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

  1. #8726
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    Buffing some rather useless abilities:

    Hypercutter:
    From: Prevents the pokemon's attack stat being lowered.
    To: All cutting and slashing moves are boosted by 50%.

    Illuminate:
    From: Raises encounter rate. Has no use in battle.
    To: The opponent's evasion is lowered by one stage during battle. It also raises the encounter rate outside of battle.

    Iron Fist:
    From: All punching moves are boosted by 20%.
    To: All punching moves are boosted by 50%.

    Keen Eye:
    From: The pokemon's accuracy can't be lowered.
    To: The accuracy of the pokemon's moves are boosted by 30%. It's accuracy cannot be lowered.

    Run Away:
    From: Allows the pokemon to escape a wild pokemon battle.
    To: The pokemon is unable to be trapped by trapping moves or abilities, even during a trainer battle. Pursuit also doesn't gain full power when the pokemon with this ability switches out.

    Unnerve:
    From: The opponent is unable to use berries. This effect is removed when the opponent switches out.
    To: The opponent is unable to use any items, with the exception of Mega Stones, Arceus holding plates, Genesect holding Drives, Giratina holding its orb, Groudon/Kyogre holding their respective orbs etc. The effect is removed when the opponent switches out.
    Last edited by MissingGeo; 8th May 2016 at 3:34 AM.

  2. #8727
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    Quote Originally Posted by MissingGeo View Post
    Illuminate:
    From: Raises encounter rate. Has no use in battle.
    To: The opponent's evasion is lowered by one stage during battle. It also raises the encounter rate outside of battle.

    Run Away:
    From: Allows the pokemon to escape a wild pokemon battle.
    To: The pokemon is unable to be trapped by trapping moves or abilities, even during a trainer battle. Pursuit also doesn't gain full power when the pokemon with this ability switches out.
    Can definitely agree to these two, funny to think that they haven't included this effects for otherwise pointless abilities
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  3. #8728
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    Champion team changes:
    Steven in ORAS - Has Registeel instead of Claydol for first battle and rematch.
    Lance in HGSS - Has Latias in Soulsilver while having Latios in Heartgold. Rematch only.
    Diantha in XY - Has the other two legendary birds that you can't get in game due to the choice of starter. Replaces Tyrantrum and Gourgeist.
    Cynthia in Platinum - Has Cresselia instead of Roserade in rematch.
    Iris in Black 2 and White 2 - Has Latias in Black 2 and Latios in White 2. Replaces Archeops in rematch.
    Alder in Black and White - Has Cobalion instead of Escavalier and Landorus instead of Accelgor.
    Dragon user - can counter Steel with Fire attacks and counter Fairy with Poison and Steel attacks.

    Currently playing Omega Ruby and Alpha Sapphire. Waiting for Sun and Moon to come out.

    Currently own: All gen 4, 5 and 6 main series games.

    Obtained shiny Latias on the 14/4/2016

    I have Asperger Syndrome which makes it hard to socialize, make friends, date and communicate.

    My apologies to the users and mods of Serebii for my unprofessional posts.

  4. #8729
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    Quote Originally Posted by Bolt the Cat View Post
    Or just make an ability called Corrosive that affects all of the Pokemon's Poison type moves.
    Or this but it wouldnt so much buff Poison types as just result in (possibly) one really good one. Think Scizor or Volcarona. A move on the other hand, like a reverse Mud Sport could be a very pivotal change.
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  5. #8730
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    Random move that has been going around my head for a few days.

    Empty Hand
    Description: The user focuses using martial art techniques. Make the next physical move Fighting-type and boosts its power some.
    Effect: Makes the next physical move used by the Pokémon change to Fighting-type and get a 20% power bonus.

    Not really sure of it's applications, just wanted to post it. Could also be done as an ability, just a Fighting equivalent to Pixilare or Aerilate.

  6. #8731
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    Quote Originally Posted by CuriousHeartless View Post
    Random move that has been going around my head for a few days.

    Empty Hand
    Description: The user focuses using martial art techniques. Make the next physical move Fighting-type and boosts its power some.
    Effect: Makes the next physical move used by the Pokémon change to Fighting-type and get a 20% power bonus.

    Not really sure of it's applications, just wanted to post it. Could also be done as an ability, just a Fighting equivalent to Pixilare or Aerilate.
    the name of it makes it sound like a Fighting type version of Acrobatics, though to be honest I don't see many or really any, useful applications of this, particularly as the opponent can just switch a Ghost type pokemon in to avoid any damage at all.
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  7. #8732
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    New abilities for The mascot Pokemon of Sun and Moon at least until their official abilities are released.

