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

  1. #876
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    Quote Originally Posted by Wishing Star View Post
    Remember that just because a move is distributed to very few Pokémon, it doesn't mean that the move's effects have no limit.
    True but I just don't want it to be like Substitutes distribution :/


  2. #877
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    Quote Originally Posted by Ilan View Post
    The anime sucks just saying.. in terms of character development it is the worst anime I know.

    first move.. so tail glow + baton pass in the same move.. broken.
    Secound move too underpowered.
    third move- why bye bye sczior? he can switch again you know? and I never saw any mechanic of selective team shuffler..
    Magnezone uses Magnet Force, Scizor was dragged in!
    Scizor cannot switch out due to Magnezone's Magnet Pull!



    Here are the new effects, considering how people think Vintage is broken xD

    Vintage (Psychic)
    PP: 10/Power: --/Accuracy: --/Category: Status
    The user takes 1/2 HP and switches out to the strongest Pokemon and gives the pokemon that is switched in a 2 stage boost in special attack and attack.
    Right kiddos, depends on BST, making suicide leads even better! No priority tho :3 Cilan Reference... For anime watchers

    Web Shock (Electric)
    PP: 15/Power: ??/Accuracy: 90/Category: Attacj
    The user lets loose a jolt of electricity through strings, dealing damage and has a 30% chance of paralysis. Only works when string shot has been used,

    Damage table
    0 string shot: Failed
    1 string shot: 75
    2 string shot: 125
    3 string shot: 175
    4 string shot: 225
    5 string shot: 275
    6 string shot: 275

    Galvantula's signature... Simple!

    Magnet Force (Steel)
    PP: 15/Power: --/Accuracy: 100/Category: Status/Priority: -6
    The user summons a huge magnet that forces any steel type on the team to switch in. If there is no steel type present on the team, this move will fail.
    Haha bye Scizor and Heatran and ferry and rachi and Lucario and...

    Credits to Sworn Metalhead

    ASB Squad

  3. #878
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    Quote Originally Posted by OceanicLanturn View Post
    Web Shock (Electric)
    PP: 15/Power: ??/Accuracy: 90/Category: Attacj
    The user lets loose a jolt of electricity through strings, dealing damage and has a 30% chance of paralysis. Only works when string shot has been used,

    Damage table
    0 string shot: Failed
    1 string shot: 75
    2 string shot: 125
    3 string shot: 175
    4 string shot: 225
    5 string shot: 275
    6 string shot: 275

    Galvantula's signature... Simple!
    It would need a lot more starting power to be at all useful. Being forced to use String Shot for a 75 base Power attack that would fail if the Pokemon you String Shot switches isn't very good. Especially on something as frail as Galvantula. Maybe if it started at 150 base power after a String Shot AND String Shot had an added "Mean Look" effect it would be more useful.

    Magnet Force (Steel)
    PP: 15/Power: --/Accuracy: 100/Category: Status/Priority: -6
    The user summons a huge magnet that forces any steel type on the team to switch in. If there is no steel type present on the team, this move will fail.
    Haha bye Scizor and Heatran and ferry and rachi and Lucario and...
    This on the other hand is a REALLY cool idea.

  4. #879

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    Quote Originally Posted by Wishing Star View Post
    But you just said that it would lower the opponent's Attack stat by one stage for each turn that it suffers residual trap damage. I'm confused.
    i said it would lower the foe's attack on the first, third and fifth turns of wrap. my wording made it confusing. sorry. and neckbreaker ends any restraining effect, so it can only be used every other turn if you keep using wrap.


    EDIT: New Move:

    Magnetic Lift
    Type: Steel | Power: -- | Acc: -- | PP: 20 |
    if a steel type switches in, they are put under the effect of telekinesis and may not switch out for 1 turn.

    its an entry hazard, btw.
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  5. #880
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    New Unnerve: the foe can't use their item

    Hopefully not broken lol


  6. #881

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    You know what I'd really like to change? Give us female DW Torchic.

