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Thread: Create &/or Change Anything & Everything Competitive Edition!

  1. #676
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    Well you walk dogs in cities and your welcome

    I say prankster should get more distribution in the future.

  2. #677
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    New Move
    Sheer Luck
    Type : normal/whatever
    Power : -
    Acc : -
    PP : 10

    Description: Randomly chooses a move that has a high critical hit ratio.
    So basically it works like Metronome but it only chooses a move that has a high critical hit ratio like Slash, Night slash, air cutter etc
    the chance of getting a crit increased a little bit
    learned by level up: victini, togepi line, clefairy line, chansey line, natu line and some have it as egg move

    Hubbub
    type : dark
    power : -
    acc : 100
    PP : 10

    the target cannot use a same move consecutively. the Choice users can only use struggle (or switch out). Effect ends if the target is switched.

    Fire/Ice/Thunder Beak
    Power : 70
    category : physical
    Basically elemental Beak, to help those poor birds.

    Ambush Order
    Type: dark
    power : 90
    PP : 10
    physical
    can only learned by Honchkrow

    Leaf wave
    type : grass
    PP :10
    raises speed, att, and sp.attk. speed raises 2 stages if used in sunny.
    what if gamefreak send scouts to Pokemon forums,
    give some trailer for the new gen,
    then wait for our responds, and keep an eye on our speculation,
    and then steal our idea???

    used THIEF!
    It's super effective!

  3. #678
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    Quote Originally Posted by cascadethewarrior View Post
    Ok so which ones would you recommend altering and which ones would you recommend keeping the same? You suggested making the stats that increase and decrease the same in the Types?
    Yeah, both benefits and hindrances would be Attack and Sp. Atk only.

    City would benefit Fighting and hinder Ghost.
    Mountain would benefit Ice and hinder something.
    Forest would benefit Grass and hinder something.
    Caves would benefit Rock and hinder something.
    Fields would benefit Normal and hinder something.
    Desert would benefit Ground and hinder something.
    Volcano would benefit Fire and hinder Bug?

    Quote Originally Posted by just mew View Post
    New Move
    Sheer Luck
    Type : normal/whatever
    Power : -
    Acc : -
    PP : 10

    Description: Randomly chooses a move that has a high critical hit ratio.
    So basically it works like Metronome but it only chooses a move that has a high critical hit ratio like Slash, Night slash, air cutter etc
    the chance of getting a crit increased a little bit
    learned by level up: victini, togepi line, clefairy line, chansey line, natu line and some have it as egg move
    Seems nice. I think the randomness factor is enough to warrant an increase in critical hit chance beyond the 12.5% that moves like Night Slash and Air Cutter already have.

    Hubbub
    type : dark
    power : -
    acc : 100
    PP : 10

    the target cannot use a same move consecutively. the Choice users can only use struggle (or switch out). Effect ends if the target is switched.
    Torment already exists, but alright.

    Fire/Ice/Thunder Beak
    Power : 70
    category : physical
    Basically elemental Beak, to help those poor birds.
    Eh, too many Punch counterparts doesn't seem right, in my opinion. It kind of ruins the "exclusivity" of those moves, if you know what I mean.

    Ambush Order
    Type: dark
    power : 90
    PP : 10
    physical
    can only learned by Honchkrow
    What's the accuracy? I'm assuming it's 100, in which case, the power could be increased a little bit, perhaps up to 100.

    Leaf wave
    type : grass
    PP :10
    raises speed, att, and sp.attk. speed raises 2 stages if used in sunny.
    I don't think the need for sun is enough of a drawback to warrant a +6 stat increase. It's a strictly better Growth, pretty much.





