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SOM3WH3R3
Join Date: Jun 2009
Posts: 4,606
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I just realized that Nuklear Power Forums and Nekkid Pillow Fight have the same initials. It must be fate.
Also, just for myself: Light Weapons - Claws of Twilight ~ Gothically-decorated wrist-mounted claws. Deals Dark type damage. Usually super effective against Psychic and Ghost types. Usually not very effective against Fighting, Dark and Steel types. May cause the opponent to flinch, forfeiting its counterattack. Grrr, baby, very grrr! - Dragon Slave ~ Looks like a common sword and has a name inspired by a certain flatchested anime sorceress's ultimate spell of destruction. Deals Dragon type damage. Usually super effective against Dragon types. Usually not very effective against Steel types. I wonder if anyone would choose to equip this seemingly limited weapon? - Capacitor Rod ~ An electric rod that charges lethal doses of electricity when not striking the enemy, then discharges it when in close proximity to the target. Deals Electric type damage. Usually super effective against Water and Flying types. Usually not very effective against Electric, Grass and Dragon. Usually ineffective against Ground types. Do not use to torment people you don't like as it is often lethal. Can paralyze the foe. - Strange Parasite ~ Bizarre parasites that kind of resemble the Pokémon Parasect, these are thrown by hand onto the target where they unleash natural hell. Deals Grass type damage. Usually super effective against Water, Ground and Rock types. Usually not very effective against Fire, Grass, Poison, Flying, Bug, Dragon and Steel types. Please refrain from putting two Strange Parasites inside a little arena for hosting gambling battles. - Toxin Bombs ~ Bombs that detonate on impact, filling the very near area near the explosion point with toxic gas. Usually very effective against Grass types. Usually not very effective against Poison, Ground, Rock and Ghost. Usually ineffective against Steel. You can poison most Pokémon with these so using them against other Pokémon isn't always a waste. You can use these to fumigate your house, but there are cheaper methods of doing so. Medium Weapons - Swarm Bow ~ Has nothing to do with actual swarms. The strange technologies employed in the arrows are under patent never to be tampered with. Somehow manages to deal Bug type damage. Usually super effective against Grass, Psychic and Dark types. Usually not very effective against Fire, Fighting, Poison, Flying, Ghost and Steel types. Seriously, how do the arrows deal Bug type damage, anyways? - HV Penetrator Rifle ~ The high velocity rounds that are fired from this baby pack a mean bite. Deals Fighting type damage. Usually super effective against Normal, Ice, Rock, Dark and Steel types. Usually not very effective against Poison, Flying, Psychic and Bug types. Usually ineffective against Ghost types. Uh huh huh, huh huh, I said "penetrator." - Gust Blaster ~ A shiny red weapon that has recently seen mass production as an effective means of generating powerful blasts of wind. Deals Flying type damage. Usually super effective against Grass, Fighting and Bug types. Usually not very effective against Electric, Rock and Steel. Has occasionally forced Flying types to land, rendering them vulnerable to Ground type moves. Should not be used to cool yourself down, unless you like being thrown back several yards. - Netherworld Sapper ~ A revolutionary weapon employing experimental technologies that allow it to fire a strange coiling beam supposedly powered by trace energies from the netherworld. Deals Ghost type damage. Usually super effective against Psychic and Ghost types. Usually not very effective against Dark and Steel types. Usually ineffective against Normal types. Cannot help you contact your dead wife so she can tell you where the TV remote went. Try underneath your couch cushions. - Titanic Fist ~ A powerful metal hammer that is used to pound the ground and cause localized tremors. Deals Ground type damage. Usually super effective against Fire, Electric, Poison, Rock and Steel types. Usually not very effective against Grass and Bug types. Usually ineffective against Flying types. A more kickass way to play Whack-A-Mole has never been invented. - Synapse Disruptor ~ A bizarre new age rifle that can affect the mental coordination of the target. Deals Psychic type damage. Usually super effective against Fighting and Poison types. Usually not very effective against Psychic and Steel types. Usually ineffective against Dark types. May cause confusion in targets. Not to be used to hynotize your friends and make them behave like a chicken. Heavy Weapons - Napalm Thrower ~ A heavy weapon that bathes the target in painful jellied gasoline ignited by a gun-mounted pyrotechnic initiator. Deals Fire type damage. Usually super effective against Grass, Ice, Bug and Steel types. Usually not very effective against Fire, Water, Rock and Dragon types. May cause painful burns. Not to be used for getting rid of weeds and pruning trees, you psycho. - Hydro Cannon ~ A heavy weapon that powerfully ejects blasts of water from a back-mounted tank that can be quickly refilled from various sources. Deals Water type damage. Usually super effective against Fire, Ground and Rock types. Usually not very effective against Water, Grass and Dragon types. Be your own Blastoise! - LH Launcher ~ A modified Hydro Cannon that now blasts the foe with superchilled liquid helium, which is where the LH