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

  1. #1781

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    I thought this was a competitive discussion, not to introduce completely new things lol.
    Kyurem-B should have a physical ice type move. That would give it two awesome STABS and would become much more common in OU.


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  2. #1782
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    Quote Originally Posted by Divine Retribution View Post
    So, tell me if you think this is overpowered.


    Name: Static Field
    Type: Electric
    Category: Other / Entry hazard
    PP: Same as Stealth Rock.
    Effect: Upon switching in, opponents Pokemon take a 10 base power special Electric attack. This is calculated using the Static Field user's Sp. Atk stat. This move fails if Stealth Rock is already on the field and Stealth Rock fails if Static Field is on the field.
    Well since you can't have both Stealth Rocks and Static field then maybe but still 10% of certain Pokemon's Sp.attack can still be a lot.

    Quote Originally Posted by justinjiaxinghu View Post
    I thought this was a competitive discussion, not to introduce completely new things lol.
    This thread is called "CREATE &/or Change Anything & Everything Competitive Edition!" The point of it is you can create anything you want whether it be new moves, new pokemon, new abilities, new mechanics etc. As long as it's geared toward competitive play. For example making an ability like illuminate which only has an effect outside battle really isn't viable to make here. That's what the regular Create &/or Change Anything & Everything thread is for.
    Last edited by cascadethewarrior; 9th January 2013 at 3:51 PM.

    Quote Originally Posted by s2daam View Post
    People really need to stop acting like things are definite or "very un/likely" to happen seeming only GameFreak and some of Nintendo know whats happening in this game, so until they are released, nothing is definite without confirmation!
    READ IT REMEMBER IT REALIZE IT

  3. #1783
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    Quote Originally Posted by Divine Retribution View Post
    Name: Static Field
    Type: Electric
    Category: Other / Entry hazard
    PP: Same as Stealth Rock.
    Effect: Upon switching in, opponents Pokemon take a 10 base power special Electric attack. This is calculated using the Static Field user's Sp. Atk stat. This move fails if Stealth Rock is already on the field and Stealth Rock fails if Static Field is on the field.
    Given the fact that Stealth Rock and this can't coexist, I think it's fine. It's a bit impractical, though, as the damage varies between Pokémon based on their Sp. Def in addition to their type, which means that one Pokémon could take 1 damage from this, and another could be shocked for 100 or so (given the right situations).






  4. #1784
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    Quote Originally Posted by justinjiaxinghu View Post
    Kyurem-B should have a physical ice type move. That would give it two awesome STABS and would become much more common in OU.
    Kyurem-B already has enough moves. Its shallow movepool is what keeps it out of Ubers, just like how Regigigas' ability keeps it in NU.

  5. #1785
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    Anyone who says Kyurem needs more moves hasn't tried mixed Kyurem-B.
    YOU CAN'T BRING ME DOWN!!!

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  6. #1786
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    Some in-game abilities need a huge buff...

    Run Away
    - Allows the user to switch out or escape from battle at all times. It is unaffected by Pursuit, Shadow Tag or Arena Trap.

    Here's a new status:
    Drowsy
    - The Pokemon is affected at all times until it is switched. (See Attract)
    - There is a 50% chance of the Pokemon dozing off (immoblised).
    - The status is turned into Sleep after three turns. However, sleep will not take place if the pokemon is afflicted with another status ailment. (like Paralysis. Drowsy is more like.. a... Confusion, Attract - esque status, so it does stack with Paralysis. however if paralysis is on and 3 turns have passed, the drowsiness will be cancelled.)
    - Wake-Up Slap does twice the damage to a drowsy target, but removes the status.
    - Moves that cause Drowsiness: Yawn, Serenity
    - Pokemon with Immosniac is unaffected.

