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

  1. #1821
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    The Beta Turtle from GSC.

    Act's as a Special counterpart to Torkoal in NU

    Snapshoal
    Water

    HP 70
    ATK 85
    DEF 70
    SPA 85
    SPD 140
    SPE 20

    Start Water Gun
    4 Moss Over*
    7 Withdraw
    12 Curse
    17 Whirlpool
    20 Mist
    23 Rapid Spin
    28 Water Pulse
    33 Body Slam
    36 Protect
    39 Muddy Water
    44 Crunch
    49 Amnesia
    52 Flail
    55 Water Spout
    60 Hydro Pump
    65 Shell Smash

    EGG
    Water Spout
    Aqua Jet
    Endure
    Fissure
    Skull Bash
    Sleep Talk
    Yawn

    Notable TMs
    Protect, Earthquake, Surf, Ice Beam, Explosion, and Gyro Ball

    *Moss Over
    Status
    Grass
    The user layers a coat of moss onto the target, will lower speed and may soak(50%).
    Quote Originally Posted by willda View Post
    As I said before they will all evolve into Emboar, ALL gen 6 pokemon will be Emboar, Yveltal and Xerneas's alternate formes? Emboar.
    The Order of the White Lotad
    Wattson: "WAHAHAHA Didn't you know? All old people know each other!"

  2. #1822
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    New pokemon (Starter):

    Aqumattus, the Hydroelectic Pokemon.

    Pokedex entry: #009 Orion Dex (#658 National Dex).

    Flavour text: "Hunting in murky rivers and lakes, it uses it's electrically-charged whiskers to create a map of the waterways. It has long history of helping people navigate Orion's waterways"

    Appearance: A large, bluish cat creature bearing fish-like fins on the back of its feet, sides of its head and its tail. It has a long tail and digitargde legs, enabling it to run fast on land. It has a streamlined figure, not unlike that of a cheetah. It's whiskers constantly stand on end, where the electric charge is coming from. Its toes are webbed.

    Evolution chain: Osmiky (Basic, Water) -> Felidro (level 16, Water)-> Aqumattus (Level 34, Water/Electric).

    Type: Water/ Electric.

    Abilities: Torrent/ Motor Drive (Hidden).

    Base Stats:
    HP: 85.
    Attack: 72.
    Defense: 79.
    Special Attack: 102.
    Special Defense: 83.
    Speed: 109.
    BST: 530.

    Some notable moves:
    Hydro Pump, Thunder Wave, Thunderbolt, Ice Beam, Discharge, Scald, Calm Mind, Nasty Plot.

    Comments: Orion's fully-evolved Water starter. Because we had three straight gens of slow water starters, I decided to make a fast one for a change. Also, this starter trio is based on pets and that some cats actually dive into water.

  3. #1823
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    New Ability: Dust Dine

    Flavor Text see what I did there?: Heals 1/16 in a SandStorm.

    Distribution: Hippowdon, Cacturne, Flygon, Claydol.

  4. #1824
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    Quote Originally Posted by your boss View Post
    New Ability: Dust Dine

    Flavor Text see what I did there?: Heals 1/16 in a SandStorm.

    Distribution: Hippowdon, Cacturne, Flygon, Claydol.
    Not bad, being a sand version of Rain Dish. Leave it at that because Sand already has enough power.

  5. #1825
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    Remember the Light Ball? That items crazily makes Pikachu's attack stats (both physical and special) skyrocket that rivals a lot of pokemon!

    What if we make ideas as to what are the items that may come at this new generation?

    For the Ledian family - Iron Lance. This item sharply increases increases its base attack and defense stats (both physical and special) but its base speed stat becomes 25 (REALLY SLOW HUH?). See Timegate Traveler from Pokestar studios

    For Plusle and Minun - Pom Poms. Ups all of the users base stats by 20. applicable to Plusle and Minun only. (they are the cheering pokemon after all)

    For many butterfly pokemon (other bug types like moths and spiders are not included) - Glittery Star. Destroys hazards upon entering the battle at the cost of one physical attack and defense drop.

