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Thread: Create/Rename/Change Anything and Everything!!!

  1. #8001
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    Quote Originally Posted by SlowPokeBroKing View Post
    I've always had an idea for a trio of starters with a different effectiveness triangle that ends up in the regular starter effectiveness triangle, but each type has a 4x effectiveness against another.

    Gardenal- Grass type Cardinal-->Wecker- Grass type Woodpecker-->Floralcon- Grass/Flying type Falcon
    Tippun- Rock type Baby Hippo-->Toceroc- Rock type mid-size Rhino-->Typhant- Rock/Water type Elephant
    Colamb- Ice type Lamb-->Wheep- Water type Sheep-->Tempram- Fire/Ice type Ram

    I love these ideas for several reasons.
    1. There are no existing Grass type birds and that bugs me. Leaves for feathers? C'mon! I like to think of Wecker to be a woodpecker trapped inside a log which is why it can't fly yet and then it blossoms into a falcon.
    2. There are no elephant Pokemon larger than Donphan and that bugs me. Also, I have always looked at hippos, rhinos, and elephants as very similar animals. I like thinking that the round snout of the hippo can evolve into the horn on the rhino which can evolve into the tusks/ trunk on the elephant.
    3. I love the Ice-Water-Fire/Ice evolution build-up. It's basically a line of sheep that develop control over their emotions/power. Colamb is just a little Ice type baby, Wheep is Water type because the Fire and Ice types inside it cancel each other out and it is "weeping" because it can't control it, and Tempram has finally gained the ability to control its power and balance it.

    I thought of something similar, but for Steel > Ice > Ground.

    There are quite a bit of usable sets, which makes me surprised at how long they've used the same one. Here's a small list of some other possible sets.

    Steel > Ice > Ground
    Bug > Grass > Rock
    Fairy > Fighting > Steel
    Rock > Fire > Steel
    Ground > Electric > Water
    Poison > Grass > Ground
    Fighting > Rock > Flying
    Last edited by PrinceOfFacade; 4th February 2015 at 4:10 AM.
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  2. #8002
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    Ditch OR/AS and replace them with Delta Emerald instead. Give Flygon, Milotic, Dragonite, Johto starters and sinnoh starters mega evolutions. Diamond/Pearl remakes with Platinum's story and the post game with feature Arceus. Have at least 100 new pokemon in each generation instead of 72 like gen 6.
    Currently playing Omega Ruby and Alpha Sapphire. Annoyed about the lack of Emerald elements in the game.

    Currently own: X and Y, Black 2 and White 2, Black and White, Heart Gold and Soul Silver, Platinum, Diamond and Pearl, Super Pokemon Rumble, Ranger 3, Ranger 2, Mystery Dungeon Explorers of Time and Dragon Ball Z: Super Sonic Warriors. Guidebooks for Johto games, Unova games and Kalos games.

    Own quite a number shinies, especially in Y thanks to Consecutive Fishing.

    Own all 5 gen event legends in White 2, many came from my brother which I like to thank.

  3. #8003
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    Quote Originally Posted by Alexander18 View Post
    Have at least 100 new pokemon in each generation instead of 72 like gen 6.
    While 100 is a good size for a generation, I must admit the small size of Gen 6 was quite a relief from Gen 5. That crap fest of a generation had me in tears.
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  4. #8004
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    Quote Originally Posted by PrinceOfFacade View Post
    I thought of something similar, but for Steel > Ice > Ground.

    There are quite a bit of usable sets, which makes me surprised at how long they've used the same one. Here's a small list of some other possible sets.

    Steel > Ice > Ground
    Bug > Grass > Rock
    Fairy > Steel > Fighting
    Rock > Fire > Steel
    Ground > Electric > Water
    Poison > Grass > Ground
    Fighting > Rock > Flying
    I would love for a new type triangle to be used, but I doubt it will change this late in the game. Fairy, Fighting, Steel is a cool one that would be awesome to see.
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  5. #8005
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    I have an idea, and I want someone to respond to this post and tell me what they think.

    I think a new weather called flaming rain should be introduced.

    Here's how it works.

    Every turn all non-fire types will be damaged 1/16.

    Except for those who are weak to fire, these will be damaged 1/8.

    And these that are double weak will be damaged 1/4.

    There is also 30% chance of any Pokémon on the field to burn.