    Honestly, Combusken would actually have a decent niche on Baton Pass teams if it had access to both BP and Speed Boost at the same time. It's pretty much like Ninjask, only better in virtually every way. For one thing, it's typing makes it neutral to SR instead of 4x weak. It's also surprisingly bulky with the Eviolite. A Combusken with max HP has about the equivalent defenses of an uninvested Pokemon with 92/99/99 defenses, which makes it a little bulkier than offensive Dragonite overall (not including Multiscale, of course). Sure beats the heck out of Ninjask's 61/45/50 bulk (yes, Combusken is actually bulkier than Ninjask even without the Eviolite, lol). Combusken also has a huge advantage in its ability to still remain an offensive threat. Even though its offenses are both a little lower than Ninjask's Atk stat, it has two STABs that are arguably much better than either of Ninjask's, and each STAB has moves like Fire Blast and Focus Blast that are much more powerful than X-Scissor. This allows Combusken to force quite a few switches on Pokemon like Ferrothorn (standard is OHKOd by 0 SpA Fire Blast about 88% of the time without SR), Scizor, and Forretress while getting up a Sub at the same time. Once it reaches three boosts (not hard at all if you get a Sub on a switch and use Protect), outspeeding it is almost unthinkable. Honestly, the only thing Ninjask would have over it is more initial speed, which isn't always going to be important when you can spam Sub and Protect and get your speed to ridiculous levels anyways.

  7. #882
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    Quote Originally Posted by Duranteater View Post
    New Unnerve: the foe can't use their item

    Hopefully not broken lol
    Kind of really annoying since lots of pokemons get it and that choice scarf or that choice specs.. ouch..
    Maybe a special intimidate since it seems like making the opponent nerveous that would be better than being useless.


    Quote Originally Posted by Professor Oak
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  8. #883
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    Quote Originally Posted by Ilan View Post
    Kind of really annoying since lots of pokemons get it and that choice scarf or that choice specs.. ouch..
    Maybe a special intimidate since it seems like making the opponent nerveous that would be better than being useless.
    This would be nice, lowering that Reshiram or Alakazams sp att would help a lot!


  9. #884
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    New ability/moves/STATUS CONDITION, not sure if broken

    Ability: Ama-no-murokumo - absorbs Ice type moves(like water absorb absorbs water) and halves the power of dark type moves

    Move: Ashura
    type: fire/physical
    bsp: 85
    pp: 15
    effect: Covers body limb in fire and slashes at the last place the enemy attacked with 30% chance of DISABLING the LAST move the opponent used
    also: FLAREON COULD LEARN IT!!!!!!!!

    Move: Kotetsu
    Type: electric/Physical
    Bsp: 95
    pp: 10
    effect: covers limb in lightning and slashes with a 50% chance of placing a taunt on the opponent

    Status condition:

    Burdened:
    pokemon who are burdened will faint in 5 turns
    immunities: Dark type/fighting type/ghost type
    is healed like confusion though (switching out)

    moves that use/heal Burdened

    Refresh, aromatherapy, heal bell etc.

    Move: Lifethread
    type: dark/physical
    bsp: 20
    pp: 5
    effect: The pokemon cloaks its self in darkness and smacks the opponent( with anything really, like slam and stuff). 100% chance of Burdened


    Dammit, I've been practically dead. Too busy fighting demons and shadows.......* points evoker at head*....... back to work...* fires*



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  10. #885

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    very broken. shame on you.

    EDIT: was originally talking to duranteater about their unnerve, but i guess the above poster deserves shame too.
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  11. #886
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    Massive post warning!