    Daybreak
    "Changes time to Morning time when the Pokemon enters the battle"

    Nightfall
    "Changes time to Night time when the Pokemon enters the battle"


    Details:

    Similar to how Drought and Drizzle work these two abilities work the same way. When the Pokemon with these abilities leave the battle the time of day reverts to what it was originally.
    Last edited by cascadethewarrior; 16th May 2016 at 12:06 AM.






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  8. #8733
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    Quote Originally Posted by cascadethewarrior View Post
    New abilities for The mascot Pokemon of Sun and Moon at least until their official abilities are released.

    Daybreak
    "Changes time to Morning time when the Pokemon enters the battle"

    Nightfall
    "Changes time to Night time when the Pokemon enters the battle"


    Details:

    Similar to how Drought and Drizzle work these two abilities work the same way. When the Pokemon with these abilities leave the battle the time of day reverts to what it was originally.
    interesting idea, but forgive me for sounding like a critic but it just sounds purely aesthetic to me doesn't really sound like it would have some kind of benefit to the Pokémon with these abilities to me anyway just my opinion
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  9. #8734
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    Quote Originally Posted by pokedigijedi View Post
    interesting idea, but forgive me for sounding like a critic but it just sounds purely aesthetic to me doesn't really sound like it would have some kind of benefit to the Pokémon with these abilities to me anyway just my opinion
    That could work if the mascots had a signature move that's more powerful when it's day/night.
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  10. #8735
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    Quote Originally Posted by pokedigijedi View Post
    interesting idea, but forgive me for sounding like a critic but it just sounds purely aesthetic to me doesn't really sound like it would have some kind of benefit to the Pokémon with these abilities to me anyway just my opinion
    Quote Originally Posted by Bolt the Cat View Post
    That could work if the mascots had a signature move that's more powerful when it's day/night.
    This^

    Also Dusk balls would always work better on the Pokemon Moon mascot.....yeah not much of a selling point.

    Perhaps some kind of feature out of battle where if you have the Sun mascot in the front of the Party it will always be Morning? the same but Night for the Moon Mascot too?






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  11. #8736
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    Use of Night and Day would be irrelevant if they aren't made into proper in-game area effects, like weathers or terrains.

    Quote Originally Posted by storm12 View Post
    the name of it makes it sound like a Fighting type version of Acrobatics, though to be honest I don't see many or really any, useful applications of this, particularly as the opponent can just switch a Ghost type pokemon in to avoid any damage at all.
    Scrappy lol.
    This is Turtwig, he was the most under appreciatted starter in Diamond & Pearl. If you picked Turtwig as your starter, put this in your sig . Started by Dax-360
    Quote Originally Posted by Teshub View Post
    I also read from the bulbagarden thread about the movie that Zorua impersonates Dawn and tries to show Dawn's butt to Ash. Fanservice, foreshadowing?
    Quote Originally Posted by Locormus View Post
    This show is called Pokemon, not Pochaman.. although that sounds almost the same..

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  12. #8737
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    Quote Originally Posted by Alexander18 View Post
    Champion team changes:
    Steven in ORAS - Has Registeel instead of Claydol for first battle and rematch.
    Lance in HGSS - Has Latias in Soulsilver while having Latios in Heartgold. Rematch only.
    Diantha in XY - Has the other two legendary birds that you can't get in game due to the choice of starter. Replaces Tyrantrum and Gourgeist.
    Cynthia in Platinum - Has Cresselia instead of Roserade in rematch.
    Iris in Black 2 and White 2 - Has Latias in Black 2 and Latios in White 2. Replaces Archeops in rematch.
    Alder in Black and White - Has Cobalion instead of Escavalier and Landorus instead of Accelgor.
    I personally don't like this idea one bit. It would take away from the fact that you catching a legendary makes you feel unique ingame, because nobody else has one. It's like a neat little reward/goal for a trainer to have, and it would kinda make me less ecstatic to go out and catch them if the champions/other characters were to have them.

    Also here's an idea:

    Ability: Hazard Pay

    Effect: Upon entering battle, a Pokemon with this ability removes any/all hazards from your side of the field and is unaffected by them.