    For pure normal type pokemon only (without secondary type) - Joy Globe. Absorbs Fighting type moves and convert them into HP depending on the users attack stat. [sorry blaziken, terrakion, heracross, hitmonchan, and sawk. you're too much guys]

    For pokemon without evolutions (excluding legendaries) - Harness brace. Left by the legendary pokemon, it increases the users attack stats if they have no evolution. Legendaries are bound not to wear it's corruptible power. (think of it like eviolite in reverse)

    Latest introduced chapter:
    Feli Chronicles Vitandes - Chapter 30: Veins of Flames
    Pokemon Mystery Dungeon: Forgotten Life - Chapter 3: Hurricane of Foreshadowing


        Spoiler:- See my other stories:

  6. #1826
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    Harness Brace seems a little too broken, but everything else seem like nice additions
    FC (White): 1248-9416-2795
    3DS FC (Kid Icarus Uprising): 1633-4254-1939
    PM me if you want a battle or trade

    Hoenn FTW!



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    Creds to Shiny_Wooper for the team pose,And to Sworn Metalhead for the userbar

  7. #1827
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    @jireh bad bugs will remain bad bugs.

    Harness Brace is broken, think of Rhydon and Fraxure.

    New Levitate: avoids Stealth Rocks too.

    Cryagonal anyone?

  8. #1828
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    Quote Originally Posted by your boss View Post
    New Ability: Dust Dine

    Flavor Text see what I did there?: Heals 1/16 in a SandStorm.

    Distribution: Hippowdon, Cacturne, Flygon, Claydol.
    Perfectly fine. Most counterparts I have nothing to say about, since most of their original variants aren't broken anyway.

    Quote Originally Posted by jireh the provider View Post
    Remember the Light Ball? That items crazily makes Pikachu's attack stats (both physical and special) skyrocket that rivals a lot of pokemon!

    What if we make ideas as to what are the items that may come at this new generation?

    For the Ledian family - Iron Lance. This item sharply increases increases its base attack and defense stats (both physical and special) but its base speed stat becomes 25 (REALLY SLOW HUH?). See Timegate Traveler from Pokestar studios

    For Plusle and Minun - Pom Poms. Ups all of the users base stats by 20. applicable to Plusle and Minun only. (they are the cheering pokemon after all)

    For many butterfly pokemon (other bug types like moths and spiders are not included) - Glittery Star. Destroys hazards upon entering the battle at the cost of one physical attack and defense drop.

    For pure normal type pokemon only (without secondary type) - Joy Globe. Absorbs Fighting type moves and convert them into HP depending on the users attack stat. [sorry blaziken, terrakion, heracross, hitmonchan, and sawk. you're too much guys]

    For pokemon without evolutions (excluding legendaries) - Harness brace. Left by the legendary pokemon, it increases the users attack stats if they have no evolution. Legendaries are bound not to wear it's corruptible power. (think of it like eviolite in reverse)
    Iron Lance - It's a bit too swingy (no pun intended) at double Attack, double Defense, double Sp. Atk, double Sp. Def, and quartered Speed, but I don't know how else to fix it.

    Pom-Poms - Sure.

    Glittery Star - It could stand to just consume the item and get rid of all entry hazards on the holder's side whenever it's switched into battle.

    Joy Globe - I know the metagame has had many, many Fighting-type Pokémon introduced this generation, but I don't think that completely turning them around, tossing them aside, and laughing at their face is the best way to address that.

    Harness Brace -
    1) It's been mentioned before, but there's no way for the game mechanics themselves to differentiate between legendary and non-legendary Pokémon.
    2) Similar to Eviolite, the only restriction to get a benefit out of this item is that the holder must not be able to evolve. This restriction (as well as the reverse restriction for Eviolite) are much too easy to achieve, and in my opinion, should not warrant such massive stat boosts.
    3) Not to mention that Pokémon like Garchomp, Excadrill, Salamence (or even if you just mean Pokémon without any species in their evolutionary line, in which case Bouffalant, Druddigon, and Durant) would be able to harness (pun fully intended, doubly so for Durant) even more power than they had before for literally no drawback whatsoever.

    Quote Originally Posted by your boss View Post
    New Levitate: avoids Stealth Rocks too.

    Cryagonal anyone?
    It doesn't really make sense, since Stealth Rocks float in the air, but alright, I guess.

    That would just mean that given the current existence of entry hazards, Levitate would be "avoids entry hazards and Ground-type moves", which I don't really mind.