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  4. #679
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    Quote Originally Posted by just mew View Post
    New Move
    Sheer Luck
    Type : normal/whatever
    Power : -
    Acc : -
    PP : 10

    Description: Randomly chooses a move that has a high critical hit ratio.
    So basically it works like Metronome but it only chooses a move that has a high critical hit ratio like Slash, Night slash, air cutter etc
    the chance of getting a crit increased a little bit
    learned by level up: victini, togepi line, clefairy line, chansey line, natu line and some have it as egg move
    So much hax o.o

    Hubbub
    type : dark
    power : -
    acc : 100
    PP : 10

    the target cannot use a same move consecutively. the Choice users can only use struggle (or switch out). Effect ends if the target is switched.
    Torment says hi.
    Fire/Ice/Thunder Beak
    Power : 70
    category : physical
    Basically elemental Beak, to help those poor birds.
    The birds normally use special moves but otherwise it's fine.
    Ambush Order
    Type: dark
    power : 90
    PP : 10
    physical
    can only learned by Honchkrow
    Fine

    Leaf wave
    type : grass
    PP :10
    raises speed, att, and sp.attk. speed raises 2 stages if used in sunny.
    What if it's not used in sun? Seems broken since sun easy to set up and there are no negative effects :/

  5. #680
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    Quote Originally Posted by cascadethewarrior View Post
    New Mechanics!!!

    Area Fields:

    Each one has its benefits and disadvantage. They will change the battlefields along with its image and can be activated by using certain moves and having certain abilities(Which I will make later). They can only be replaced by another Area Field move similar to how Weather works. There is no Turn limitation. The effects has no turn limitation either.

    Dessert
    -Raises the Attack, Sp.Attack and Speed of Ground Type Pokemon by 10%
    -Lowers the Speed of Non-Flying Type Pokemon & Pokemon without Levitate by 10%
    -Sandstorm will now deal 1/10 each turn
    -Sandstorm will now last 8 turns
    -Has a 5% of Confusing the Pokemon in battle once per turn(this includes your own Pokemon)

    Forest
    -Raises the Attack, Sp.Attack and Evasion of Grass Type Pokemon by 10%
    -Raises the Speed and Evasion of Bug Type Pokemon by 10%
    -Fire Type Moves have an Higher Critical hit ratio

    Mountain
    -Raises the Defense and Sp.Defense of Rock Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Ice Type Pokemon by 10%
    -Hail will now deal 1/10 each turn
    -Hail will now last 8 turns
    -Has a 5% chance to inflict Freeze status to the Pokemon in battle once per turn(This includes your own Pokemon)

    Night
    -Raises the Attack, Sp.Attack and Evasion of Ghost Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dark Type Pokemon by 10%
    -Lowers the Accuracy of Non-Ghost & Dark Type Pokemon by 10 %
    -Has a 5% chance of to inflict Sleep Status to the Pokemon in battle once per turn(This includes your own Pokemon)
    -Night is removed if Harsh sunlight comes out via Drought or Sunny Day

    Sky
    -Raises the Attack, Sp.Attack and Speed of Flying Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dragon Type Pokemon by 10%
    -All Ground Type Moves Power becomes 0

    Ocean
    -Raises the Attack, Sp.Attack and Speed of Water Type Pokemon by 10%
    -Raises the Accuracy and Power of Electric Type moves by 10%
    -Lowers the Attack and Sp.Attack of Fire Type Pokemon by 10%
    -Lowers the Defense and Sp.Defense of Steel Type Pokemon by 10%


    If you can think of more please feel free to give some ideas. Because I'm kinda stuck at this point lol

    Does this....does this mean that...Teleport would get some competitive value? You could use Teleport and it would automatically switch areas! You'd be in an ocean, and then you'd move to a mountain! That would actually be really cool.

    And Nature Power would be so messed up, Earthquake wouldn't be guaranteed. It could just be Surf or Stone Edge or something like that, depending on the area.

  6. #681
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    Quote Originally Posted by Shadow♠ View Post
    What if it's not used in sun? Seems broken since sun easy to set up and there are no negative effects :/
    Not Really, it's basically a grass Type Quiver Dance except instead of Sp.Defense it raises Attack. Unless you're saying Quiver Dance is broken as well?


    Revamped Version: v.02

    New Mechanics!!!

    Area Fields:

    Each one has its benefits and disadvantages depending on the Type of the Pokemon In battle. It will change the battlefields image. Each Area Field will last 5 Turns if used by a Move or activated by an Ability. However if the Area Field is encountered naturally it will remain present until another Area Field takes its place. Only one Area Field may be present at one time, and only the most recent Area Field will take effect. Nature power will now be affected by Area Fields.