    New Move
    Serenity (Flying)
    PP: 10/Power: 50/Accuracy: 90/Target: Selected Single Adjacent Foe/Category: Special
    The user sends out a serene breeze that might cause drowsiness (60%)

    Credits to Brutaka for siggy

  7. #1787
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    new item Supressor

    Removes the holders ability but removes 1/16th of health each turn.

    basically fairly simple idea behind this one an item to supress abilities like truant and slow start.

    still not sure if this rule should be added- cannot be affected by trick or switcharoo.thoughts?

  8. #1788
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    Quote Originally Posted by Luthor View Post
    new item SupressorRemoves the holders ability but removes 1/16th of health each turn.basically fairly simple idea behind this one an item to supress abilities like truant and slow start.still not sure if this rule should be added- cannot be affected by trick or switcharoo.thoughts?
    Probably 1/10th of max HP, like a Life Orb. Also, I think it should be Trick-able.
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  9. #1789
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    Quote Originally Posted by Divine Retribution View Post
    Probably 1/10th of max HP, like a Life Orb. Also, I think it should be Trick-able.
    that certainly could work.1/10th of max hp seems fair.The only reason i considered not having it trickable was because as an offensive trick(one intentinally give to the opposition) item it would remove a pokemon's ability and take damge wasn't sure if that would be too much.

  10. #1790
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    Quote Originally Posted by OceanicLanturn View Post
    Some in-game abilities need a huge buff...

    Run Away
    - Allows the user to switch out or escape from battle at all times. It is unaffected by Pursuit, Shadow Tag or Arena Trap.

    Here's a new status:
    Drowsy
    - The Pokemon is affected at all times until it is switched. (See Attract)
    - There is a 50% chance of the Pokemon dozing off (immoblised).
    - The status is turned into Sleep after three turns. However, sleep will not take place if the pokemon is afflicted with another status ailment. (like Paralysis. Drowsy is more like.. a... Confusion, Attract - esque status, so it does stack with Paralysis. however if paralysis is on and 3 turns have passed, the drowsiness will be cancelled.)
    - Wake-Up Slap does twice the damage to a drowsy target, but removes the status.
    - Moves that cause Drowsiness: Yawn, Serenity
    - Pokemon with Immosniac is unaffected.

    New Move
    Serenity (Flying)
    PP: 10/Power: 50/Accuracy: 90/Target: Selected Single Adjacent Foe/Category: Special
    The user sends out a serene breeze that might cause drowsiness (60%)
    Run Away - Sure. Pursuit should still affect it, though, because Pursuit's special effect is triggered by its target switching. It shouldn't do double damage, though.

    Drowsiness status - Also fine, but I think it shouldn't work if a Pokémon that already has a non-volatile status ailment would be affected with this.

    Serenity - Even if the status isn't too hindering, a 60% chance to inflict it is slightly too high. 40%, though, works fine for a move with such low power.

    Quote Originally Posted by Luthor View Post
    new item Supressor

    Removes the holders ability but removes 1/16th of health each turn.

    basically fairly simple idea behind this one an item to supress abilities like truant and slow start.

    still not sure if this rule should be added- cannot be affected by trick or switcharoo.thoughts?
    It should be able to be Tricked and Switcheroo'd to increase interactivity. If your Magic Guard Reuniclus with a Flame Orb is facing a Slaking with a Suppressor, your Reuniclus should be able to use Trick to both benefit itself and hinder the foe.

    Oh yeah, and to prevent abuse, it should be 1/8 HP. Slaking, after all, has Slack Off to restore its health.






  11. #1791
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    Quote Originally Posted by Wishing Star View Post
    Run Away - Sure. Pursuit should still affect it, though, because Pursuit's special effect is triggered by its target switching. It shouldn't do double damage, though.

    Drowsiness status - Also fine, but I think it shouldn't work if a Pokémon that already has a non-volatile status ailment would be affected with this.

    Serenity - Even if the status isn't too hindering, a 60% chance to inflict it is slightly too high. 40%, though, works fine for a move with such low power.



    It should be able to be Tricked and Switcheroo'd to increase interactivity. If your Magic Guard Reuniclus with a Flame Orb is facing a Slaking with a Suppressor, your Reuniclus should be able to use Trick to both benefit itself and hinder the foe.