  9. #1829
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    Rock smash; now breaks stealth rock on your side of the field. (Still leaves ghosts able to "spin" block)




    Black FC: 0776.9559.8856 (trading fc)
    Black 2 FC: 4943.3462.0761 (battling fc)

  10. #1830
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    Quote Originally Posted by Dragonicwari View Post
    Rock smash; now breaks stealth rock on your side of the field. (Still leaves ghosts able to "spin" block)
    Sounds like a decent idea. Would definetly help in the fight to find someone to remove rocks from the field as Rapid Spin distribution is not that huge.
    Interested in Co-Leading a Guild at some point? PM me.


  11. #1831
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    Quote Originally Posted by Wishing Star View Post
    Iron Lance - It's a bit too swingy (no pun intended) at double Attack, double Defense, double Sp. Atk, double Sp. Def, and quartered Speed, but I don't know how else to fix it.

    Pom-Poms - Sure.

    Glittery Star - It could stand to just consume the item and get rid of all entry hazards on the holder's side whenever it's switched into battle.

    Joy Globe - I know the metagame has had many, many Fighting-type Pokémon introduced this generation, but I don't think that completely turning them around, tossing them aside, and laughing at their face is the best way to address that.

    Harness Brace -
    1) It's been mentioned before, but there's no way for the game mechanics themselves to differentiate between legendary and non-legendary Pokémon.
    2) Similar to Eviolite, the only restriction to get a benefit out of this item is that the holder must not be able to evolve. This restriction (as well as the reverse restriction for Eviolite) are much too easy to achieve, and in my opinion, should not warrant such massive stat boosts.
    3) Not to mention that Pokémon like Garchomp, Excadrill, Salamence (or even if you just mean Pokémon without any species in their evolutionary line, in which case Bouffalant, Druddigon, and Durant) would be able to harness (pun fully intended, doubly so for Durant) even more power than they had before for literally no drawback whatsoever.
    I.
    For the harness brace though, ONLY Pokemon that DON'T HAVE AN EVOLVUTION or PRE-EVOLUTION can wear it (Pokémon without any species in their evolutionary line, in which case Bouffalant, Druddigon, and Durant. The rest no-no at all. Try on skarmory). So garchomp and pals will never get its benefits. For the legendaries, they can't wear it (Got the idea from the demon crown of cave story/doukatsu monogatari)

    II.
    For the Iron lance, I just decided that Ledian needs a jolt to amp up its performance. Helpful yet not broken not unless I add an extra effect that it will head 1/8th of its HP every turn. Same for Pom-Poms for plusle and Minun [aint those two just cute together?]

    Latest introduced chapter:
    Feli Chronicles Vitandes - Chapter 30: Veins of Flames
    Pokemon Mystery Dungeon: Forgotten Life - Chapter 3: Hurricane of Foreshadowing


        Spoiler:- See my other stories:

  12. #1832
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    Name: Magic Barrier
    Type: Psychic
    Category: Other
    PP: 5 (Max 8)
    Flavour text: All Pokémon only take damage from attacks for 5 turns.
    Priority: -7
    Effect: Blocks all Passive Damage (e.g Entry Hazards, Poison, Recoil etc) for 5 turns. Affects all Pokémon in battle.

    So for example, when you use it, you can safely switch in a Pokémon that has a crippling weakness to Stealth Rock (Like Moltres) and it won't take damage from it when it comes in. It doesn't remove the Entry Hazards, it just blocks them so when the 5 turns are up, when you switch in something else, they will take Entry Hazard damage.
    Last edited by Aura Flare Riolu; 21st January 2013 at 4:10 AM.

    Oh man...so satisfying to beat this thing after it took out the other 5 Pokemon of my team.
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  13. #1833
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    Quote Originally Posted by jireh the provider View Post
    I.
    For the harness brace though, ONLY Pokemon that DON'T HAVE AN EVOLVUTION or PRE-EVOLUTION can wear it (Pokémon without any species in their evolutionary line, in which case Bouffalant, Druddigon, and Durant. The rest no-no at all. Try on skarmory). So garchomp and pals will never get its benefits. For the legendaries, they can't wear it (Got the idea from the demon crown of cave story/doukatsu monogatari)
    The first part is fine.

    But that doesn't get rid of the fact that a Pokémon is still a Pokémon mechanically regardless of whether or not it's legendary within flavor. The restriction wouldn't really be possible to enforce at all.

    II.
    For the Iron lance, I just decided that Ledian needs a jolt to amp up its performance. Helpful yet not broken not unless I add an extra effect that it will head 1/8th of its HP every turn. Same for Pom-Poms for plusle and Minun [aint those two just cute together?]
    Brokenness isn't based solely on both the mechanic and the Pokémon that get access to that mechanic. Sunkern would never get a move that gives it +4 Attack without penalty because a move that gives +4 Attack without penalty would be broken in of itself.