    Arena
    -Raises the Attack and Sp.Attack of Fighting Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Normal Type Pokemon by 10%
    -Nature Power is Return

    City
    -Raises the Attack and Sp.Attack of Steel Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Electric type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Poison Type Pokemon by 10%
    -Pokemon cannot be inflicted with the Sleep status while City is present(This includes your opponent(s) Pokemon)
    -Has a 5% chance of Poisoning(Regular) the Pokemon in battle once per turn(this includes your own Pokemon)
    -Nature Power is Sludge Bomb


    Dessert
    -Raises the Attack and Sp.Attack of Ground Type Pokemon by 10%
    -Lowers the Attack and Sp.Attack of Water Type Pokemon
    -Lowers the Speed of Non-Flying Type Pokemon & Pokemon without Levitate by 10%
    -Sandstorm will now deal 1/10 each turn
    -Sandstorm will now last 8 turns
    -Has a 5% chance of Confusing the Pokemon in battle once per turn(this includes your own Pokemon)
    -Nature Power is Earthquake

    Dusk
    -Raises the Attack and Sp.Attack of Ghost Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dark Type Pokemon by 10%
    -Lowers the Accuracy of Non-Ghost & Dark Type Pokemon by 10 %
    -Has a 5% chance of to inflict Sleep Status to the Pokemon in battle once per turn(This includes your own Pokemon)
    -Dusk is removed if Harsh sunlight comes out via Drought or Sunny Day
    -Nature Power is Shadow Ball

    Forest
    -Raises the Attack and Sp.Attack Grass Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Bug Type Pokemon by 10%
    -Raises the Critical Hit Ratio of Fire Type moves.
    -Nature Power is Seed Bomb

    Mountain
    -Raises the Attack and Sp.Attack of Rock Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Ice Type Pokemon by 10%
    -Hail will now deal 1/10 each turn
    -Hail will now last 8 turns
    -Has a 5% chance to inflict Freeze status to the Pokemon in battle once per turn(This includes your own Pokemon)
    -Nature Power is Rock Slide

    Sky
    -Raises the Attack and Sp.Attack of Flying Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dragon Type Pokemon by 10%
    -Lowers all Ground Type Moves Accuracy by 10%
    -Nature Power is Aircutter

    Ocean
    -Raises the Attack and Sp.Attack of Water Type Pokemon by 10%
    -Raises the Accuracy and Power of Electric Type moves by 10%
    -Lowers the Attack and Sp.Attack of Fire Type Pokemon by 10%
    -Lowers the Defense and Sp.Defense of Steel Type Pokemon by 10%
    -Nature Power is Surf

    In case you're wondering. Arena is sorta like the "Default" field. Also, Pokemon Types effects do stack in a way. So say you you have a Magneton in battle while City is in effect, Magneton will get a 10% boost in Attack and Sp.Attack for being Electric Type and then another for being Steel Type. It also works for Disadvantaged Types. Say Empoleon is in battle while Ocean is in effect it will get a 10% boost in Attack and Sp.Attack for being Water Type but will then get a 10% Decrease in Attack and Sp.Attack for being Steel Type.

    and I really can't think of a place Psychic Type Pokemon would benefit. :/


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  7. #682
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    Quote Originally Posted by cascadethewarrior View Post
    Not Really, it's basically a grass Type Quiver Dance except instead of Sp.Defense it raises Attack. Unless you're saying Quiver Dance is broken as well?
    Seems to me more like a weather dependent Shell Smash that has no negative side-effects.

  8. #683
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    F
    Quote Originally Posted by cascadethewarrior View Post
    Not Really, it's basically a grass Type Quiver Dance except instead of Sp.Defense it raises Attack. Unless you're saying Quiver Dance is broken as well?


    Revamped Version: v.02

    New Mechanics!!!

    Area Fields:

    Each one has its benefits and disadvantages depending on the Type of the Pokemon In battle. It will change the battlefields image. Each Area Field will last 5 Turns if used by a Move or activated by an Ability. However if the Area Field is encountered naturally it will remain present until another Area Field takes its place. Only one Area Field may be present at one time, and only the most recent Area Field will take effect.