    Oh yeah, and to prevent abuse, it should be 1/8 HP. Slaking, after all, has Slack Off to restore its health.
    ah yeah i forgot about slack off 1/8 would be fine.

  12. #1792
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    New move: Sluggish room
    Type:Psychic
    Effect: Moves with a lower priority move before a high priority
    Example: CB Sciz vs. Bandy Terrakion under Sluggish Room, Sciz goes second when using Bullet Punch while Terrakion goes for the CC.

    Get the idea?


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  13. #1793

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    Quote Originally Posted by pikachu725 View Post
    New move: Sluggish room
    Type:Psychic
    Effect: Moves with a lower priority move before a high priority
    Example: CB Sciz vs. Bandy Terrakion under Sluggish Room, Sciz goes second when using Bullet Punch while Terrakion goes for the CC.

    Get the idea?
    Interesting but that would probably make Roar overpowerd lolz.


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  14. #1794
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    Quote Originally Posted by pikachu725 View Post
    New move: Sluggish room
    Type:Psychic
    Effect: Moves with a lower priority move before a high priority
    Example: CB Sciz vs. Bandy Terrakion under Sluggish Room, Sciz goes second when using Bullet Punch while Terrakion goes for the CC.

    Get the idea?
    i get the idea but whatt about if two pokemon use moves of the same priority would they be unaffected?

  15. #1795

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    Quote Originally Posted by Luthor View Post
    i get the idea but whatt about if two pokemon use moves of the same priority would they be unaffected?
    Same as always. Higher speed moves first.

    Move update (as much as I ****ing hate them):

    Dig

    Click dig to go underground. Click dig again to attack as normal, click any other move to end the "burrowed underground", and use that move instead.instead of the vanilla 80bp ground attack.

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    credit to cyrius for the userbar, and trident20 for the garchomp.

    link to my first battle with new team, don't click it, I just have no where to post it for now. http://www.pokemonshowdown.com/replay/ou-17364367

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  16. #1796
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    Quote Originally Posted by pikachu725 View Post
    New move: Sluggish room
    Type:Psychic
    Effect: Moves with a lower priority move before a high priority
    Example: CB Sciz vs. Bandy Terrakion under Sluggish Room, Sciz goes second when using Bullet Punch while Terrakion goes for the CC.

    Get the idea?
    Moves have their respective priorities for a reason, though. Flipping the priority table on its head completely defeats its purpose.
    Many moves have adjusted priority to either balance their power (Roar, Counter, Avalanche) or because it's required for the move to actually work (Quick Attack, Protect, Sucker Punch). Moves that fit the former would be under a ban in conjunction with Sluggish Room; just get your lead to use Stealth Rocks, and then Roar away.

    Quote Originally Posted by Ghosts of the Forums View Post
    Same as always. Higher speed moves first.

    Move update (as much as I ****ing hate them):

    Dig

    Click dig to go underground. Click dig again to attack as normal, click any other move to end the "burrowed underground", and use that move instead.instead of the vanilla 80bp ground attack.
    If anything, Fly should be like that, too.

    But at this point, a Pokémon with Dig pretty much has five move slots. Dig would be able to both function as a Protect as well as an actual attack. And since Dig isn't Protect, a Pokémon would be able to use Dig, then Protect, then Dig, then Protect, then Dig, then Protect, and on and on and on.






  17. #1797
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    Ready for more of my stuff?



    Updated ability:

    Unburden.

    Old effect: Doubles speed when the pokemon's held item is consumed. Wears off when the pokemon switches.

    New effect: Doubles speed whenever the pokemon isn't holding an item (Like in PMD).

    Comments: Unburden had a narrow trigger condition with poor distribution. We also need more set-up sweeper counters, which Unburden helps in creating. However, this is likely to boot abusers like Sceptile out of RU. Also, I am a big PMD fan. If this seems broken, I can make it 1.5x speed instead of 2x.