    Quote Originally Posted by OceanicLanturn View Post
    Heres a new move I thought off

    Vintage v.01 (Psychic)
    PP: 10/Power: --/Accuracy: --/Category: Status
    The user takes 1/2 HP and switches out to the strongest Pokemon and gives the pokemon that is switched in a 3 stage boost in special attack and attack.
    Right kiddos, depends on BST, making suicide leads even better! No priority tho :3 Cilan Reference... For anime watchers

    Vintage v.02 (Psychic)
    PP: 10/Power: --/Accuracy: --/Category: Status
    The user takes 1/2 HP and switches out to the strongest Pokemon and gives the pokemon that is switched in a 2 stage boost in special attack and attack.
    Memento faints the user to give the foe -2 Attack and -2 Sp. Atk. In the same vein, Vintage should faint the user and give the incoming Pokémon +2 Attack and +2 Sp. Atk. Any less penalty and any more boosts makes both versions of Vintage broken.

    Web Shock v.01 (Electric)
    PP: 15/Power: ??/Accuracy: 90/Category: Attacj
    The user lets loose a jolt of electricity through strings, dealing damage and has a 30% chance of paralysis. Only works when string shot has been used,

    Damage table
    0 string shot: Failed
    1 string shot: 40
    2 string shot: 80
    3 string shot: 120
    4 string shot: 160
    5 string shot: 200
    6 string shot: 240

    Galvantula's signature... Simple!

    Web Shock v.02 (Electric)
    PP: 15/Power: ??/Accuracy: 90/Category: Attacj
    The user lets loose a jolt of electricity through strings, dealing damage and has a 30% chance of paralysis. Only works when string shot has been used,

    Damage table
    0 string shot: Failed
    1 string shot: 75
    2 string shot: 125
    3 string shot: 175
    4 string shot: 225
    5 string shot: 275
    6 string shot: 275
    Needing to have used another move just makes the user feel bad if they can't get both moves in. Just like how Rollout doubles in power after Defense Curl is used, maybe Web Shock should double in power after String Shot is used:
    Base power = 50 + 20n, where n is the number of times String Shot has been used by the user of Web Shock previously during its most recent switch-in, capping out at 6 (that means Roar and Whirlwind reset n) or something.

    Magnet Force (Steel)
    PP: 15/Power: --/Accuracy: 100/Category: Status/Priority: -6
    The user summons a huge magnet that forces any steel type on the team to switch in. If there is no steel type present on the team, this move will fail.
    Haha bye Scizor and Heatran and ferry and rachi and Lucario and...
    The fact that this can fish out only Steel-types make Magnet Force both better and worse than Roar and Whirlwind. It can only fish out one type of Pokémon, but that makes it so that it's insanely easy to trap and kill any Steel-type Pokémon out there.

    Steel-types are extremely defensive, yes, but that doesn't really mean that they should be punished so easily.

    Quote Originally Posted by Jacobthepokemonfreak View Post
    Just some move i came up with

    Gale(flying)
    Base power: N/A
    PP: 10
    Effect: creates a small twister around the pokemon reducing damage by 1.5x for 5 turns and causing rough skin/rocky helmet damage to pokemon who use a physical move
    dissapears when user is switched out.

    any ideas?
    What does "reduce damage by x1.5" mean? Half damage? 2/3 damage? I don't get it.

    Regardless, it's already strictly better than Reflect and Light Screen even if you remove the Rough Skin effect in that it mitigates both physical and special damage. For it to also inflict Rough Skin damage on a Pokémon is extremely good.

    Quote Originally Posted by Ghosts of the Forums View Post
    EDIT: New Move:

    Magnetic Lift
    Type: Steel | Power: -- | Acc: -- | PP: 20 |
    if a steel type switches in, they are put under the effect of telekinesis and may not switch out for 1 turn.

    its an entry hazard, btw.
    Is what you put the description of the move or the actual effect? Putting the foe under the Telekinesis effect (the Psychic-type move that makes the foe easier to hit for three turns) is really good, and more balanced when it comes to mechanics that punish Steel-types.