    Arena
    -Raises the Attack and Sp.Attack of Fighting Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Normal Type Pokemon by 10%

    City
    -Raises the Attack and Sp.Attack of Steel Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Electric type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Poison Type Pokemon by 10%
    -Pokemon cannot be inflicted with the Sleep status while City is present(This includes your opponent(s) Pokemon)
    -Has a 5% chance of Poisoning(Regular) the Pokemon in battle once per turn(this includes your own Pokemon)


    Dessert
    -Raises the Attack and Sp.Attack of Ground Type Pokemon by 10%
    -Lowers the Attack and Sp.Attack of Water Type Pokemon
    -Lowers the Speed of Non-Flying Type Pokemon & Pokemon without Levitate by 10%
    -Sandstorm will now deal 1/10 each turn
    -Sandstorm will now last 8 turns
    -Has a 5% chance of Confusing the Pokemon in battle once per turn(this includes your own Pokemon)

    Forest
    -Raises the Attack and Sp.Attack Grass Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Bug Type Pokemon by 10%
    -Raises the Critical Hit Ratio of Fire Type moves.

    Mountain
    -Raises the Attack and Sp.Attack of Rock Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Ice Type Pokemon by 10%
    -Hail will now deal 1/10 each turn
    -Hail will now last 8 turns
    -Has a 5% chance to inflict Freeze status to the Pokemon in battle once per turn(This includes your own Pokemon)

    Dusk
    -Raises the Attack and Sp.Attack of Ghost Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dark Type Pokemon by 10%
    -Lowers the Accuracy of Non-Ghost & Dark Type Pokemon by 10 %
    -Has a 5% chance of to inflict Sleep Status to the Pokemon in battle once per turn(This includes your own Pokemon)
    -Dusk is removed if Harsh sunlight comes out via Drought or Sunny Day

    Sky
    -Raises the Attack and Sp.Attack of Flying Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dragon Type Pokemon by 10%
    -Lowers all Ground Type Moves Accuracy by 10%

    Ocean
    -Raises the Attack and Sp.Attack of Water Type Pokemon by 10%
    -Raises the Accuracy and Power of Electric Type moves by 10%
    -Lowers the Attack and Sp.Attack of Fire Type Pokemon by 10%
    -Lowers the Defense and Sp.Defense of Steel Type Pokemon by 10%


    In case you're wondering. Arena is sorta like the "Default" field.
    Eh Im just curious how you "set up" an area. I think it's unsuitable for arena, which boosts fighting and normal type moves, is default. Maybe something like random? How there's no default?

    These attacks could go hand-in-hand I guess...

    Mass Teleport (Psychic) [credits to Diglett, I guess]
    PP: 5/Accuracy: 80/Power: --/Category: Status
    Teleports the entire group into a separate field are.

    Nullify (Dark)
    PP: 5/Accuracy: --/Power: --/Category: Status
    Cancels out all the boost from field areas permenantly at the cost of 1/8 of the HP.

    Field Lock (Psychic)
    PP: 5/Accuracy: --/Power: --/Category: Status
    Foe is unable to change fields for 5 turns when this attack is in effect.

    And of course we need some field boosting moves... Like this
    Ocean Soul (Water)
    PP: 10/Accuracy: --/Power: --/Category: Status
    The user concentrates on the calm ocean and receives a +2 special attack and speed boost. Only works in ocean field.

    I suggest a Underwater as well, seeing how it played a huge role in RSE. I think mountain should be separated into peak (snow) and mountain (rock). Give NP as avalanche in the peak. Also, switch fly in sky to something like air cutter/air slash. I don't always see a Ludicolo flying, right?

    Credits to Sworn Metalhead

    ASB Squad

  9. #684
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    Quote Originally Posted by Digletto View Post
    Does this....does this mean that...Teleport would get some competitive value? You could use Teleport and it would automatically switch areas! You'd be in an ocean, and then you'd move to a mountain! That would actually be really cool.
    Quote Originally Posted by OceanicLanturn View Post
    Mass Teleport (Psychic)
    PP: 5/Accuracy: 80/Power: --/Category: Status
    Teleports the entire group into a separate field area.
    Teleporting would not affect Area Fields at all. That's not how they work


    Quote Originally Posted by Digletto View Post
    And Nature Power would be so messed up, Earthquake wouldn't be guaranteed. It could just be Surf or Stone Edge or something like that, depending on the area.
    Thanks. I really like the idea of it influencing Nature Power so I added that in.