    Pokemon that receive said ability:

    Bergmite/Avalugg, Sandshrew/Sandslash, Donphan/Phanpy, Pineco/Forretress
    Last edited by Erron Black; 16th May 2016 at 12:03 PM.

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  13. #8738
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    Quote Originally Posted by Erron Black View Post
    I personally don't like this idea one bit. It would take away from the fact that you catching a legendary makes you feel unique in-game, because nobody else has one. It's like a neat little reward/goal for a trainer to have, and it would kinda make me less ecstatic to go out and catch them if the champions/other characters were to have them.
    http://serebii.net/black2white2/pwtdownload.shtml#4

    Ugh.

    And ignoring that, many post-game bosses traditionally have legendaries.

    Besides, legendaries listed are the weaker ones.
    This is Turtwig, he was the most under appreciatted starter in Diamond & Pearl. If you picked Turtwig as your starter, put this in your sig . Started by Dax-360
    Quote Originally Posted by Teshub View Post
    I also read from the bulbagarden thread about the movie that Zorua impersonates Dawn and tries to show Dawn's butt to Ash. Fanservice, foreshadowing?
    Quote Originally Posted by Locormus View Post
    This show is called Pokemon, not Pochaman.. although that sounds almost the same..

    Youtube, DeviantArt, Bulbagarden, Imageshack, Photobucket, Smogon, Blog, Pokémon Series Analysis Dropbox Folder, Tumblr. PO/PS Username: Yusuf Kaya 3.0

  14. #8739
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    Quote Originally Posted by Trainer Yusuf View Post
    http://serebii.net/black2white2/pwtdownload.shtml#4

    Ugh.

    And ignoring that, many post-game bosses traditionally have legendaries.

    Besides, legendaries listed are the weaker ones.
    That's the PWT... under the Legendary Battles...

    Of course there's going to be flippin' legendaries, what'd you expect there to be, Dunsparces?

    What I'm saying is, I don't want to see key characters/main characters USE legendaries where they don't need to/wouldn't make sense. It made sense with N using Zekrom/Reshiram because of the whole clash between ideals/truths and the storyline. I'm fine there.

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  15. #8740
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    Quote Originally Posted by Erron Black View Post
    I personally don't like this idea one bit. It would take away from the fact that you catching a legendary makes you feel unique ingame, because nobody else has one. It's like a neat little reward/goal for a trainer to have, and it would kinda make me less ecstatic to go out and catch them if the champions/other characters were to have them.
    Brandon, N, and others have legendary pokemon. There is nothing stopping others from having legendary pokemon and I would love to battle another trainer who has legendary pokemon for exp points that is not in secret base. Champions with legendary pokemon would make them more challenging for me.

    Anyway, I like to see Day Ball - catches pokemon easier during the day. Basically the opposite of Dusk Ball. Draco Ball - Catches Dragon type pokemon with easier. Tough Ball - catches pokemon with low catch rate like Beldum easier.
    Last edited by Alexander18; 16th May 2016 at 10:36 PM.
    Dragon user - can counter Steel with Fire attacks and counter Fairy with Poison and Steel attacks.

    Currently playing Omega Ruby and Alpha Sapphire. Waiting for Sun and Moon to come out.

    Currently own: All gen 4, 5 and 6 main series games.

    Obtained shiny Latias on the 14/4/2016

    I have Asperger Syndrome which makes it hard to socialize, make friends, date and communicate.

    My apologies to the users and mods of Serebii for my unprofessional posts.

  16. #8741
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    Quote Originally Posted by Alexander18 View Post
    Brandon, N, and others have legendary pokemon. There is nothing stopping others from having legendary pokemon and I would love to battle another trainer who has legendary pokemon for exp points that is not in secret base. Champions with legendary pokemon would make them more challenging for me.

    Anyway, I like to see Day Ball - catches pokemon easier during the day. Basically the opposite of Dusk Ball. Draco Ball - Catches Dragon type pokemon with easier. Tough Ball - catches pokemon with low catch rate like Beldum easier.
    Well I guess that's based on Opinion. Brandon? Do you mean Brendan? Also, I am perfectly fine with N having Zek/Reshi. It makes sense via the story. Legendaries are supposed to be well... Legends, they're there for you to discover and catch yourself. It'd feel weird for me to battle Steven the very first time and bam, he has Registeel. Just something that would bug me.

    I like that Day Ball idea, but that doesn't sound catchy. Maybe Dawn Ball? Then we'd have Dawn Stone/Ball and Dusk Stone/Ball.