    Quote Originally Posted by Jacobthepokemonfreak View Post
    Ability: Ama-no-murokumo - absorbs Ice type moves(like water absorb absorbs water) and halves the power of dark type moves
    Water Absorb merely heals the Pokémon when it is hit by a Water-type attack. For it to also reduce damage from Dark-type moves makes it extremely powerful.

    Move: Ashura
    type: fire/physical
    bsp: 85
    pp: 15
    effect: Covers body limb in fire and slashes at the last place the enemy attacked with 30% chance of DISABLING the LAST move the opponent used
    also: FLAREON COULD LEARN IT!!!!!!!!
    That's actually really neat. I've never seen a secondary effect disable the opponent's last-used move.
    I personally don't see Flareon getting the ability to disable the foe's moves, though.

    Move: Kotetsu
    Type: electric/Physical
    Bsp: 95
    pp: 10
    effect: covers limb in lightning and slashes with a 50% chance of placing a taunt on the opponent
    Taunt as a secondary effect seems too much, especially at 50%. You could use this on a defensive Water-type Pokémon that doesn't attack often (Milotic, Suicune, or whatnot) and they'd basically be rendered useless. Hampering a defensive Pokémon's strategy is viable, yeah, but the base power of this move means that the chance of taunt should at most be around 10% or so.

    Status condition:

    Burdened:
    pokemon who are burdened will faint in 5 turns
    immunities: Dark type/fighting type/ghost type
    is healed like confusion though (switching out)

    moves that use/heal Burdened

    Refresh, aromatherapy, heal bell etc.
    Burdened seems worse than Perish Song. Perish Song makes both the user and all others that hear it faint in three turns, but three turns is more than enough time to switch out to another Pokémon for both you and your opponent.





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  12. #887
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    Three new attacks... All exclusive!

    Phoenix Call (Normal)
    PP: 15/Power: 90/Accuracy: 100/Category: Special
    The user lets loose a divine call that may lower the foe's special defense by a stage (30%)
    Distribution: Moltres,Articuno and Zapdos

    Noble Roar (Normal)
    PP: 15/Power: 90/Accuracy: 100/Category: Special
    The user roars nobly and inflicts damage, it may drag out the next Pokemon (10%)
    Distribution: Legendary dogs

    Spirit Link (Psychic)
    PP: 15/Power: 90/Accuracy: 100/Category: Special
    The user sharpens its spirit and lets loose a psychic wave that will always hit nuetral. May boost special attack by one stage (30%).
    Distribution: Legendary lake trio

    New Items:
    Lucky Charm: Raises the chance of secondary effects happening by 30%.

    Credits to Sworn Metalhead

    ASB Squad

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    Would the Lucky Charm stack up with Serene Grace? yummy name too


  14. #889
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    Give Zapdos Hurricane. With Rain support, it'll have 2 120 power STABs with no drawbacks. It's still slower and less powerful than Thundurus-T as while Thundurus-T has Superpower/Focus Blast, Zapdos will have make do with Hidden Power. UU lacks Politoed as well, so Zapdos will need to rely on Rain Dance to abuse this too. In short, I don't think this will be nearly as overpowered as it sounds.
    Quote Originally Posted by Huspoel View Post
    You're saying some really smart stuff there.

  15. #890
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    Quote Originally Posted by OceanicLanturn View Post
    Three new attacks... All exclusive!

    Phoenix Call (Normal)
    PP: 15/Power: 90/Accuracy: 100/Category: Special
    The user lets loose a divine call that may lower the foe's special defense by a stage (30%)
    Distribution: Moltres,Articuno and Zapdos

    Noble Roar (Normal)
    PP: 15/Power: 90/Accuracy: 100/Category: Special
    The user roars nobly and inflicts damage, it may drag out the next Pokemon (10%)
    Distribution: Legendary dogs

    Spirit Link (Psychic)
    PP: 15/Power: 90/Accuracy: 100/Category: Special
    The user sharpens its spirit and lets loose a psychic wave that will always hit nuetral. May boost special attack by one stage (30%).
    Distribution: Legendary lake trio

    New Items:
    Lucky Charm: Raises the chance of secondary effects happening by 30%.
    They are no dogs.. they are felines just call them beasts.