    Quote Originally Posted by OceanicLanturn View Post
    Eh Im just curious how you "set up" an area. I think it's unsuitable for arena, which boosts fighting and normal type moves, is default. Maybe something like random? How there's no default?
    You just either use a move or a Ability(which I will be making later) or it will just be there naturally when you enter the battle. Like on Water Routes the Area Field default would be Ocean and in a Dessert like the Dessert Resort the default field would be Dessert.




    Quote Originally Posted by OceanicLanturn View Post
    Nullify (Dark)
    PP: 5/Accuracy: --/Power: --/Category: Status
    Cancels out all the boost from field areas permenantly at the cost of 1/8 of the HP.
    I actually REALLY like this! but I don't think the 1/8 of your HP is necessary

    Quote Originally Posted by OceanicLanturn View Post
    And of course we need some field boosting moves... Like this
    Ocean Soul (Water)
    PP: 10/Accuracy: --/Power: --/Category: Status
    The user concentrates on the calm ocean and receives a +2 special attack and speed boost. Only works in ocean field.
    Neat.

    Quote Originally Posted by OceanicLanturn View Post
    I suggest a Underwater as well, seeing how it played a huge role in RSE
    Ocean counts as underwater as well, if the player is underwater the field would look different but still operate as Ocean.


    Quote Originally Posted by OceanicLanturn View Post
    I think mountain should be separated into peak (snow) and mountain (rock). Give NP as avalanche in the peak. Also, switch fly in sky to something like air cutter/air slash. I don't always see a Ludicolo flying, right?

    You just keep giving me ideas lol I really like the Peak separation! I will get right on that lol


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  10. #685
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    Revamped Version: v.03 Hopefully the final version as well.

    New Mechanics!!!

    Area Fields:

    Each one has its benefits and disadvantages depending on the Type of the Pokemon In battle. It will change the scenery in the battle. Each Area Field will last 5 Turns if used by a Move or activated by an Ability. However if the Area Field is encountered naturally it will remain present until another Area Field takes its place. Only one Area Field may be present at one time, and only the most recent Area Field will take effect. Nature power will now be affected by Area Fields.

    Arena
    -Raises the Attack and Sp.Attack of Fighting Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Normal Type Pokemon by 10%
    -Nature Power is Return

    City
    -Raises the Attack and Sp.Attack of Steel Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Electric type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Poison Type Pokemon by 10%
    -Pokemon cannot be inflicted with the Sleep status while City is present(This includes your opponent(s) Pokemon)
    -Has a 5% chance of Poisoning(Regular) the Pokemon in battle once per turn(this includes your own Pokemon)
    -Nature Power is Sludge Bomb


    Dessert
    -Raises the Attack and Sp.Attack of Ground Type Pokemon by 10%
    -Lowers the Attack and Sp.Attack of Water Type Pokemon
    -Lowers the Speed of Non-Flying Type Pokemon & Pokemon without Levitate by 10%
    -Sandstorm will now deal 1/10 each turn
    -Sandstorm will now last 8 turns
    -Has a 5% chance of Confusing the Pokemon in battle once per turn(this includes your own Pokemon)
    -Nature Power is Earthquake

    Dusk
    -Raises the Attack and Sp.Attack of Ghost Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dark Type Pokemon by 10%
    -Lowers the Accuracy of Non-Ghost & Dark Type Pokemon by 10 %
    -Has a 5% chance of to inflict Sleep Status to the Pokemon in battle once per turn(This includes your own Pokemon)
    -Dusk is removed if Harsh sunlight comes out via Drought or Sunny Day
    -Nature Power is Shadow Ball

    Forest
    -Raises the Attack and Sp.Attack of Grass Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Bug Type Pokemon by 10%
    -Raises the Critical Hit Ratio of Fire Type moves.
    -Nature Power is Seed Bomb

    Mountain
    -Raises the Attack and Sp.Attack of Rock Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Fire Type Pokemon by 10%
    -Nature Power is Rock Slide

    Peak
    -Raises the Attack and Sp.Attack of Ice Type Pokemon by 10%
    -Lowers the Attack and Sp.Attack of Grass Type Pokemon by 10%
    -Hail will now deal 1/10 each turn
    -Hail will now last 8 turns
    -Has a 5% chance to inflict Freeze status to the Pokemon in battle once per turn(This includes your own Pokemon)
    -Nature Power is Avalanche

