Name: Scorched Terrain
Description: The user sends a wildfire across the earth for five turns. This inflicts Pokémon on the ground with fire damage.
Detailed effects: Activates Flash Fire. Otherwise does not affect Fire types. Does 1/32 damage to double-resistant pokemon, 1/16 damage to single-resistant pokemon, 3/32 damage to neutral pokemon, 1/8 damage to single-weak pokemon, and 5/32 damage to double-weak pokemon. Dry Skin increases damage by 1/16. Water Veil and Heatproof decreases damage by 1/16 (minimum zero). Thick Fat decreases damage by 1/32. Thaws pokemon on ground that are frozen (and prevents freezing if they're on the ground). Damage effect decreased by 1/32 in Heavy Rain (minimum 1 HP if not 1 HP or less already, 0 HP if it was 1 HP before). Nature Power calls Incinerate. Secret Power behaves the same as in a Volcano. Camouflage will make the pokemon a Fire type.
The idea: Kind of imitates the Burn HP drop effect, but with the effect influenced by typing. Provides a method for Flash Fire pokemon to trigger their ability on their own, and a way to thaw allies. Not quite so extreme as to almost guarantee burning those with weakness, not quite so strong as to completely destroy pokemon that have a fire weakness. Also provides a convenient way to gain Fire type attacks on pokemon with Nature Power, and for Camouflage pokemon to get the Fire type.
As with the other Terrain moves, this doesn't affect Flying/Levitating/MagnetRising/etc pokemon. An interesting twist could be added by giving it some chance of burning pokemon as it fades (ie. after five turns)- perhaps 0% for double-resistant, 5% for single-resistant, 10% for neutral, 15% for single-weak, and 20% for double-weak.
I'm actually surprised we still don't have a move called Acid Rain.
How I see it, it would be a Poison-type damaging weather move that not only hits Steel types, but is supereffective. It takes out 1/16 HP every turn, but for Grass, Fairy, and Steel-types it takes out 1/8.
I'd also like to see more entry hazard moves. For example:
Ground Heat; Fire - The user lays a heating trap underneath the opponent. The trap burns Pokémon switching in.
Snare Vines; Grass - The user lays vines around the opponent. The trap prevents escape for the next Pokémon.
Note: Unlike other entry hazard moves, this move ceases after it is successfully used.
Icy Spikes; Ice - The user lays a trap of ice shards around the opponent. The trap damages Pokémon switching in. Weakness is calculated.
Sharp Pillar; Ground - The user raises a mountain-like pillar behind the opponent. The pillar damages Pokémon switching in. This move does double damage to Flying-types and Pokémon with Levitate.
Mind Warp; Psychic - The user surrounds the opponent in a purple haze. The haze confuses Pokémon switching in.
Guardian Mist; Fairy - The user surrounds the opponent with a bright pink mist. The mist harshly lowers the Attack of Pokémon switching in.
Bizarre Air; Ghost - The user casts an eerie air around the opponent. The air harshly lowers the Special Attack of Pokémon switching in.
I also have thought of entry assists, which would be nice.
Regenerating Mist; Fairy - The user casts a white mist around the target. The mist restores the HP of Pokémon switching in.
Note: The move restores 1/2 of the target's original HP.
Jet Stream; Flying - The user casts a strong current behind the user. The current sharply raises the Speed of Pokémon switching in.
Barricade; Rock - The user sets a large wall around the target. The wall sharply raises the Defense of Pokémon switching in.
Note: Like Substitute, the effects of this move can be lifted via attacks. However, moves that are supereffective against Rock-types will lift the effects quicker. The wall does not prevent damage. All moves can still hit the target.
Martyr's Aura; Fairy - The user faints, and a bright blue aura surrounds the target. The aura raises all stats of Pokémon switching in.
Last edited by PrinceOfFacade; 5th February 2015 at 3:45 PM.
I just want counterpart variants for certain moves...a fire type SR called Live Coals which also has a 30% chance to burn, an electric priority called Ion Burst, a physical fighting type QD called Martial Dance, a priority rock move called Stone Shot, a water (or ground) field hazard called Mire that slows the opponent on switch-in like SW, and an ice type psyshock called Frostbite...Oh! and a flying type rapid spin called Zephyr...
Last edited by XXD17; 7th February 2015 at 9:14 PM.