    I like the idea of the types having their own Poke Balls that increase their catch rate. Also would be nice for breeders who like matching Poke Balls.(Like me)

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  17. #8742
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    Decided to make Mega Hitmons.

    Mega Hitmonchan
    The Punching Pokemon
    Type: Fighting/Normal
    Ability: Champion's Punch
    Ability Description: The user has totally mastered punching moves, allowing them to take on the properties of their punches. Whenever the Pokemon uses a punching move, its secondary type becomes the same as the move's type. If it is a Fighting-type move, it loses its secondary type.
    Mega Evolves from Hitmonchan with Hitmonite.
    4'11"
    120.3 lbs
    Description: A taller Hitmonchan. His skirt-thing is a bit longer and he is wearing a gold champion's belt. His shoulder pads have grown, become the same color as his outfit, and have some small spikes on them. His gloves are bigger and also have spikes on each knuckle.

    Base Stats:
    HP: 50 (+0)
    Attack: 135 (+30)
    Defense: 129 (+40)
    Special Attack: 35 (+0)
    Special Defense: 110 (+0)
    Speed: 106 (+30)
    Total: 555 (+100)

    Mega Hitmonlee
    The Kicking Pokemon
    Type: Fighting/Dark
    Ability: Moxie
    Mega Evolves from Hitmonlee with Hitmonite
    5'2"
    119.4 lbs
    Description: His legs are a bit longer with a few extra segments. He wears a champion's belt like Hitmonchan. The yellow things on the sides of his heels have grown into an extra pair of nails. His feet are twice as big as they were. He has small horns.

    Base Stats:
    HP: 50 (+0)
    Attack: 160 (+40)
    Defense: 83 (+30)
    Special Attack: 35 (+0)
    Special Defense: 110 (+0)
    Speed: 117 (+30)
    Total: 555 (+100)

    Apparently the person Hitmonlee is based on, Tadashi Sawamura, was called the Demon of Kickboxing. Hene the Dark type and horns.

    Mega Hitmontop
    The Handstand Pokemon
    Type: Fighting
    Ability: Intimidate
    Mega Evolves from Hitmontop with Hitmonite
    4'07"
    107.9 lbs
    Description: His tail has become larger and cudgel-like. His head frill has grown bigger and become blue with dots, like the circle on the Brazilian flag (Since Hitmontop represents capoiera, which is Brazillian). It has the same champion's belt as the other two, but does't wear it. Instead he swings it in front of him, to go with his legs and tail giving coverage on the sides and behind him.

    Base Stats:
    HP: 50 (+0)
    Attack: 140 (+35)
    Defense: 140 (+35)
    Special Attack: 35 (+0)
    Special Defense: 110 (+0)
    Speed: 100 (+30)

  18. #8743
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    Kanto re-remakes: Blaze Red and Aqua Blue
    Pokedex expanded with pokemon from other regions.
    Mega evolution include in the story. Keystone and mega stone for starter is given to you by Mr Fuji.
    Lorelai will have Mega Lapras, Agatha will have Mega Gengar, Bruno will have Mega Machamp and Lance has Mega Charizard X for rematches at the league,
    Legendary pokemon: Articuno, Zapdos, Moltres, Mewtwo, Mew, Lugia, Ho-oh, Raikou, Entei, Suicune and Deoxys.
    Cameo appearances from Zinnia, Steven and Looker.

    Gym leader teams: Brock has Geodude and Onix. Misty has Goldeen and Starmie. Lt Surge has Voltorb, Magnemite and Raichu. Erika has Tangela, Bellossom, Victreebel and Vileplume. Koga has Venomoth, Crobat, Muk and Weezing. Sabrina has Hypno, Mr Mime, Espeon and Alakazam. Blaine has Flareon, Rapidash, Arcanine, Ninetales and Magmar. Giovanni has Dugtrio, Nidoking, Nidoqueen, Sandslash and Rhyperior.

    Elite Four teams: Lorelai uses Dewgong, Cloyster, Glaceon, Jynx and Lapras. Bruno uses Hitmontop, Hitmonlee, Hitmonchan, Primeape and Machamp. Agatha has Mismagius, Sableye, Dusknoir, Jellicent and Gengar. Lance has Kingdra, Flygon, Druddigon, Charizard and Dragonite. Rival has same pokemon but his starter can mega evolve.
    Last edited by Alexander18; 20th May 2016 at 2:22 AM.
    Dragon user - can counter Steel with Fire attacks and counter Fairy with Poison and Steel attacks.