    Quote Originally Posted by Aura Flare Riolu View Post
    Name: Magic Barrier
    Type: Psychic
    Category: Other
    PP: 5 (Max 8)
    Flavour text: All Pokémon only take damage from attacks for 5 turns.
    Priority: -7
    Effect: Blocks all Passive Damage (e.g Entry Hazards, Poison, Recoil etc) for all Pokemon for 5 turns.

    It affects every Pokémon from both sides, not just your own. So for example, when you use it, you can safely switch in a Pokémon that has a crippling weakness to Stealth Rock (Like Moltres) and it won't take damage from it when it comes in. It doesn't remove the Entry Hazards, it just blocks them so when the 5 turns are up, when you switch in something else, they will take Entry Hazard damage.
    One thing I don't really like about this is that it makes moves that have recoil damage (Flare Blitz, Wild Charge, etc.) have no drawback for such a high power, whereas those with alternate forms of drawback (Close Combat, Leaf Storm, etc.) still do. Because Flare Blitz and Close Combat have the same power and accuracy but have two different drawbacks, the two drawbacks should be pretty much equivalent from a design perspective, so it doesn't make sense to make a mechanic that excludes one but not make a mechanic that excludes the other.

    Otherwise, totally fine. I feel like the metagame is a bit too reliant on entry hazards, anyway.






  14. #1834
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    Quote Originally Posted by Aura Flare Riolu View Post
    Name: Magic Barrier
    Type: Psychic
    Category: Other
    PP: 5 (Max 8)
    Flavour text: All Pokémon only take damage from attacks for 5 turns.
    Priority: -7
    Effect: Blocks all Passive Damage (e.g Entry Hazards, Poison, Recoil etc) for 5 turns. Affects all Pokémon in battle.

    So for example, when you use it, you can safely switch in a Pokémon that has a crippling weakness to Stealth Rock (Like Moltres) and it won't take damage from it when it comes in. It doesn't remove the Entry Hazards, it just blocks them so when the 5 turns are up, when you switch in something else, they will take Entry Hazard damage.
    It basically gives all Pokemon Magic Guard right? Cool idea but it seems really, really weak. Consider making it so it only effects you. While yes you block entry hazard, recoil, sandstorm etc damage on your team you also help your opponent. You only get to enjoy it for 4 turns (because you spend one turn setting it up) while your opponent gets 5 turns if you are faster than them. You will block your own entry hazards and could actually give an enemy Life Orb Salamence or Venusaur the few recoil-less sweeping turns they need to sweep you even at low HP.

    It MIGHT be useful on a Gyarados or Volcarona focused team but I would rather just use Rapid Spin to begin with. Toxic and Sandstorm based damages can be minimized with good team preparation. Its too weak to be worth a turn usage and to make things worse it actually helps your opponent too.

  15. #1835
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    Quote Originally Posted by Aura Flare Riolu View Post
    Name: Magic Barrier
    Type: Psychic
    Category: Other
    PP: 5 (Max 8)
    Flavour text: All Pokémon only take damage from attacks for 5 turns.
    Priority: -7
    Effect: Blocks all Passive Damage (e.g Entry Hazards, Poison, Recoil etc) for 5 turns. Affects all Pokémon in battle.

    So for example, when you use it, you can safely switch in a Pokémon that has a crippling weakness to Stealth Rock (Like Moltres) and it won't take damage from it when it comes in. It doesn't remove the Entry Hazards, it just blocks them so when the 5 turns are up, when you switch in something else, they will take Entry Hazard damage.
    I like this one and I also think it's fair that it helps the opponent as well.

    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

  16. #1836
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    Quote Originally Posted by Blue Harvest View Post
    It basically gives all Pokemon Magic Guard right? Cool idea but it seems really, really weak. Consider making it so it only effects you. While yes you block entry hazard, recoil, sandstorm etc damage on your team you also help your opponent. You only get to enjoy it for 4 turns (because you spend one turn setting it up) while your opponent gets 5 turns if you are faster than them. You will block your own entry hazards and could actually give an enemy Life Orb Salamence or Venusaur the few recoil-less sweeping turns they need to sweep you even at low HP.

