so funny story, i actually know the guy with the mp allumninja and the awakened malo trick because i battled with him twice. The first time we fought was a complete random battle,(i won) the second time we fought he changed one a few of his doodles one being a klydaskunk while i had the same team. His lead was the skunk well mine was ht libelagua i could've stopped him from setting up lingering poison but because i knew he would awakened his malotrick, i purposedly let him set it up so my team became immune to his sleep and steal. And i won again.(also the second battle was by complete chance)
Speeder is actively consulting a dictionary at this point for his titles Also guys I think we found the ultimate sigma male, because this lad is packing HEAT (well, actually it's more like water)
honestly yeah. It DEFINITELY did not need one When things like Lumiline, Candeigon, Drakothread, and even Horbeast definitely seem like the most likely to get awakens and deserve/need them
@@DerpzlingI feel like horebeast rune will be later cuz it’s not comp but it’s possible in the future want it’s comes comp because I have a feeling that wish wants doodles that are obtainable in the wild to have runes tbh
Day 32 of creating new moves and uhm yea I fell asleep so Im kinda late lol: Quaking Thunder [Electric Type] [Magical] [75% Accuracy] [30 Base Damage] The user summons a destructive thunderstorm into the arena. [This move always hits 4 times] [has a 5% to para each hit]
Day 1 of asking speeder to showcase Cacmeow-A. It finally has a good physical plant stab 😃😃😃😃 Set: Seed Assault Earth Lance Electro Slash/Chemical Cleave Iron Slash (Max Speed Equipments :) )
Every single update i have to just grind for a new member on my team just because a new broken awakening gets released WISH WHAT HAPPENED TO GOOD BALANCE And they still just refuse to nerf humbiscus
Vigimantè really didn't deserve an awakening. It was already fairly good; I don't understand why it was given an awakening. Other doodles need it more. Signature Moves are back after 50 years, so, shall we? (Part 5)
SPUNNY Six Type: Spirit Move Category: Support Uses: 15 Accuracy: 95% How to learn: Level Spunny up to level 35. The user will curse the target. This move has a 10% chance to increase the attack and magical attack of the user. (Move inspired by how Spunny's stats usually always end in 6) BIONOTIC Octo Rush Type: Water Move Category: Magical Base Power: 70 Uses: 10 Accuracy: 100% How to learn: Level Bionotic up to level 40. The user will start to move at incredible speeds in the sky, leaving a trail of ink behind. The user will then attack the target. This attack has a 20% chance of making the target flinch. (I find it weird how Bionotic could swim in the air) TERRUMA Tantrum Charge Type: Earth Move Category: Physical Base Power: 60 Uses: 5 Accuracy: Never misses How to learn: Evolve Coalt. The user will charge at the target in frustration. This attack's power is multiplied by 1.5 if the user has already taken damage. It is multiplied again if the user is 200 pounds or higher. This move never misses. (Inspired by how Terruma's can possibly start earthquakes just by running) KLYDASKUNK Spreading Anger Type: Poison Move Category: Physical Base Power: 40 Uses: 15 Accuracy: Never misses How to learn: Level Klydaskunk up to level 52. The user will be unable to attack for 3 turns. When the 3 turns are up, the user will attack viciously and do double the damage that was done to them. This move has a 10% chance to make the target start raging. This move never misses. (Klydaskunk's are vicious by nature) STALIGANT (MALE) Gem Bash Type: Mind Move Category: Physical Base Power: 50 Uses: 15 Accuracy: 100% How to learn: Level a male Staligant up to level 60. The user will bash its gem into the target. The gem will then shatter. This will cause the user to lose STAB on any Mind or Crystal attacks. However, the user's speed, accuracy, and attack will be increased by 2 stages. STALIGANT (FEMALE) Gem Explosion Type: Mind Move Category: Magical Base