    Except for those who are weak to fire, these have 60% chance to be burned. And these with double weakness have 90% chance to be burned.

    What do you think?
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  6. #8006
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    Quote Originally Posted by Blaze The Movie Fan View Post
    I have an idea, and I want someone to respond to this post and tell me what they think.

    I think a new weather called flaming rain should be introduced.

    Here's how it works.

    Every turn all non-fire types will be damaged 1/16.

    Except for those who are weak to fire, these will be damaged 1/8.

    And these that are double weak will be damaged 1/4.

    There is also 30% chance of any Pokémon on the field to burn.

    Except for those who are weak to fire, these have 60% chance to be burned. And these with double weakness have 90% chance to be burned.

    What do you think?
    The only problem I have with it is the name. I think maybe like a wildfire or something would make more sense.
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    ATTN UNITED KINGDOM TRAINERS: I AM VERY INTERESTED IN HAVING MY OWN DARKRAI IF ONE OF YOU COULD PLEASE GET AN EXTRA ONE, I WILL GLADLY TRADE YOU SOMETHING OF MINE. PLEASE AND THANK YOU.

  7. #8007
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    Quote Originally Posted by Blaze The Movie Fan View Post
    I have an idea, and I want someone to respond to this post and tell me what they think.

    I think a new weather called flaming rain should be introduced.

    Here's how it works.

    Every turn all non-fire types will be damaged 1/16.

    Except for those who are weak to fire, these will be damaged 1/8.

    And these that are double weak will be damaged 1/4.

    There is also 30% chance of any Pokémon on the field to burn.

    Except for those who are weak to fire, these have 60% chance to be burned. And these with double weakness have 90% chance to be burned.

    What do you think?
    Sounds like Stealth Rock on steroids, it'd be OP. 1/4 damage of the bat is pretty bad, and then a 90% burn rate? Yeah, I can't imagine that being balanced.
    Quote Originally Posted by LizardonX View Post
    Tabitha has really let himself go, just how many lava cookies did he eat in the last 11 years?

  8. #8008
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    Quote Originally Posted by Blaze The Movie Fan View Post
    I have an idea, and I want someone to respond to this post and tell me what they think.

    I think a new weather called flaming rain should be introduced.

    Here's how it works.

    Every turn all non-fire types will be damaged 1/16.

    Except for those who are weak to fire, these will be damaged 1/8.

    And these that are double weak will be damaged 1/4.

    There is also 30% chance of any Pokémon on the field to burn.

    Except for those who are weak to fire, these have 60% chance to be burned. And these with double weakness have 90% chance to be burned.

    What do you think?
    As the two above me have pointed out, there are some issues. So let's see if we can recast it in a way that is more balanced...

    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.

  9. #8009
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    I was thinking an ability that prevents status completely would be cool... or maybe it already exists.

  10. #8010
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    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.
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  11. #8011
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    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.
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  12. #8012
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    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!
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  13. #8013
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    Mega Entei
    Type: Fire/Psychic
    Ability: Pressure/Flash Fire

    Stats:
    HP: 115
    Attack: 130 (+15)
    Defense: 90 (+5)
    Sp. Attack: 130 (+40)
    Sp. Defense: 85 (+10)
    Speed: 130 (+30)
    Total: 680

    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.
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  14. #8014
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    Quote Originally Posted by ShockwindZ View Post
    Mega Entei
    Type: Fire/Psychic
    Ability: Pressure/Flash Fire

    Stats:
    HP: 115
    Attack: 130 (+15)
    Defense: 90 (+5)
    Sp. Attack: 130 (+40)
    Sp. Defense: 85 (+10)
    Speed: 130 (+30)
    Total: 680

    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.
    Why is Entei Psychic?
    Quote Originally Posted by LizardonX View Post
    Tabitha has really let himself go, just how many lava cookies did he eat in the last 11 years?