    Sky
    -Raises the Attack and Sp.Attack of Flying Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dragon Type Pokemon by 10%
    -Lowers all Ground Type Moves Accuracy by 50%
    -Nature Power is Aircutter

    Ocean
    -Raises the Attack and Sp.Attack of Water Type Pokemon by 10%
    -Raises the Accuracy and Power of Electric Type moves by 10%
    -Lowers the Attack and Sp.Attack of Fire Type Pokemon by 10%
    -Lowers the Defense and Sp.Defense of Steel Type Pokemon by 10%
    -Nature Power is Surf

    In case you're wondering. Arena is sorta like the "Default" field. Also, Pokemon Types effects do stack in a way. So say you you have a Magneton in battle while City is in effect, Magneton will get a 10% boost in Attack and Sp.Attack for being Electric Type and then another for being Steel Type. It also works for Disadvantaged Types. Say Abomasnow is in battle while Peak is in effect it will get a 10% boost in Attack and Sp.Attack for being Ice Type but will then get a 10% Decrease in Attack and Sp.Attack for being Grass Type.

    and I really can't think of a place Psychic Type Pokemon would benefit. :/


    FC: 4699-6505-4258

    IGN: Diva

  11. #686
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    Quote Originally Posted by cascadethewarrior View Post
    Not Really, it's basically a grass Type Quiver Dance except instead of Sp.Defense it raises Attack. Unless you're saying Quiver Dance is broken as well?
    No, it's not like Quiver Dance. Quiver Dance gives a net +3 stat increase, whereas this gives +6. Shell Smash is incredibly unbalanced, let alone this.

        Spoiler:- Truncated Area Fields:
        Spoiler:- Truncated Area Fields:
    The problem with this is that the battlefield always has an area field effect, regardless of whether or not these moves are used. If none of these moves are used, the types that are favored by the default area field effect (building or city, in the case of Wi-fi battles) would be benefited. Having an area field effect that benefits each type once and hinders each type once is intended to counteract this inherent benefit to the types benefited from the default area effect, but there's no way to make it work. :/





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    Quote Originally Posted by Shadow♠ View Post
    Seems to me more like a weather dependent Shell Smash that has no negative side-effects.
    Quote Originally Posted by Wishing Star View Post
    No, it's not like Quiver Dance. Quiver Dance gives a net +3 stat increase, whereas this gives +6. Shell Smash is incredibly unbalanced, let alone this.
    The plus 2 is only for speed and that's only if the weather is sunny. At least that's what I gathered from the persons post.

    Quote Originally Posted by Wishing Star View Post
    The problem with this is that the battlefield always has an area field effect, regardless of whether or not these moves are used. If none of these moves are used, the types that are favored by the default area field effect (building or city, in the case of Wi-fi battles) would be benefited. Having an area field effect that benefits each type once and hinders each type once is intended to counteract this inherent benefit to the types benefited from the default area effect, but there's no way to make it work. :/
    Well that's why it will change the meta-game. a person must or most likely should have at least one move/ability that can change the Area Field. Not to mention before a match they can decide what Area Field they wanna play on. Sorta how in 2 player fighting games you can choose the location to fight.




    New Move: Tsunami

    Type: / Power: 100 / Accuracy: 100% / PP: 10 / Target: All adjacent Pokémon / Category: / Priority: 0
    "The user sets off enormous floods of water that may trap the foe(s) in a violent swirling whirlpool for four to five turns. "

    -Basically a Water Type equivalent to Earthquake except it has the added 30% chance off trapping the targets hit in a whirlpool. I think this move should be Kyogre's signature move.


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    New Ability
    Restless: The Pokemon cannot use a non-attacking move but increases speed and attack by 50%.
    Persistent: Speed increase by two stages when the foe has higher speed stats.

    New Item
    Stone Helmet: Head related moves deal 50% more damage but lowers the users speed by 25%
    Poison Cloak: When hit by a physical move, the cloak is used up but the foe has 50% chance of getting badly poisoned.
    Kettle: All moves that inflict burn recieves a 50%.