Power: 140 Uses: 1 Accuracy: 80% How to learn: Level a female Staligant up to level 60. The user will cause its gem to explode, dealing tons of damage. However, the user will then instantly faint. (Moves are split in genders because both genders of Staligant have very different stats. Female Staligant are also said to be more aggressive.) SKADEAN Sea Goddess Bonus Type: Water Move Category: Magical Base Power: 30 Uses: 10 Accuracy: 90% How to learn: Level Skadean up to level 50. The user will worship the Sea Goddess. As a reward, the Sea Goddess will strike the opponent with boiling hot water. This is super effective against Metal and Plant types. This move does double damage if the user has the "Sea Goddess Disciple" trait. (Sea Goddess thingy inspired by Awakened Skadean) JELLUMINOUS Light Attraction Type: Light Move Category: Magical Base Power: 75 Uses: 10 Accuracy: 80% How to learn: Level Jelluminous up to level 54. The user will shine bright lights, forcing the opponent to switch out into a random doodle. The doodle is then attacked by the user. This will steal some of the target's HP and give the HP to the user. This will burn out the user and the user will be unable to use any Spark or Light moves the next turn. (Jelluminous flash bright lights to make smaller doodles come to it, then those doodles become food. At least, according to the doodlepedia) ARCHOPOS (Archopos is going to have two moves it learns at the same time and that work well with each other) Vulnerability Type: Spirit Move Category: Support Uses: 10 How to learn: Evolve Archuma. The user will let their guard down. The held item that the user is holding will then be stolen. If the user has no held item, this move will not work. Runestones cannot be stolen. Treasure Defender Type: Spirit Move Category: Physical Base Power: 80 Uses: 10 Accuracy: 100% How to learn: Evolve Archuma. The user will become furious and become destructive and attack the target. This may lower the target's speed. If the user has lost its held item at some point in the battle, this move does double the normal amount of damage. (Archopos's are said to become aggressive if their treasure is stolen) DJINNEKO Faked Wish Type: Mind Move Category: Support Uses: 10 How to learn: Level Djinneko up to level 45. The user will grant the target a wish. This will boost all of the target's stats by 3 stages while boosting the user's stats by 2. However, the user and the doodles on its team will completely ignore all of the target's stat boosts for 15 turns. (Djinneko are said to be able to make any wish, but the wishes are illusions or something like that, it is weird) VULIABLE/NOXVUL/ENDOVUL/EXOVUL Elemental Experiment Type: Varies Move Category: Magical Base Power: 70 Uses: 10 Accuracy: 100% How to learn: All Flaskit evolutions must be in the Doodlepedia. Then, any Flaskit evolution in your party will be able to learn this move. You will then be able to get a scroll for the move by talking to an NPC in the Oasis. The user will give off an interesting chemical reaction. The bottle cap on the user will then pop open and the target will be hit with the Crystal, Poison, Ice, or Fire type attack. This can leave the target burned, poisoned, or freeze the target. (Flaskit and its evolutions are literal a science experiment) VOLTATOO Electro Rush Type: Spark Move Category: Magical Base Power: 70 Uses: 10 Accuracy: 95% How to learn: Level Voltatoo up to level 50. The user will sleep for 3 turns. The user will then wake up energized and zip around at fast speeds and hit the target twice. This move does physical damage. (Voltatoo's are said to be very energetic) VOLTENCHANT Supercharged Thunder Type: Spark Move Category: Magical Base Power: 95 Uses: 10 Accuracy: 75% How to learn: Have Voltenchant level up to level 70. The user will launch a very powerful thunder strike on the target. This move has a 30% chance of leaving the target with paralysis. This move only works when it is raining and if the user has the Spark type. (Voltenchant's are said to summon storms) Tomorrow will be another making new teams. So, Tuesday will be Part 6 of making Signature Moves