    Currently playing Omega Ruby and Alpha Sapphire. Waiting for Sun and Moon to come out.

    Currently own: All gen 4, 5 and 6 main series games.

    Obtained shiny Latias on the 14/4/2016

    I have Asperger Syndrome which makes it hard to socialize, make friends, date and communicate.

    My apologies to the users and mods of Serebii for my unprofessional posts.

  19. #8744
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    Default A discussion of the new machanism I'd like to see in the futre

    From Gen1 to Gen6, every generation has been adding new mechanisms that completely changes the META as well as the competitive games themselves.
    In Gen2, “special” was split into “Sp.Attack” and “Sp.Defense” which balanced pokemons with high special stats, also it allowed pokemons to carry items, which we all know how it ends up. Gen3 added abilities and natures for each pokemons, as well as introduced new standards of EV training, allowed players to “customize” their pokemons for competitive play. Gen4 did the physical/special split that completely changed the meta, also the introduction of focus slash, stealth rock and choice scarf completely changed the way some pokemon are played. Gen5 brought hidden abilities to the game, injected the competitive play with some fresh blood. Needless to say, with mega and the change of everlasting weather, Gen6 found its balance between swappings and solid tactics. Now with the release of Gen7 is just at the corner, it is exciting to see what new mechanism that would be brought to the game.

    I wouldn’t say that I’m a Pokemon master, but I would say that I am pretty familiar with current battle system. Thus there are mechanisms that I personally would like to see in the future(since the gameplay video has came out, I guess we wouldn’t have it in Gen7.)
    Have anyone wondered that why Ashe uses low power moves so often? Perhaps because low power moves performs quicker. It does make some sense that if a move is more powerful, it would takes longer to charge, therefore the pokemon which performs a stronger attack may get attacked by its opponent who performs a weaker but also quicker attack. Also, when the pokemon is trying to aim, it would take time, so if a move is not very accurate, the reason may be that whoever using it isn’t spending enough time aiming.
    So given the condition that these are all priority 0 moves, there could be a way to show the difference of this fact.
    So here comes the “tactic bar”, which located right under the HP Bar, and it is invisible to the opponent.
    Let’s use this picture as an example, I know this was suppose to be exp. bar, let’s just pretend it is tactic bar. This is a bar which there is a red line in the middle, this is the base line of a pokemon, I’ll explain how it works in a few moment. For the first turn, after the trainer give the order to attack, let’s say, we decide to use fire blast, as you can see there is a green line sitting at the very end of the bar, so when the turn starts, the arrow which pointing to the left will move towards left, the speed of this movement depends on the pokemon’s speed. If the opponent is faster or using a weaker move, their arrow would reach the line faster than yours does, so they would move first, and perform an attack. For the argument sake let’s say our pokemon survived the attack, and returned the favor, now its the second turn. This time we decided to use ember, so a line purple line on the right side of the base line shows up after we gave the order. The arrow start moving from where it stopped last turn towards right, and you guess it, it performance ember after it reaches the purple bar. As the game goes on, the arrow will continue moving from side to side as long as the same pokemon remains in the field, what the player used last turn would also affect the pokemon’s performance next turn. Each attack moves have their own separate tactic values, but mostly depends on their power and accuracy.
    There are few conditions will reset the arrow to the base line:
    1: use an change move.
    2: switching pokemon, the new pokemon will start from the baseline.
    3: use a prioritized move, this will ignore the arrows current position, execute the move solely depends on the priority and the speed of the pokemon. Also after the attack, the arrow will be move back to base line.
    This mechanism measures pokemons’ tactic bar only based on the basic priority of the move, while having abilities that prioritize certain moves, even the move itself will still performed as prioritized move, but the arrow would still moves.
    The introduce of this tactic bar would increases the depth of the mind games, as well as giving a field for weak moves. Because what players do in the first turn would also affect their performance next turn, therefore decision making is much more critical each turn. Also because of the encouragement for weak moves, as well as the desalting of the importance of the speed, we could expect to see that pokemons are lasting longer on the field because the trainers are more likely to invest some EV into endurance. As the result, it would be amazing to see some surprise all in strong move attacks.
    We are probably not going to get this in the Gen7 games, but I'm still excited to see it in the future.
    I'm sorry that I couldn't get the IMG could to work, but I'm sure you can imagine.