    It MIGHT be useful on a Gyarados or Volcarona focused team but I would rather just use Rapid Spin to begin with. Toxic and Sandstorm based damages can be minimized with good team preparation. Its too weak to be worth a turn usage and to make things worse it actually helps your opponent too.
    It would be for five turns (like Reflect), not four turns (like Trick Room).

    I would disagree a bit on making the move only affect the user's team. The temporary elimination of non-direct damage can definitely be built around, and having the move only affect one team makes it so that opponents really can't do anything about the move once it's up and running. At least making the opponent receive these benefits makes it so that at least if the user's team reaps these benefits, the opponent can respond either by nullifying the effect by using the move themselves or by taking advantage of the benefits.

    Defense of the mechanic aside, I agree that Rapid Spin (or just Magic Guard, really) would still be my preferred route at this.






  17. #1837
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    So, since Latios/Latias and the creation trio have their own items, I got bored and made items for every legendary.

        Spoiler:- items:


    I'm still working on the rest.

    Most of these are nearly useless competitively, but I personally think the Stormband will shoot Zapdos to OU or maybe even Ubers as he'd be amazing both on a Rain team and for countering Rain teams.

    Also, a couple new abilities.


    Name: Martial Artist
    Effect: Gives an immunity to Fighting moves, and when target by a Fighting move, its own Fighting-typed moves get 1.5x power. Pretty much a Fighting-type Flash Fire clone.
    Distribution: I'd give it to mostly Fighting types.

    Name: Non-Conformity
    Effect: Taunt, Torment, Mimic, Copycat, Sketch, Me First, Attract, Captivate, Destiny Bond, Helping Hand, Encore, Follow Me, and whatever other similar attacks I forgot have no effect on this Pokemon.
    Distribution: Give it to intelligent Pokemon like Alakazam and maybe the 3 Spirits through the Dream World.
    YOU CAN'T BRING ME DOWN!!!

    Quote of the because I ****ing feel like it, you trashy conformists
    "The American eagle can't fly on two right wings forever. Revolution is coming!"



  18. #1838
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    OOOOH let's give that martial artist ability to Lucario
    I like that ability, but Fighting types really don't need a buff

    for Deoxys' speed item, just have it increase speed.
    And the pixie's items don't seem useful.
    FC (White): 1248-9416-2795
    3DS FC (Kid Icarus Uprising): 1633-4254-1939
    PM me if you want a battle or trade

    Hoenn FTW!



    Click De button to come and join our amazing guild, Pokeguard!

    Creds to Shiny_Wooper for the team pose,And to Sworn Metalhead for the userbar

  19. #1839
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    Yeah, I might rework those. And the problem with simply giving Deoxys-S more Speed is that he's already the fastest unboosted Pokemon in the game. Maybe like a 25% chance to give a move +1 priority or something.
    YOU CAN'T BRING ME DOWN!!!

    Quote of the because I ****ing feel like it, you trashy conformists
    "The American eagle can't fly on two right wings forever. Revolution is coming!"



  20. #1840
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    New Item: Saddle Bag

    Details: With more space to carry projectiles, multi moves attack twice.
    Competitive: Multiplies the current amount of attacks by 2 when using multi hitting moves (e.g. tail slap). Sngle attacking moves do not count. Triple kick or double kick related moves still apply
    Consumable or not: not consumable

    How this works?

    Here's a nice sample:

    Technician Breloom A (w/o saddle bag) VS Technician Breloom B(w/ saddle bag) [both are facing a defensive conkeldurr for instance]

    Tech breloom A used bullet seed. Hits the opponent 3 times. Conkeldurr lost 47% health
    ............
    Tech breloom B used bullet seed. Hits the opponent 6 times. Conkeldurr lost 94% health




    Skill link Cinccino A (w/o saddle bag) VS. Skill link Cinccino B (w/ saddle bag) [both are facing Sigylyph with +2 defense and sp.defense (cosmic power influenced)]

    Skill Link Cinccino A used Tail slap. Hits the enemy five times. Sigilyph lost 35% health.

    Skill Link Cinccino B used Tail slap. Hits the enemy ten times. Sigilyph lost 68-70% health.

    Latest introduced chapter:
    Feli Chronicles Vitandes - Chapter 30: Veins of Flames
    Pokemon Mystery Dungeon: Forgotten Life - Chapter 3: Hurricane of Foreshadowing


        Spoiler:- See my other stories:

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