Bro Terruma and the Flaskit line already have signature moves Terruma- Rumbling Charge Endovul/Exovul/Noxvul/Vuliable- Chemical Breath (changes types depending on the user)
@Drooidz ik, but people are gonna start complaining if I leave some doodles out and I'm not dealing with that Also, I said at one point I'm giving signature moves to every doodle even if they already have one (not this one but another comment)
The next day Speeder be like; OMG IT GOT NERFED I NEVER EXPECTED THAT TO HAPPEN
0:46
so funny story, i actually know the guy with the mp allumninja and the awakened malo trick because i battled with him twice. The first time we fought was a complete random battle,(i won) the second time we fought he changed one a few of his doodles one being a klydaskunk while i had the same team. His lead was the skunk well mine was ht libelagua i could've stopped him from setting up lingering poison but because i knew he would awakened his malotrick, i purposedly let him set it up so my team became immune to his sleep and steal. And i won again.(also the second battle was by complete chance)
0:33 LEAVE HIM ALONE 😭
That is one of my best friends lol
that thumbnail tho...im aromantic but sheeeesh-
Daeferno ☠️🗿
Speeder is actively consulting a dictionary at this point for his titles
Also guys I think we found the ultimate sigma male, because this lad is packing HEAT (well, actually it's more like water)
*Try thornet determination jelly* with awakened vigemantè
ngl, i did not expect vigimante getting an awakening
Same
Yeah me neither when they giving calamander an awakened
honestly yeah. It DEFINITELY did not need one
When things like Lumiline, Candeigon, Drakothread, and even Horbeast definitely seem like the most likely to get awakens and deserve/need them
@@DerpzlingI feel like horebeast rune will be later cuz it’s not comp but it’s possible in the future want it’s comes comp because I have a feeling that wish wants doodles that are obtainable in the wild to have runes tbh
Literally just Omni Man
If it's a misprint
Vigimanté is the only buff awakening💀 btw can you showcase new Voltatoo set?
can i know what you use for voltatoo
Busted = Broken. Nice try buddy
Doesent dusty bandana increase magic atack?
I don’t think awakening resets your stats yet and thats next balance patch though 0:51
Well, you can use Avenger for now then
@@speedersonicv9047 true until next patch which is most likely saturday
Speeder the last 54 videos u made have the sentence “busted” or “broken”
SUPER RAY COMING THROUGH
vigimante is giving palafin vibes
I want to see a special seamknight showcase,i want to see how to play your seamknight 😏.
Speeder I saw u when u were showcasing sumous
Try out Avenger Vigimante-A pls its free attack boost when you sacrifice a doodle
MHT6 Giveaway?
Say hello to the nerfs Vigimante
Video 8 of only using Hero Havoc Doodles(Glubbie, Chronos, Ostigon, Owol, Finwick, Prickles)
Bros a pro boxer
Also avenger is infinitely better for that thing than secret darkness
yeah secret darkness is just horrible
Avenger makes dark slash stronger anyway as well as its other moves so there little to no point in using the ht
Hero Of the Sea
Also avenger of the sea life
ngl I didn't expect manta ray man gets awakening. i better get it before it gets nerf
Day 8 of Cake walk Somberock
Awakened Vigimantè is gonna make something of mine bust
NOOO now its going to get nerfed
0:46
It is sort of getting nerfed (or maybe it already did)
"this guy sucks" why did you have to violate him like that he was just dancing 😭
Week 31 day 5 of asking for a mono feesh showcase (day 184) day 3 of asking for a cerebopod-a showcase
Should have named it "Beowulf" as a reference to Skull Girls
Nah Omni Man is better
Day 32 of creating new moves and uhm yea I fell asleep so Im kinda late lol:
Quaking Thunder
[Electric Type]
[Magical]
[75% Accuracy]
[30 Base Damage]
The user summons a destructive thunderstorm into the arena.