  15. #8015
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    Quote Originally Posted by Bolt the Cat View Post
    Why is Entei Psychic?
    I just thought it would be a cool idea since he can learn a lot of Psychic moves from level up.
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  16. #8016
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    Quote Originally Posted by ShockwindZ View Post
    I just thought it would be a cool idea since he can learn a lot of Psychic moves from level up.
    You mean Extrasensory and Calm Mind? I'm not saying a fire/psychic Mega Entei would be a bad thing but aside from those two moves, the only other psychic type moves it gets are Reflect and Rest.
    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?
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  17. #8017
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    Quote Originally Posted by Sprinter1988 View Post
    You mean Extrasensory and Calm Mind? I'm not saying a fire/psychic Mega Entei would be a bad thing but aside from those two moves, the only other psychic type moves it gets are Reflect and Rest.
    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?
    You're right about Entei not having many Psychic moves, I just didn't know any other types Entei could be (aside from Fire, Normal which is kind of crippling in my opinion), and I think you have some good ideas about Mega Raikou and Mega Suicune. Do you think them all being part Psychic is a very good idea, since they all learn some Psychic moves?
    Last edited by ShockwindZ; 8th February 2015 at 12:22 AM.
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  18. #8018
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    Quote Originally Posted by Sprinter1988 View Post
    You mean Extrasensory and Calm Mind? I'm not saying a fire/psychic Mega Entei would be a bad thing but aside from those two moves, the only other psychic type moves it gets are Reflect and Rest.
    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?
    Suicune does learn several Ice type moves, so I can see Water/Ice. Raikou and Entei aren't particularly associated with any other types though, so I think the Beast Megas will simply retain their typing.
    Quote Originally Posted by LizardonX View Post
    Tabitha has really let himself go, just how many lava cookies did he eat in the last 11 years?

  19. #8019
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    Quote Originally Posted by Bolt the Cat View Post
    Suicune does learn several Ice type moves, so I can see Water/Ice. Raikou and Entei aren't particularly associated with any other types though, so I think the Beast Megas will simply retain their typing.
    I think Suicune's Water/Ice typing definitely makes the most sense, but I don't know, I just kinda wanna see something unpredictable in new megas.
    Last edited by ShockwindZ; 8th February 2015 at 12:27 AM.
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  20. #8020
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    Quote Originally Posted by ShockwindZ View Post
    You're right about Entei not having many Psychic moves, I just didn't know any other types Entei could be (aside from Fire, Normal which is kind of crippling in my opinion), and I think you have some good ideas about Mega Raikou and Mega Suicune. Do you think them all being part Psychic is a very good idea, since they all learn some Psychic moves?
    They could, but like Entei, the only damaging psychic move Raikou and Suicune learn is Extrasensory.

    Entei is the Volcano pokemon, but it doesn't look enough like a rock or ground type to justify making it either of those. Maybe dark? Raikou could go dark as well.
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  21. #8021
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    Quote Originally Posted by Sprinter1988 View Post
    They could, but like Entei, the only damaging psychic move Raikou and Suicune learn is Extrasensory.

    Entei is the Volcano pokemon, but it doesn't look enough like a rock or ground type to justify making it either of those. Maybe dark? Raikou could go dark as well.
    But keep in mind that just because it wouldn't make sense for the regular form to be a type doesn't mean it can't work for a mega evolution.

    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.
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  22. #8022
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    Default Mega Johto Starters

    Mega Meganium
    Height: 6’7’’
    Weight: 361.6 lbs.
    Type: Grass
    Ability: Tropical Growth (Grants +1 priority to Grass-type moves)

    HP: 80
    Attack: 110 (+28)
    Defense: 125 (+25)
    Special Attack: 120 (+37)
    Special Defense: 130 (+30)
    Speed: 60 (-20)
    BST: 625 (+100)

    Mega Typhlosion
    Height: 6’3’’
    Weight: 199.3 lbs.
    Type: Fire/Dark
    Ability: Diabolate (Makes all Normal-type moves Dark-type)

    HP: 78
    Attack: 125 (+41)
    Defense: 90 (+12)
    Special Attack: 135 (+26)
    Special Defense: 90 (+5)
    Speed: 116 (+16)
    BST: 634 (+100)

    Mega Feraligatr
    Height: 7’10’’
    Weight: 314.1 lbs.
    Type: Water/Dragon
    Ability: Strong Jaw

    HP: 85
    Attack: 160 (+55)
    Defense: 110 (+10)
    Special Attack: 74 (-5)
    Special Defense: 108 (+25)
    Speed: 93 (+15)
    BST: 630 (+100)
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  23. #8023
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    Plain Plate- Raises the power of Normal-type moves by 20%.