Draconic Pokemon are King: My Deviant: http://xxd17.deviantart.com
Omega Ruby Team:
I'd make it so that spikes takes type weaknesses into account. Gamefreak was happy to screw over fire, flying, ice and bug types with Stealth Rock, its about time Spikes had the same effect on steel, rock and electric types as well.
Then let's have more entry hazards to make it even across the board:
Nettle Sting (Grass), Vapour Cloud (Water), Lava Ring (Fire), Static Ions (Electric), Jagged Ice (Ice), Poison Haze (Poison), Psy Orbs (Psychic), Spectral Power (Ghost), Dark Matter (Dark), Fairy Lights (Fairy), Aura Energy (Fighting) and so on.
Talonflame, Charizard, Moltres, Ho-oh, Articuno, Volcarona, Mega Pinsir and Yanmega all get screwed over by Stealth Rock - its time Aggron, Tyranitar, Dragonite, Hydreigon, Swampert, Torterra, Camerupt, Weavile, Cacturne, Abomasnow, Magnezone, Whinsicott, Rayquaza, Diancie and everything else with a double-weakness suffered this same indignity - make it even or get rid of it!
Ability: Pressure/Flash Fire
Attack: 130 (+15)
Defense: 90 (+5)
Sp. Attack: 130 (+40)
Sp. Defense: 85 (+10)
Speed: 130 (+30)
New Moves for Mega Entei:
Zen Headbutt (Not a new move but new for Entei)
Mystic Inferno (Fire/Psychic) 90 Damage: If Attack is higher it's a Physical Move, if Sp. Attack is higher it's a Special move.
My FC: 4785-4802-7292
Entei is a physical attacker so I agree that is should have Zen Headbutt (can't believe that it never had it before!) which would go well with Sacred Fire (which for some reason I am only now realising that it learns and that it is a physical attack)
Maybe if Mege Entei becomes part psychic then Mega Raikou could become part fighting and get Aura Sphere like that shiny one that was distributed a few years back.
Don't know what Mega Suicune could become though. There are plenty of references to it being associated with the north wind, but I don't think it would go down too well if Suicune became water/flying! Then again, as the north wind is said bring about cold weather maybe Mega Suicune should be water/ice?
Last edited by ShockwindZ; 8th February 2015 at 12:22 AM.
My FC: 4785-4802-7292
Pinsir is the perfect example of this. It can't learn any flying-type moves, and has nothing that resemblances a flying type, but Mega Pinsir DOES look like a flying type.
Weight: 361.6 lbs.
Ability: Tropical Growth (Grants +1 priority to Grass-type moves)
Attack: 110 (+28)
Defense: 125 (+25)
Special Attack: 120 (+37)
Special Defense: 130 (+30)
Speed: 60 (-20)
BST: 625 (+100)
Weight: 199.3 lbs.
Ability: Diabolate (Makes all Normal-type moves Dark-type)
Attack: 125 (+41)
Defense: 90 (+12)
Special Attack: 135 (+26)
Special Defense: 90 (+5)
Speed: 116 (+16)
BST: 634 (+100)
Weight: 314.1 lbs.
Ability: Strong Jaw
Attack: 160 (+55)
Defense: 110 (+10)
Special Attack: 74 (-5)
Special Defense: 108 (+25)
Speed: 93 (+15)
BST: 630 (+100)
Credit to the amazing American--Pi for the banner!
I have claimed Dialga, Vivi Ornitier, and "In the Final" - Mario & Luigi: Bowser's Inside Story.
I wish a happy 10th birthday to Sinnoh, my favorite region!
Plain Plate- Raises the power of Normal-type moves by 20%.
I've made a lot of lists on this subject. But now, I will try and surmise my opinions in their entirety.
Super Stone-"An item which allows Pokemon to use their maximum potential. It has a similar composition to a Mega Stone."
Kanto PokemonMega Butterfree
Evolution-Raticate+Lv Up in a building or suburban area-Rastermate
Description-"Rastermate can bite through anything, even diamond. If trapped in plumbing, expect the system to be completely wrecked."