  20. #8745
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    Some more Mega evolutions.

    Mega Gliscor
    Type: Ground/Flying
    Ability: Solid Rock
    Base Stats:
    HP: 75 (+0)
    Attack: 110 (+15)
    Defense: 135 (+10)
    Special Attack: 60 (+15)
    Special Defense: 125 (+50)
    Speed: 105 (+10)
    Total Stats: 610 (+100)

    Poison Heal is a very good ability, but since a Gliscor that is going to Mega Evolve can't hold a Toxic Orb, it kinda went off the table. Gave a small bump to most of its stats (It doesn't really need the special attack boost, but I didn't really want to throw that 15 anywhere else). Big boost to Special Defense to help make it a more mixed wall, as well as helping take Water and Ice attacks better. Solid Rock also helps it wall better as it reduces its weaknesses.

    Mega Golurk
    Type: Ground/Ghost
    Ability: No Guard
    Base Stats:
    HP: 89 (+0)
    Attack: 184 (+60)
    Defense: 70 (-10)
    Special Attack: 45 (-10)
    Special Defense: 70 (-10)
    Speed: 125 (+70)
    Total Stats: 583 (+100)

    There were a few ways to go about a Mega Golurk. I decided to go some with the fact that it has a seal holding in massive power, and the idea that in the original Jewish stories a golem would continue growing bigger and more uncontrollable as they are kept around longer. So it gets very large and kinda goes berserk mode, fast and powerful but fragile. This leaves it at the third highest base attack, just behind M-Mewtwo X and M-Heracross, and tied for 23 in speed. It isn't exactly bulky at 89/70/70 and is weak to a number of increased priority moves, including the ever common Sucker Punch.

  21. #8746
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    New Grass type moves.

    Burn Powder
    Category: Status
    Power: -
    Accuracy: 75
    Description: The user scatters a burning powder onto the opponent, inflicting a burn.
    Effect: Inflicts Burn status condition.

    Prune
    Category: Status
    Power: -
    Accuracy: -
    Description: The user prunes off any unnesessary weight off its body, sharply raising its Speed.
    Effect: Losses 220 Ibs. of weight and raises Speed by +2.

    Vine Rush
    Category: Physical
    Power: 80
    Accuracy: 100
    Description: The user attacks the foe with a fury of powerful vines. This attack does special damage.
    Effect: Inflicts physical damage while using the foes Special Defense stat to caculate damage.

    Uproot
    Category: Status
    Power: -
    Accuracy: -
    Description: The user uproots its body from the ground, sharply raising its Attack, Special Attack and Speed. But losing half its HP.
    Effect: Raises Attack, Special Attack and Speed by +2 but loses 50% HP.

  22. #8747
    Join Date
    Apr 2014
    Location
    USA
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    Quote Originally Posted by MissingGeo View Post
    New Grass type moves.

    Burn Powder
    Category: Status
    Power: -
    Accuracy: 75
    Description: The user scatters a burning powder onto the opponent, inflicting a burn.
    Effect: Inflicts Burn status condition.

    Prune
    Category: Status
    Power: -
    Accuracy: -
    Description: The user prunes off any unnesessary weight off its body, sharply raising its Speed.
    Effect: Losses 220 Ibs. of weight and raises Speed by +2.

    Vine Rush
    Category: Physical
    Power: 80
    Accuracy: 100
    Description: The user attacks the foe with a fury of powerful vines. This attack does special damage.
    Effect: Inflicts physical damage while using the foes Special Defense stat to caculate damage.

    Uproot
    Category: Status
    Power: -
    Accuracy: -
    Description: The user uproots its body from the ground, sharply raising its Attack, Special Attack and Speed. But losing half its HP.
    Effect: Raises Attack, Special Attack and Speed by +2 but loses 50% HP.
    I was actually thinking about the first one myself. Seems like you've read my mind. It would be cool to see. The 3rd one would be nice, too.

  23. #8748
    Join Date
    Nov 2010
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    Mega Meganium
    Type: Grass
    Ability: Drought
    Base Stats:
    HP: 80 (+0)
    Attack: 82 (+0)
    Defense: 110 (+10)
    Special Attack: 103 (+20)
    Special Defense: 150 (+50)
    Speed: 100 (+20)
    Total Stats: 625 (+100)


    Let's be straight-forward, Meganium sucks. I would never argue with anyone who called it the worst starter evo. It has no offense, average but easily outclassed defences, and little support potential outside of Aromatherapy. So I got a bit of an odd idea: Give it Drought to help with Chlorophyll, Synthesis, Solar Power, Solar Beam, and other things. Mass Special Defense boost to help give it something. Neither stat becomes grade A or anything, but some boost to Special Attack and Speed with the last little bit going to physical defense.