    Lucky charm on jirachi= endless ragequits


    Quote Originally Posted by Professor Oak
    Only two things are infinite, the universe and the amount of zubat in caves, and I'm not sure about the former.
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  16. #891
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    Quote Originally Posted by Ilan View Post
    They are no dogs.. they are felines just call them beasts.

    Lucky charm on jirachi= endless ragequits
    Lucky Charm on Jirachi- Possible Uber

    Maybe give Salamence Hurricane too, it has Hydro Pump to abuse rain too!


  17. #892
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    Err no doesn't stack with Serene Grace :3

    @ Ilan okay

    Dark Abyss (Dark)
    PP: 5/Power: 140/Accuracy: 90/Category: Special
    The user traps the foe in a dark abyss, but also lowers special attack by two stages.
    Dark type overheat, 'nuff said

    Whip Smack (Grass)
    PP: 10/Power: 60/Accuracy: 100/Category: Physical
    The user summons a tall vine and smack the foe onto the ground. Pokemon with Flying type or Levitate will no longer be immune to ground type attacks.
    Grass type Smack Down, I'd wager...

    Credits to Sworn Metalhead

    ASB Squad

  18. #893

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    Quote Originally Posted by OceanicLanturn View Post
    Err no doesn't stack with Serene Grace :3

    @ Ilan okay

    Dark Abyss (Dark)
    PP: 5/Power: 140/Accuracy: 90/Category: Special
    The user traps the foe in a dark abyss, but also lowers special attack by two stages.
    Dark type overheat, 'nuff said

    Whip Smack (Grass)
    PP: 10/Power: 60/Accuracy: 100/Category: Physical
    The user summons a tall vine and smack the foe onto the ground. Pokemon with Flying type or Levitate will no longer be immune to ground type attacks.
    Grass type Smack Down, I'd wager...
    those sem fine, although why the heck you'd use a grass move on most any flying type, bar gyarados and lando/gliscor, is beyond me. although there is more to creating moves then changing the types of existing moves.

    New Move:
    Disarm
    Type: Steel | Power: 40 | Acc: 85 | PP: 10 |
    if it hits, lowers the foe's attack 1 stage.

    @Wishingstar, i wrote the effect under the move, with clarification that it was an entry hazard below that.
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  19. #894
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    Quote Originally Posted by Ghosts of the Forums View Post

    New Move:
    Disarm
    Type: Steel | Power: 40 | Acc: 85 | PP: 10 |
    if it hits, lowers the foe's attack 1 stage.
    I can't see this being used competitvely. It only lowers the attack by a single stage, which is an easily mitigated by switching out. It's also got shaky accuracy and low PP. And it's pratically useless against Special Attackers or walls.
    Hey Serebii, how you doing? Not sure how many of you guys from way back are out there, but just to let you know that I'm back, though I'm not sure how regularly I'll be on. Thanks for everything, and I hope I can continue to enjoy my time here!

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  20. #895

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    didn't want to make it too powerful. how does minus two attack and 90 acc sound?
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  21. #896
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    Quote Originally Posted by Wishing Star View Post
    Taunt as a secondary effect seems too much, especially at 50%. You could use this on a defensive Water-type Pokémon that doesn't attack often (Milotic, Suicune, or whatnot) and they'd basically be rendered useless. Hampering a defensive Pokémon's strategy is viable, yeah, but the base power of this move means that the chance of taunt should at most be around 10% or so.
    .
    Move: Kotetsu
    Type: electric/Physical
    Bsp: 95
    pp: 10
    effect: covers limb in lightning and slashes with a 10% chance of placing a taunt on the opponent

    corrected,

    Gale(flying)
    Base power: N/A
    PP: 10
    Effect: creates a small twister around the pokemon reducing damage by 1/3 for 5 turns and causing rough skin/rocky helmet damage to pokemon who use a physical move
    dissapears when user is switched out. cannot be baton passed

    that should correct it a bit


    Ability: Ama-no-murokumo - absorbs Dark type moves

    I was going to make it like thick fat but that would mean ice is affected twice so here.