    New move:

    Reverse Room(N/A BP, N/A Accuracy, 5 PP, status, affects whole field, -6 priority, Psychic type).

    Flavour text: "The user employs its psychic energy to create a contradictory room that reverses the effects of items, abilities, status conditions and secondary move effects. Some abilities, moves and status are unaffected. It fades away after 5 turns."

    In-depth effect: It creates a field effect that reverses the effects of most items, abilities, status conditions and secondary move effects for 5 turns. Exceptions include Confusion, Infatuation, Sleep, Freeze, Truant, moves that cause recharge recoil (Blast Burn, Roar of Time, etc...) due to their effects being unable to be reversed effectively. For example, Life Orb would recover 10% health per turn but reduce the move's power by 16.5% (the opposite of the boost that Life Orb gives). Sheer Force would result in a 16.5% drop in attack instead of a 33% increase. Paralysis would result in 4x Speed, but the chance of not moving remains.

    Distribution: Same as Trick Room.

    Comments: Something that I've been toying with over the past few days. ATM, I'm unsure wherever it would be broken or not.
    Last edited by Orithan; 11th January 2013 at 10:29 PM.

  18. #1798

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    Quote Originally Posted by Wishing Star View Post
    Moves have their respective priorities for a reason, though. Flipping the priority table on its head completely defeats its purpose.
    Many moves have adjusted priority to either balance their power (Roar, Counter, Avalanche) or because it's required for the move to actually work (Quick Attack, Protect, Sucker Punch). Moves that fit the former would be under a ban in conjunction with Sluggish Room; just get your lead to use Stealth Rocks, and then Roar away.



    If anything, Fly should be like that, too.

    But at this point, a Pokémon with Dig pretty much has five move slots. Dig would be able to both function as a Protect as well as an actual attack. And since Dig isn't Protect, a Pokémon would be able to use Dig, then Protect, then Dig, then Protect, then Dig, then Protect, and on and on and on.
    i forgot to write everything. it only lets you pick an attacking move. not a other move.

    and to the above poster, moves like blast burn, roar of time, could be like skull bash. delay when using it, gets to attack next turn.

    HAVE CLAIMED SHROOMISH!

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    RAAAAAAAAAGGEEE!!!!

    OPPA GARCHOMP STYLE


    credit to cyrius for the userbar, and trident20 for the garchomp.

    link to my first battle with new team, don't click it, I just have no where to post it for now. http://www.pokemonshowdown.com/replay/ou-17364367

    RECRUITING FOR MY UPCOMING CLAN. VM/PM ME.

  19. #1799
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    So I've been screwing around on PMD2 with my friends AR again and I decided to turn my starter into Azelf for no apparent reason whatsoever other than that Azelf is badass. Anyways, that's not the point. The point is, in PMD Imprison is the most retardedly broken thing ever, yet in the mainstrean Pokemon games it's almost useless. It needs a buff, so I thought of this.

    Name: Imprison
    Type: Psychic
    Category: Other
    Flavour text: The user employs its psychic power to stop the opponent from moving. Fails if used in succession.
    Priority: +5
    Effect: The opponent cannot use its move. Like Protect/Detect, the chance of this move failing increases by 50% per successive use.
    PP: 5/8


    So, basically, Protect is set-up bait, Imprison stops your opponent from setting up on that turn. However, unlike Protect, Imprison's distribution is terrible, so I don't think it would be overpowered.
    YOU CAN'T BRING ME DOWN!!!

    Quote of the because I ****ing feel like it, you trashy conformists
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  20. #1800
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    Yvaltal's stats and stuff:

    Typing: Psychic/Dark
    Stats:

    HP 100
    Attack: 135
    Defense: 100
    Sp attack: 85
    Sp defense: 100
    Speed: 80

    Xerneas

    Typing: Grass
    Stats:

    HP: 100
    Attack: 80
    Defense: 100
    Sp attack: 130
    Sp defense: 100
    Speed: 90

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