    Mega Typhlosion
    Type: Fire/Ground
    Ability: Destructive Entrance
    Ability Description: The user lets out a powerful burst of energy when they come out, destroying things on the battlefield.
    Ability Effect: When the Pokemon is sent out (or Mega Evolves), they destroy all entry hazards on both sides as well as any destructible objects in the background. The user is not affected by these hazards.
    Base Stats:
    HP: 78 (+0)
    Attack: 104 (+20)
    Defense: 78 (+0)
    Special Attack: 159 (+50)
    Special Defense: 115 (+30)
    Speed: 100 (+0)
    Total: 634 (+100)


    Typhlosion has the same base stats as Charizard. So if there was only one Mega Charizard (Preferably X) then this might be easier to design for. But as is, trying to shift the focus to physical stats or pumping up its special stats both are really close to Mega Charizards. It doesn't help that Typhlosion is only a little better than Meganium but not enough to escape the crap heap. One thing holding it back (among others) is its weakness to things like Stealth Rock. So what about not only getting rid of that weakness, but giving it some utility in general. Hence the new ability. Really not sure on what to do for stats, so let's go with something potentially stupid. Typhlosion has the same stats as Charizard so Mega Typhlosion will have the same stats as Mega Charizard Y, their moves, types, abilities and movepools setting them apart like it does with their base forms.

    Mega Feraligatr
    Type: Water
    Ability: Tough Claws
    Base Stats:
    HP: 85 (+0)
    Attack: 140 (+35)
    Defense: 100 (+0)
    Special Attack: 79 (+0)
    Special Defense: 93 (+10)
    Speed: 133 (+55)
    Total: 630 (+100)

    Feraligatr has the nice upside of actually being a decent Pokemon unlike the other two. As well as not feeling like an inferior version of its Gen 1 counterpart like the other two do. He is a physical attacker with rather sizable claws, so giving Tough Claws just makes sense. Rather straight forward stat increases to make it faster and harder hitting, as well as a small special defese bump. Honestly this is a generic take on Mega Feraligatr that most people would probably end up with something similar to.

    Gen three has already been done, so onto gen four.

    Mega Torterra
    Type: Grass/Ground
    Ability: Rock Head
    Base Stats:
    HP: 95 (+0)
    Attack: 139 (+30)
    Defense: 135 (+30)
    Special Attack: 75 (+0)
    Special Defense: 105 (+20)
    Speed: 76 (+20)
    Total: 625 (+100)

    Torterra is a decent Pokemon, which gives a nice baseline. Though it is a wall like Venusaur and Meanium which is kind of annoying. I actually had very few ideas here. Went Rock Head because Wood Hammer is its main Grass STAB move. Not a great reason, but I couldn't really think of anything else.

    Mega Infernape
    Type: Fire/Fighting
    Ability: Far Reach
    Ability Description: The Pokemon uses stretchy limbs or a tool to strike enemies wherever they are.
    Ability Effect: Contact moves can hit an opponent wherever they are, whether it be flying, diving, disappeared, or anything else. It also hits through moves like protect and detect. Does not override type effectiveness, so a ground move still can't hit flying types and fighting type moves still can't hit ghosts. Nor does it override other abilities, so Fire Punch is still absorbed by something with Flash Fire, for example.
    Base Stats:
    HP: 76 (+0)
    Attack: 154 (+50)
    Defense: 91 (+20)
    Special Attack: 104 (+0)
    Special Defense: 91 (+20)
    Speed: 118 (+10)
    Total: 634 (+100)



    If it weren't for Blaziken, Infernape would be a top tier starter. Despite having a lower base speed than Infernape even after Mega Evolving, Blaziken is a very speed-oriented Pokemon thanks to its Speed Boost ability. So I want to go a different direction. Of course he is based on Sun Wukong, so going more towards that could be interesting. Which lead to the ability, which is based on Wukong's staff that can stretch endlessly. Not sure if the ability to hit through protect moves makes it too powerful, but it is just on contact moves not even all physical moves, and just being able to hit Pokemon in the middle of a two-turn move like Flying or Dive would be near useless. Slight bump to speed but not much since I don't want to focus on that. Same for the defenses. Even funneling the leftover 50 into attack it hits a bit less hard than Mega Blaziken, but hopefully every contact moving having a built-in feint helps that some.

