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To fuck about a bit with some fun, design "signature moves" for the final starters.
Arrowl: Archer Barrage - Physical Grass, 20-100 BP, 15 PP. Launches a series of arrows at targets, growing weaker with the more targets its spread across (Three on primary, two on secondary for double battles, three on center target and one to non-targetted in triple battles, and one to all targets in horde battles).
Beltigre: Shady Strike - Physical Dark, 75 BP 20 PP. An underhanded hit strikes the opponent when thy aren't prepared, 30% chance to lower attack by one stage. This move is super effective. against Fighting types with a 60% chance to proc the secondary effect.
Entermaid: Lamenting Bubble - Water, -- BP, 5 PP. Entermaid puts the remainder of its life into producing one last bubble, making it faint and causing the ally which switches in to be inspirited by a vengeful drive, sharply raising its Attack and Speed.