part of the name comes from. Deals Ice type damage. Usually super effective against Grass, Ground, Flying and Dragon types. Usually not very effective against Fire, Water, Ice and Steel types. For the last time, stop using these weapons to play pranks! Oh, and enemies may become frozen from application. - Siege Boomerang ~ A throw and catch weapon of considerable size and weight that hits extremely hard and takes years of training to master the return catch alone. Deals Rock type damage. Usually super effective against Fire, Ice, Flying and Bug types. Usually not very effective against Fighting, Ground and Steel types. Can you smell what The Rock is cookin'? - Crescent Moon ~ A lean, mean, Pokémon-slaughtering heavy scythe that strikes fear in any foe, even ones with protection against its type. Deals Steel type damage. Usually super effective against Ice and Rock types. Usually not very effective against Fire, Water, Electric and Steel types. Don't fear the Reaper. Armor - Reinforced Vest ~ The only exception to the rule of four pieces of armor, you'll always have this equipped and it won't occupy one of your two armor slots. Protects you against Normal type attacks. - Pesticide Layer ~ An application of this spray that doesn't wash off in water offers great protection from the buzzy, buzzy wrath of Bug types. - Shadow Suit ~ A ninja suit. How in the hell does this protect from the full force of Dark type attacks? The world may never know. You should note that wearing this makes you feel so cool that you may never flinch. - Courage Emblem ~ Some kind of bizarre pyramid-shaped artifact, worn around the neck or attached to a belt or something, that discourages Dragon types from delivering the full oomph of their assault. - Insulated Armor ~ Special armor plating that absorbs and protects your vitals from Electric type attacks. Renders paralysis ineffectual. - Impact Gear ~ A soft material that reinforces the body's ability to absorb powerful impacts, like Fighting type attacks. - FR Suit ~ A simple-looking uniform that actually offers great potential against Fire type damage. Renders burns ineffectual. - Windbreaker ~ Yeah, yeah, out with the flatulence jokes already. This weighted jacket of special material shields you from the punishment of Flying type attacks. - Holy Talisman ~ A white tablet with ancient scriptures worn around the neck with tough rope, this item protects against Ghost type attacks. Usually worn by people who frequent locations rumored to be haunted. - Herbicide Layer ~ The application of this spray won't harm you, but it will keep Grass type Pokémon from hitting you as fiercely as they could. Renders health-draining attacks like Leech Seed, Absorb, and Giga Drain ineffectual. - Jump Boots ~ Special boots with turbo boosters that launch you just as the microcomputers within them detect seismic activity, relieving you of much of the damage from Ground type attacks. - Counter Injector ~ A quick and relatively painless prick from this waist-mounted device ensures that Poison type attacks won't harm nearly as much as they could. Renders poison (the status, not the attack type) ineffectual. - Brain Case ~ Invented by wackos with crackpot theories about governments using satellites to take control of their minds, these reinforced skullcaps are actually quite good at protecting you from the full assault of Psychic type attacks. Renders confusion ineffectual. - Thermal Underwear ~ Not just for old people trying to stay warm in the winter! This hi-tech bodysuit worn underneath your normal clothes protects you from the full wrath of Ice type attacks, and renders freezing ineffectual. - Sonic Guard ~ A piece of armor for your arm that takes some practice to master, the Sonic Guard hammers away much of the damage from Rock type attacks. A good offense sometimes is the best defense. - Platemail ~ Not a full suit, but rather enough individual pieces to offer considerable protection from Steel type attacks. Damsels might be impressed by your rescue performance, given that they've had enough to drink beforehand. - Weather Cloak ~ A cloak with hood that protects you from severe weather, particularly Water type damage. Renders sleep ineffectual. Slayer Accessories (each accessory can only be used once per battle, so choose wisely when you call on their powers) - Stamina Boost: Allows the Slayer to attack twice in a round. Use it for you absolutely, positively have to fuck something up. - Mezmerizer: Occasionally prevents a Pokémon from attacking the Slayer if its of the opposite gender. You might need some courage to use this. - Scentsation Coil: Can be used to heal from negative status. Otherwise, it's kind of pungent. - Adrenaline Surge: Increases all stats by one. Does not stack. Sorry. - Spectral Eye: An amplified Confuse Ray. The Pokémon will always hurt itself. Not effective on Ghost types. - Viper's Venom: A ring with a deployable needle that is jabbed directly into the Pokémon and inflicts it with Toxic. - Decoy Device: Creates a perfect holographic representation of you which will trick enemies. You can still attack in the same round. Lasts for one round. - Physical Barrier: Creates a kinetic barrier around yourself that greatly reduces physical damage. This works for three rounds. - Magical Barrier: Creates a mysterious barrier around yourself that greatly reduces special damage. This works for three rounds. Also, can I use any accessory and attack in the same turn? Also, is the siege boomerang physical or special? |
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