[This move always hits 4 times]
[has a 5% to para each hit]
Dungeon crawlers are THE GOAT
Weep weep Woop woop p63
Day 1 of asking speeder to showcase Cacmeow-A. It finally has a good physical plant stab 😃😃😃😃
Set:
Seed Assault
Earth Lance
Electro Slash/Chemical Cleave
Iron Slash
(Max Speed Equipments :) )
Every single update i have to just grind for a new member on my team just because a new broken awakening gets released WISH WHAT HAPPENED TO GOOD BALANCE
And they still just refuse to nerf humbiscus
doodle world dracovish.
Manta ray go brrr
burnt mayo
try all horbeast. feel my pain.
ALL MIGHT??
Lol, I literally named mine "I Am Here"
omg larry
Day 39 of ruby skorpurli
Day 20 of Embheir
Did Venoom get you?
@@TheShadow1347 after the irikil vid he made,yes,just waiting for it be nerfed so spooderman can come back💪
Vigimantè really didn't deserve an awakening. It was already fairly good; I don't understand why it was given an awakening. Other doodles need it more.
Signature Moves are back after 50 years, so, shall we? (Part 5)
SPUNNY
Six
Type: Spirit
Move Category: Support
Uses: 15
Accuracy: 95%
How to learn: Level Spunny up to level 35.
The user will curse the target. This move has a 10% chance to increase the attack and magical attack of the user.
(Move inspired by how Spunny's stats usually always end in 6)
BIONOTIC
Octo Rush
Type: Water
Move Category: Magical
Base Power: 70
Uses: 10
Accuracy: 100%
How to learn: Level Bionotic up to level 40.
The user will start to move at incredible speeds in the sky, leaving a trail of ink behind. The user will then attack the target. This attack has a 20% chance of making the target flinch.
(I find it weird how Bionotic could swim in the air)
TERRUMA
Tantrum Charge
Type: Earth
Move Category: Physical
Base Power: 60
Uses: 5
Accuracy: Never misses
How to learn: Evolve Coalt.
The user will charge at the target in frustration. This attack's power is multiplied by 1.5 if the user has already taken damage. It is multiplied again if the user is 200 pounds or higher. This move never misses.
(Inspired by how Terruma's can possibly start earthquakes just by running)
KLYDASKUNK
Spreading Anger
Type: Poison
Move Category: Physical
Base Power: 40
Uses: 15
Accuracy: Never misses
How to learn: Level Klydaskunk up to level 52.
The user will be unable to attack for 3 turns. When the 3 turns are up, the user will attack viciously and do double the damage that was done to them. This move has a 10% chance to make the target start raging. This move never misses.
(Klydaskunk's are vicious by nature)
STALIGANT (MALE)
Gem Bash
Type: Mind
Move Category: Physical
Base Power: 50
Uses: 15
Accuracy: 100%
How to learn: Level a male Staligant up to level 60.
The user will bash its gem into the target. The gem will then shatter. This will cause the user to lose STAB on any Mind or Crystal attacks. However, the user's speed, accuracy, and attack will be increased by 2 stages.
STALIGANT (FEMALE)
Gem Explosion
Type: Mind
Move Category: Magical
Base Power: 140
Uses: 1
Accuracy: 80%
How to learn: Level a female Staligant up to level 60.
The user will cause its gem to explode, dealing tons of damage. However, the user will then instantly faint.
(Moves are split in genders because both genders of Staligant have very different stats. Female Staligant are also said to be more aggressive.)
SKADEAN
Sea Goddess Bonus
Type: Water
Move Category: Magical
Base Power: 30
Uses: 10
Accuracy: 90%
How to learn: Level Skadean up to level 50.
The user will worship the Sea Goddess. As a reward, the Sea Goddess will strike the opponent with boiling hot water. This is super effective against Metal and Plant types. This move does double damage if the user has the "Sea Goddess Disciple" trait.
(Sea Goddess thingy inspired by Awakened Skadean)
JELLUMINOUS
Light Attraction
Type: Light
Move Category: Magical
Base Power: 75
Uses: 10
Accuracy: 80%
How to learn: Level Jelluminous up to level 54.