    Move: Ashura
    type: fire/physical
    bsp: 85
    pp: 15
    effect: Covers body limb in fire and slashes at the last place the enemy attacked with 30% chance of DISABLING the LAST move the opponent used
    also: FLAREON COULD LEARN IT!!!!!!!!

    yes, a good move! no changes made.



    One more move:

    Maelstrom
    type: Psychic/physical
    bsp: 20
    pp: 10
    effect: teleports to the opponent slamming or slashing the opponent multiple times each attack. Hits 4-5 times
    is unaffected by type of opponent or STAB.
    ----------------------------------------------------------------------------------------------------------
    Prominince
    type: Psychic/Special
    bsp: 20
    pp: 10
    effect: teleports to the opponent sending multiple balls of aura each time. Hits 4-5 times
    is unaffected by type of opponent or STAB.

    any ideas?(please don't say its overpowered.......)


    Dammit, I've been practically dead. Too busy fighting demons and shadows.......* points evoker at head*....... back to work...* fires*



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  22. #897

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    that is rediculous. an attack that ignores the foe's type? that would deal damage as if you were fighting an untyped pokemon, which amounts to no damage, because having no type to defend with leaves psychic to deal no damage a la foe faints before you do your attack. no STAB is stupid, and would hinder it to the point of having no competitive usage, and a special multihit, let alone a psychic multihit, is, for lack of a better word, stupid.
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  23. #898

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    that is rediculous. an attack that ignores the foe's type? that would deal damage as if you were fighting an untyped pokemon, which amounts to no damage, because having no type to defend with leaves psychic to deal no damage a la foe faints before you do your attack. no STAB is stupid, and would hinder it to the point of having no competitive usage, and a special multihit, let alone a psychic multihit, is, for lack of a better word, stupid.
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  24. #899
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    Quote Originally Posted by Ghosts of the Forums View Post
    that is rediculous. an attack that ignores the foe's type? that would deal damage as if you were fighting an untyped pokemon, which amounts to no damage, because having no type to defend with leaves psychic to deal no damage a la foe faints before you do your attack. no STAB is stupid, and would hinder it to the point of having no competitive usage, and a special multihit, let alone a psychic multihit, is, for lack of a better word, stupid.
    it isn't psychic-type only, as a lot of pokemon could use each version....i just wanted to make a strong attack that worked like that.................also there is a PHYSICAL format. That was harshly abrupt!
    Here is are the moves again with a small modification.

    Maelstrom
    type: Normal/physical
    bsp: 20
    pp: 10
    effect: teleports to the opponent slamming or slashing the opponent multiple times each attack. Hits 4-5 times
    is unaffected by type of the opponent.
    ----------------------------------------------------------------------------------------------------------
    Prominince
    type: Normal/Special
    bsp: 20
    pp: 10
    effect: teleports to the opponent sending multiple balls of aura each time. Hits 4-5 times
    is unaffected by type of the opponent.

    Psychic STAB would over power the move which is why i cut that off, dragon has only one resistance but it would be overpowered.

    A vast majority of pokemon could learn it; all bipeds and most 4-legged pokemon. Its now a boosted Strength that breaks subs, hits all types and negates sturdy.


    Dammit, I've been practically dead. Too busy fighting demons and shadows.......* points evoker at head*....... back to work...* fires*



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  25. #900

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    what i was saying is, that if it ignores the opponent's type, the opponent has no type, so you will deal no damage, because there are no damage mods for a pokemon with no freakin type.
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