    Credits to Sworn Metalhead

    ASB Squad

  14. #689
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    Quote Originally Posted by OceanicLanturn View Post
    New Ability
    Restless: The Pokemon cannot use a non-attacking move but increases speed and attack by 50%.
    Can you say Choice abuse? lol


    Kettle: All moves that inflict burn recieves a 50%.
    Does they GET an increase of 50% or does their chance of burning BECOME 50%? Because if it is the first of the 2 well lets just say that is kinda over powered.


    But other than that i really like the abilities and the items.


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    New Move: Sand Arrow
    Type: Ground
    Catagory: Physical
    Power: 25
    Accuracy: 95
    Priority: 0

    The user shoots sand like arrows at the foe. It's hits 2-5 times

    Notable Users: Cloyster, Hippowdon, Mamoswine, Cincinno

  16. #691
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    This Pokemon I thought of
    Name: Pending...
    Type: Normal/Ghost
    Description: A ghostly white pokemon holding onto a ruined teddy bear.
    Ability: Intimidate/Pressure (Cursed Body)

    Stats
    HP: 100
    Attack: 40
    Defense: 100
    Special Attack: 75
    Special Defense: 95
    Speed: 40

    Some exclusive moves for him
    Weep (Ghost)
    PP: 15/Power: --/Accuracy: 100/Category: Status
    The user utters a sad cry that drops the foe's attack by two stages
    Shuppet and Banette gets it too.

    Credits to Sworn Metalhead

    ASB Squad

  17. #692
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    New Move: Execute

    Type: / Power: -- / Accuracy: --% / PP: 5 / Target: Single adjacent Pokémon / Category: / Priority: 0
    "The user finishes off the foe to the point of no return. The target instantly faints if it hits.

    -Basically a Dark Type Equivalent to Fissure, Sheer Force, Guillotine and Horn Drill


    FC: 4699-6505-4258

    IGN: Diva

  18. #693
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    Quote Originally Posted by cascadethewarrior View Post
    New Move: Execute

    Type: / Power: -- / Accuracy: --% / PP: 5 / Target: Single adjacent Pokémon / Category: / Priority: 0
    "The user finishes off the foe to the point of no return. The target instantly faints if it hits.

    -Basically a Dark Type Equivalent to Fissure, Sheer Force, Guillotine and Horn Drill
    Sadly, KO moves are banned in competitive play

  19. #694
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    Quote Originally Posted by Duranteater View Post
    Sadly, KO moves are banned in competitive play
    I know I just sorta post what pops up in my mind lol


    FC: 4699-6505-4258

    IGN: Diva

  20. #695
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    Quote Originally Posted by cascadethewarrior View Post
    I know I just sorta post what pops up in my mind lol
    It was a cool name anyway IMO

    Dugtrio evo anyone(keeping Arena Trap)?

  21. #696
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    Quote Originally Posted by Duranteater View Post
    It was a cool name anyway IMO

    Dugtrio evo anyone(keeping Arena Trap)?
    I have no idea for a name lol.

    Type: Ground
    Abilities: Arena Trap/Sand Veil/Sand Force(DW)

    Stats:
    HP: 55
    Attack: 105
    Defense: 65
    Sp. Atk: 55
    Sp. Def: 85
    Speed: 131

    BST:496

    Ideas on moves for the evo that Dugtrio doesn't have?

  22. #697
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    Quote Originally Posted by Duranteater View Post
    It was a cool name anyway IMO

    Dugtrio evo anyone(keeping Arena Trap)?
    Thanks and How many heads would the Dugtrio evolution have? 6? 9? lol


    FC: 4699-6505-4258

    IGN: Diva

  23. #698
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    Quote Originally Posted by cascadethewarrior View Post
    Thanks and How many heads would the Dugtrio evolution have? 6? 9? lol
    5 heads plus it gets Sand Arrow, the move I posted earlier

  24. #699
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    Quote Originally Posted by Duranteater View Post
    5 heads plus it gets Sand Arrow, the move I posted earlier
    That sounds hectic. Imagine have to share your body with 4 others. As for Sand Arrow it is basically a slightly more accurate Bone Rush.


    FC: 4699-6505-4258

    IGN: Diva

  25. #700
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    Quote Originally Posted by cascadethewarrior View Post
    That sounds hectic. Imagine have to share your body with 4 others. As for Sand Arrow it is basically a slightly more accurate Bone Rush.
    *facepalm* your right so scratch that off but it is still nice

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