  24. #8024
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    Quote Originally Posted by RoarOfTime91 View Post
    Mega Meganium
    Height: 6’7’’
    Weight: 361.6 lbs.
    Type: Grass
    Ability: Tropical Growth (Grants +1 priority to Grass-type moves)

    HP: 80
    Attack: 110 (+28)
    Defense: 125 (+25)
    Special Attack: 120 (+37)
    Special Defense: 130 (+30)
    Speed: 60 (-20)
    BST: 625 (+100)

    Mega Typhlosion
    Height: 6’3’’
    Weight: 199.3 lbs.
    Type: Fire/Dark
    Ability: Diabolate (Makes all Normal-type moves Dark-type)

    HP: 78
    Attack: 125 (+41)
    Defense: 90 (+12)
    Special Attack: 135 (+26)
    Special Defense: 90 (+5)
    Speed: 116 (+16)
    BST: 634 (+100)

    Mega Feraligatr
    Height: 7’10’’
    Weight: 314.1 lbs.
    Type: Water/Dragon
    Ability: Strong Jaw

    HP: 85
    Attack: 160 (+55)
    Defense: 110 (+10)
    Special Attack: 74 (-5)
    Special Defense: 108 (+25)
    Speed: 93 (+15)
    BST: 630 (+100)
    I like this a lot, especially Mega Feraligatr.

    I also like the ability Tropical Growth. I'd love to have that in the game.
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  25. #8025
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    Default Compendium: All my ideas for Megas, Primals and evos

    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 Pokemon
    Mega Butterfree
    Type-Bug/Psychic
    Ability-Compound Eyes

    Rastermate(Rat+Xterminate)
    Type-Normal/Ground
    Evolution-Raticate+Lv Up in a building or suburban area-Rastermate
    Ability-Strong Jaw
    Description-"Rastermate can bite through anything, even diamond. If trapped in plumbing, expect the system to be completely wrecked."

    Mega Fearow
    Type-Dark/Flying
    Ability-Intimidate
    Item-Fearowite

    Mega Arbok
    Type-Poison/Dark
    Ability-Intimidate
    Item-Arbokite

    Mega Raichu
    Type-Electric
    Ability-Supercharge(Electric moves are super-effective against Ground Pokemon. This
    Item-Raichuite

    Mega Nidoking and Mega Nidoqueen
    Type-Poison/Ground
    Ability-Brawny(Fighting moves get a 50% boost) for Mega Nidoking, Terralize(Normal moves become Ground type) for Mega Nidoqueen
    Item-Nidokingite, Nidoqueenite

    Mega Ninetales
    Type-Fire/Fairy
    Ability-Cursed Body
    Item-Ninetalite

    Paracide, the Walking Parasite Pokemon
    Type-Bug/Ghost
    Ability-Unchanged
    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."

    Mega Machamp
    Type-Fighting
    Ability-Iron Fist
    Item-Machampite

    Mega Golem
    Type-Ground
    Ability-Pressure
    Item-Golemite

    Pegasoar, the Flying Horse Pokemon
    Type-Fire
    Ability-Levitate
    Evolution-Rapidash-Lv up with Super Stone-Pegasoar

    Slowperor, the Shell Lord Pokemon
    Type-Water/Psychic
    Ability-Forewarn/Frisk
    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."

    Unleak'ly
    Type-Fighting/Flying
    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."

    Mega Marowak
    Type-Ground/Ghost
    Ability-Spectralize
    Item-Marowite

    Mega Weezing
    Type-Poison/Fire
    Ability-Levitate
    Item-Weezite

    Mega Jynx
    Type-Ice/Psychic
    Ability-Dizzy Dance(special attacks have a chance of confusion)
    Item-Jynxite

    Primal Kabutops
    Type-Bug/Water
    Ability-Unchanged
    Item-Dome Orb

    Primal Omastar
    Type-Ground/Water
    Ability-Hard Armor(defense increases with hit, but speed lowers)
    Item-Helix Orb

    Mega Dragonite
    Type-Dragon/Water
    Ability-Shed Skin
    Item-Dragon..errr

    Primal Mew
    Type-Psychic/Normal
    Ability-Super Protean(secondary type changes to fit moveset)

    Johto Pokemon
    Mega Meganium
    Type-Grass/Fairy
    Ability-Healer
    Item-Meganite

    Mega Typhlosion
    Type-Fire
    Ability-Flame Body
    Item-Typhlosite

    Mega Feraligatr
    Type-Water
    Ability-Strong Jaw
    Item-Feraligatrite

    Mega Noctowl
    Type-Psychic/Flying
    Ability-Insomnia
    Item-Noctowlite

    Mega Sudowoodo
    Type-Rock/Grass
    Ability-Trace
    Item-Sudowoodite

    Primal Yanmega
    Type-Bug/Dragon
    Ability-Speed Boost
    Item-Elder Orb

    Ciphable, the Code Pokemon
    Type-Psychic
    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."