The user will shine bright lights, forcing the opponent to switch out into a random doodle. The doodle is then attacked by the user. This will steal some of the target's HP and give the HP to the user. This will burn out the user and the user will be unable to use any Spark or Light moves the next turn.
(Jelluminous flash bright lights to make smaller doodles come to it, then those doodles become food. At least, according to the doodlepedia)
ARCHOPOS (Archopos is going to have two moves it learns at the same time and that work well with each other)
Vulnerability
Type: Spirit
Move Category: Support
Uses: 10
How to learn: Evolve Archuma.
The user will let their guard down. The held item that the user is holding will then be stolen. If the user has no held item, this move will not work. Runestones cannot be stolen.
Treasure Defender
Type: Spirit
Move Category: Physical
Base Power: 80
Uses: 10
Accuracy: 100%
How to learn: Evolve Archuma.
The user will become furious and become destructive and attack the target. This may lower the target's speed. If the user has lost its held item at some point in the battle, this move does double the normal amount of damage.
(Archopos's are said to become aggressive if their treasure is stolen)
DJINNEKO
Faked Wish
Type: Mind
Move Category: Support
Uses: 10
How to learn: Level Djinneko up to level 45.
The user will grant the target a wish. This will boost all of the target's stats by 3 stages while boosting the user's stats by 2. However, the user and the doodles on its team will completely ignore all of the target's stat boosts for 15 turns.
(Djinneko are said to be able to make any wish, but the wishes are illusions or something like that, it is weird)
VULIABLE/NOXVUL/ENDOVUL/EXOVUL
Elemental Experiment
Type: Varies
Move Category: Magical
Base Power: 70
Uses: 10
Accuracy: 100%
How to learn: All Flaskit evolutions must be in the Doodlepedia. Then, any Flaskit evolution in your party will be able to learn this move. You will then be able to get a scroll for the move by talking to an NPC in the Oasis.
The user will give off an interesting chemical reaction. The bottle cap on the user will then pop open and the target will be hit with the Crystal, Poison, Ice, or Fire type attack. This can leave the target burned, poisoned, or freeze the target.
(Flaskit and its evolutions are literal a science experiment)
VOLTATOO
Electro Rush
Type: Spark
Move Category: Magical
Base Power: 70
Uses: 10
Accuracy: 95%
How to learn: Level Voltatoo up to level 50.
The user will sleep for 3 turns. The user will then wake up energized and zip around at fast speeds and hit the target twice. This move does physical damage.
(Voltatoo's are said to be very energetic)
VOLTENCHANT
Supercharged Thunder
Type: Spark
Move Category: Magical
Base Power: 95
Uses: 10
Accuracy: 75%
How to learn: Have Voltenchant level up to level 70.
The user will launch a very powerful thunder strike on the target. This move has a 30% chance of leaving the target with paralysis. This move only works when it is raining and if the user has the Spark type.
(Voltenchant's are said to summon storms)
Tomorrow will be another making new teams. So, Tuesday will be Part 6 of making Signature Moves
bro is fluent in Yapanese
the skadean move is broken af
@@pilgrammer to be fair, skadean ain't in the best position rn
Bro Terruma and the Flaskit line already have signature moves
Terruma- Rumbling Charge
Endovul/Exovul/Noxvul/Vuliable- Chemical Breath (changes types depending on the user)
@Drooidz ik, but people are gonna start complaining if I leave some doodles out and I'm not dealing with that
Also, I said at one point I'm giving signature moves to every doodle even if they already have one (not this one but another comment)
Video 84 of asking for Mono-Steel Team
Video 41 of asking for Avenger Vigimante
the hell is that thumbnail
Day 174 of *begging* for a mono crystal team show case
Also, include endovul and/or spectatik in the team since people asked
Stop nerfing things speed. Please.
Too*
Ew buff dude
Day 32 of asking for a klydaskunk showcase 🦨😡