Ability-Supercharge(Electric moves are super-effective against Ground Pokemon. This
Mega Nidoking and Mega Nidoqueen
Ability-Brawny(Fighting moves get a 50% boost) for Mega Nidoking, Terralize(Normal moves become Ground type) for Mega Nidoqueen
Paracide, the Walking Parasite Pokemon
Evolution-Parasect-Mega Fragment while levelled up with friendship-Paracide
Description-"Paracide's body has become a shell, animated by the mushroom. However its soul has regained total control."
Pegasoar, the Flying Horse Pokemon
Evolution-Rapidash-Lv up with Super Stone-Pegasoar
Slowperor, the Shell Lord Pokemon
Evolution-Slowking-Lv up with Cloyster-Slowperor
Description-"The venom of Slowperor has ignited its true potential. It can predict almost any action from the opponent."
Ability-Weapon Boost(Items which give a boost in attack or defense get doubled in effectiveness)
Evolution-Farfetch'd-Lv up with Super Stone-Unleak'ly
Description-"Unleak'ly are well aware of their weakness, so they spend their life perfecting their tools. Rumors say they developed cannons."
Ability-Dizzy Dance(special attacks have a chance of confusion)
Ability-Hard Armor(defense increases with hit, but speed lowers)
Ability-Super Protean(secondary type changes to fit moveset)
Johto PokemonMega Meganium
Ciphable, the Code Pokemon
Ability-Unown Power(moves with the same type as the Unown's Hidden Power get STAB)
Evolution-Unown-Lv up with another Unown in the party-Ciphable
Description-"The hive of Unown has unleashed their great power on Ciphable. It contains secrets of the universe."
Type-Normal/Psychic, Normal/Fairy or Normal/Dark
Evolution-Girafarig-Lv Up with Malamar in party-Conjuraffe. Its identity is based off its nature. A nature that favors physical stats results in Dark, a nature that favors special stats results in Psychic, one that favors physical stats results in Dark and one that favors none, HP or Speed results in Fairy
Sparcagon and Mega Sparcagon
Type-Normal/Dragon and Fairy/Dragon
Evolution-Dunsparce-Max Friendship+Super Stone-Sparcagon
Ability-Haven't figured that out yet
Ability-Thick Fat/Speed Boost
Evolution-Delibird-Lv Up while holding Super Stone-Aviklaws
Primal beast trio
Types-They get an additional Psychic type
Abilities-Their dream world ability
Item-Rainbow Orb(with Ho-oh in party)
HoennAwsmayeta, the Epic Wolf Pokemon
Elekun and Prosle, the Charge Pokemon
Ability-Minus and Plus respectively
Evolution-Lv up with Super Stone with the other in the party
Mega Volbeat and Mega Illumise
Item-Volbeatite and Illumite
Evolution-Lv up in a volcanic region
Evolution-Lv up Pandaxis with a Super Stone
Evercast, the Weather Pokemon
Type-Flying(natural or Gale Wings), Flying/Fire(Sunny Day), Flying/Water(Rain Dance), Flying/Ice(Hail), Flying/Rock(Sandstorm)
Ability-Super Forecast(Forecast, but it affects the secondary type)
Evolution-Castform-Lv up with Super Stone in a natural weather condition-Evercast
Evolution-Chimecho-Lv up with Super Stone-Mornknell
Types-Gains a Fighting type
Ability-Rebuild(they heal if it by a move of their primary type)
Item-Granite Orb, Icicle Orb or Meteor Orb
Sinnoh PokemonMega Staraptor
Ability-Brawnilize(Normal moves become Fighting)
Evolution-Lv up with Super Stone while knowing Hyper Voice
Ability-Flycatcher(Bug moves heal this Pokemon)
Primal lake trio
Ability-Keen Eye, Clear Body, Cursed Body
Ability-Mastery(all moves get a STAB basis)
Move needed to learn-Judgement
Friend code: 4356-0061-9735, Redjirachi
Latest shiny: Skorupi
Is it possible to post here some drawings about Fakemon and the likes?
I'm asking this because, if possible, I'd like to share with you some Fakemon I just created.
My Shiny Pokčmon (Since 2001): (X2)
Last update: 19/3/2014
3DS Friend code: 1950-8255-4764Friend Safari: Bug (Illumise, Ledyba and Venomoth)
I wish that they didn't make Fairy super effective against Dark. I feel like it was pretty well balanced, but now it's a much weaker type. Fairy only has two types that are 2x against it, so why couldn't Dark stay that way as well?
I've claimed Starmie!