75% accuracy instead of 100%.
13. Growl (Lv. 1 SwSh) - Only affects one foe and not all adjacent foes. Still decreases Attack by 1, but has 95% Accuracy.
14. Tackle (Lv. 1 SwSh) - Base Power decreases to 35 and Accuracy decreases to 95%.
15. Covet (Lv. 1 SwSh) - Either steals the item and does no damage if the user isn't holding an item or does damage but doesn't steal the item, regardless if the user isn't holding an item. Base Power is lowered 40.