    Mega Empoleon
    Type: Water/Steel
    Ability: Swift Swim
    Base Stats:
    HP: 84 (+0)
    Attack: 96 (+10)
    Defense: 98 (+10)
    Special Attack: 151 (+40)
    Special Defense: 121 (+20)
    Speed: 80 (+20)
    Total: 630 (+100)

    Swift Swim just feels perfect for a penguin. At first I thought it might be too close to Mega Swampert, but between being more special focused while Swampert is more physical and the different secondary types I figure it's fine. It has the same speed as Swampert and its Special Attack is close to Swampert's attack (111 compared to 110), so that gave some baseline on where to start with the stats.

    Mega Serperior
    Type: Grass
    Ability: Contrary
    Base Stats:
    HP: 75 (+0)
    Attack: 95 (+20)
    Defense: 110 (+15)
    Special Attack: 120 (+45)
    Special Defense: 110 (+15)
    Speed: 118 (+5)
    Total: 628 (+100)

    This was easy. Serperior already has most of what it needs thanks to already having Contrary.

    Mega Emboar
    Type: Fire/Fighting
    Ability: Quick Ignition
    Ability Description: Gives priority to Fire-type moves.
    Ability Effect: Fire type Gale Wings.
    Base Stats:
    HP: 110 (+0)
    Attack: 153 (+30)
    Defense: 90 (+25)
    Special Attack: 150 (+50)
    Special Defense: 90 (+25)
    Speed: 45 (-20)
    Total: 628 (+100)


    This was a bit annoying since Emboar is the third Fire/Fighting starter and probably the worst. I decided to get around his awful speed with the new ability. And because I'm bad at design, I decided to make his speed even worse. Not like I could make it good without using most the 100 points on it. And then boosting everything else to try and make it a powerful mixed attacker.

    Mega Samurott
    Type: Water/Fighting
    Ability: Water Veil
    Base Stats:
    HP: 95 (+0)
    Attack: 140 (+40)
    Defense: 85 (+0)
    Special Attack: 128 (+20)
    Special Defense: 80 (+10)
    Speed: 100 (+30)
    Total: 628 (+100)

    What is a good samurai without his blade and his armor? And with those, I'm giving the Fighting type. Samurott has mixed offensive stats. I already went mixed with Emboar and special with Serperior, so let's make this more phyiscal. Water Veil to stop burns.

    Mega Chesnaught
    Type: Grass/Fighting
    Ability: Bulletproof
    Base Stats:
    HP: 88 (+0)
    Attack: 117 (+10)
    Defense: 142 (+20)
    Special Attack: 74 (+0)
    Special Defense: 120 (+45)
    Speed: 89 (+25)
    Total: 630 (+100)

    Bulletproof is its signature ability, so dropping it would've been a bad call. It is a defensive Pokemon, so I went with defensive changes, boosting both defenses and its speed with a small attack bump.

    Mega Delphox
    Type: Fire/Psychic
    Ability: Oracle
    Ability Description: The user forsees powerful moves and dodges them.
    Ability Effect: The accuracy of super-effective moves targeting Delphox is reduced by 20%.
    Base Stats:
    HP: 75 (+0)
    Attack: 69 (+0)
    Defense: 92 (+20)
    Special Attack: 158 (+44)
    Special Defense: 120 (+20)
    Speed: 120 (+16)
    Total: 634 (+100)


    Delphox is interesting and has good special, but it lacks some. Changed the ability to not only help with its weaknesses which includes things like Sucker Punch, Pursuit, and Earthquake, but also because neither of its two other abilities are all that amazing.

    Mega Greninja
    Type: Water/Dark
    Ability: Protean
    Base Stats:
    HP: 72 (+0)
    Attack: 110 (+15)
    Defense: 87 (+20)
    Special Attack: 128 (+25)
    Special Defense: 86 (+15)
    Speed: 147 (+25)
    Total: 630 (+100)

    Has to keep Protean. Get rid of that and this can become a case like Garchomp were the normal form is considered more useful than the Mega Evolution. Since Greninja is already stuck in Ubers, any Mega Evolution risks being broken so this'll be one of those ones where it is more spread even rather than super boosting one or two stats.

    And that is all current starters that don't already have mega evolutions.

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