    Conjuraffe
    Type-Normal/Psychic, Normal/Fairy or Normal/Dark
    Ability-Contrary
    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
    Ability-Unchanged
    Evolution-Dunsparce-Max Friendship+Super Stone-Sparcagon

    Primal Mamoswine
    Type-Ice/Ground
    Ability-Haven't figured that out yet
    Item-Elder Orb

    Aviklaws
    Type-Ice/Flying
    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)

    Primal Lugia
    Type-Psychic/Dragon
    Ability-Drizzle

    Primal Ho-oh
    Type-Fire/Psychic
    Ability-Drought

    Hoenn
    Awsmayeta, the Epic Wolf Pokemon
    Type-Dark
    Ability-???

    Mega Gallade

    Elekun and Prosle, the Charge Pokemon
    Type-Electric
    Ability-Minus and Plus respectively
    Evolution-Lv up with Super Stone with the other in the party

    Mega Volbeat and Mega Illumise
    Type-Bug/Electric
    Ability-Rivalry
    Item-Volbeatite and Illumite

    Mega Wailord
    Type-Water
    Ability-Levitate
    Item-Wailordite

    Galapakol
    Type-Fire/Rock
    Ability-Water Absrob
    Evolution-Lv up in a volcanic region

    Pandaxis
    Type-Normal/Psychic
    Ability-Unchanged
    Evolution-Lv up Pandaxis with a Super Stone

    Primal Flygon
    Type-Ground/Bug
    Ability-Levitate
    Item-Elder Orb

    Primal Cradily
    Type-Water/Grass
    Ability-Suction Cups
    Item-Root Orb

    Primal Armaldo
    Type-Bug/Water
    Ability-Keen Eye
    Item-Claw Orb

    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

    Mega Tropius
    Type-Grass/Dragon
    Ability-Harvest
    Item-Tropiusite

    Mornknell
    Type-Psychic/Ghost
    Ability-Levitate
    Evolution-Chimecho-Lv up with Super Stone-Mornknell

    Mega Froslass
    Type-Ice/Fairy
    Ability-Cursed Body
    Item-Froslassite

    Primal Regi-trio
    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 Pokemon
    Mega Staraptor
    Type-Fighting/Flying
    Ability-Brawnilize(Normal moves become Fighting)

    Krickesonnet
    Type-Bug/Psychic
    Ability-Unchanged
    Evolution-Lv up with Super Stone while knowing Hyper Voice

    Primal Rampardos
    Type-Fighting
    Ability-Rock Head
    Item-Skull Orb

    Primal Bastiodon
    Type-Steel
    Ability-Rock Head
    Item-Shield Orb

    Primal Bronzong
    Type-Steel/Psychic
    Ability-Drizzle
    Item-Mirror Orb

    Mega Carnivine
    Type-Grass
    Ability-Flycatcher(Bug moves heal this Pokemon)
    Item-Carnivite

    Primal lake trio
    Type-Psychic/Fairy
    Ability-Keen Eye, Clear Body, Cursed Body
    Item-Soul Orb

    Primal Dialga
    Type-Steel/Dragon
    Ability-Speed Boost
    Item-Axis Key

    Primal Palkia
    Type-Water/Dragon
    Ability-Keen Eye
    Item-Axis

    Mega Heatran
    Type-Fire/Steel
    Ability-Pressure
    Item-Heatranite

    Primal Giratina
    Type-Ghost/Dragon
    Ability-Inverse

    Primal Arceus
    Type-Void
    Ability-Mastery(all moves get a STAB basis)
    Move needed to learn-Judgement
    Shinies: (Gift) (In-game event) (SR) (search) (random), (traded away) Sylveon (trade) (MM)
    Friend code: 4356-0061-9735, Redjirachi

    FT: (all shiny) Diancie
    LF: (all shiny)
    Latest shiny: Cresselia(586 SR)

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