Page 97 of 102 FirstFirst ... 47879596979899 ... LastLast
Results 1,921 to 1,940 of 2031

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

  1. #1921
    Join Date
    Dec 2012
    Location
    Australia
    Posts
    99

    Default

    Quote Originally Posted by Ghosts of the Forums View Post
    I'm just saying. Volt turn teams now don't need to spin, just volt or turn into this guy. And he can flare blitz you, or whatever. I really don't know why the hell it gets dragon rush, makes no goddamn sense, but dragon rush you, quake you, whatever. Removal of hazards without losing any momentum at all is scary.
    @Bolded part: IIRC none of the dragon-typed moves, barring Roar of Time, Spacial Rend and Draco Meteor, explicitly refer to anything 'dragon' or mythical in their flavour text. They are simply given the Dragon Type and name because their primary distribution is to dragons. Most of the time, words like "menacing" or "ferocious" are used in the favour text instead, implying more of a lack of control and higher power more than does it imply 'dragon'. Shepmite, while lacking body size and bulk compared to other DR users, has pretty high speed to increase the force of the blow with and therefore this particular 'event' sheppy is capable of using it. Btw, Dragon Rush's flavour text is "The user launches a tackle at the target with an overwhelming menace. It may cause the foe to flinch."

    @Rest of post: While Disarm would have an impact on the metagame, I doubt it will have as much of an impact than what you think. Removing entry hazards on your side of the field without losing your momentum is a great boon for many teams to have because it breaks down the opposing team's momentum, perhaps even stopping a sweep, and this makes it readily available to many teams as an alternative way to remove entry hazards reliably. The main purpose of having entry hazards is to gain momentum, and should not be relied on to inflict damage.
    Quote Originally Posted by PokéMaster Forever
    Garchomp cannot take out Dragonite in one Dual Chop. In fact, against a full-health Multiscale Dragonite, Dual Chop deals the exact same amount of damage as Outrage.

  2. #1922
    Join Date
    Oct 2011
    Location
    SE asia, Phiippines.
    Posts
    692

    Default

    New item based on the Item trick passing strategy:

    Clock Wrist:

    Effect: Reverses the priority of user's attack moves.
    Priority: 0
    PP: 20
    Power: --
    Accuracy: 100
    Detailed: It alternates the priority of attack moves only excluding moves that have 0 point priority and status moves

    Examples:

    a. Normally, an Arceus can sweep with ExtremeSpeed thanks to its +1 Priority. Say the same to technician Bullet Punch Scizor (God I hate this Armored Bug). BUT if the enemy tricked it with a Clock Wrist, Extreme Speed and Bullet Punch's Priority will be negative one.

    b. A -3 priority Focus Punch Breloom or Cokeldurr would normally be easily evaded. But if they hold the Clock Wrist, the Priority of Focus Punch will be +3.

    c. Life orb Terrakion [adamant] Vs. Clock wrist Infernape [Jolly]. If both hold Close combat [used against each other on that 5th turn], and the clock wrist is held by infernape, Infernape will still be faster since Close Combat is 0 priority and Terrakion lost because of the speed tiering and nature. Not the Clock wrist



    New offensive move:

    Impulse
    PP: 15
    Power: 75
    Accuracy: 90
    Type: Normal (maybe steel also works)
    Category: Sound based, Special,
    Effect: May put the opponents to sleep by creating a sharp yell when its feelings are hurt
    Detailed: 30% chance of being put to sleep. Hits both enemies and allies.

    Learners: Every Serene Grace Pokemon (excluding Shaymin), Exploud, and something like pokemon sensitive to being hurt mentally and emotionaly (not yet official)

    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:

  3. #1923
    Join Date
    Jun 2012
    Location
    Parilia City
    Posts
    3,819

    Default

    Quote Originally Posted by jireh the provider View Post
    New item based on the Item trick passing strategy:

    Clock Wrist:

    Effect: Reverses the priority of user's attack moves.
    Priority: 0
    PP: 20
    Power: --
    Accuracy: 100
    Detailed: It alternates the priority of attack moves only excluding moves that have 0 point priority and status moves

    Examples:

    a. Normally, an Arceus can sweep with ExtremeSpeed thanks to its +1 Priority. Say the same to technician Bullet Punch Scizor (God I hate this Armored Bug). BUT if the enemy tricked it with a Clock Wrist, Extreme Speed and Bullet Punch's Priority will be negative one.

    b. A -3 priority Focus Punch Breloom or Cokeldurr would normally be easily evaded. But if they hold the Clock Wrist, the Priority of Focus Punch will be +3.

    c. Life orb Terrakion [adamant] Vs. Clock wrist Infernape [Jolly]. If both hold Close combat [used against each other on that 5th turn], and the clock wrist is held by infernape, Infernape will still be faster since Close Combat is 0 priority and Terrakion lost because of the speed tiering and nature. Not the Clock wrist
    There's a reason why moves have the priority that they have. This would be insanely broken for Focus Punch in particular, since it's basically a +3 150 or 225 base power move with no drawback. I'd have to say no to this.

    And if anybody's wondering, Pursuit would still sneak in a hit on a switching Pokémon as normal, since that effect is a trigger, not part of Pursuit's actual priority.

    Impulse
    PP: 15
    Power: 75
    Accuracy: 90
    Type: Normal (maybe steel also works)
    Category: Sound based, Special,
    Effect: May put the opponents to sleep by creating a sharp yell when its feelings are hurt
    Detailed: 30% chance of being put to sleep. Hits both enemies and allies.

    Learners: Every Serene Grace Pokemon (excluding Shaymin), Exploud, and something like pokemon sensitive to being hurt mentally and emotionaly (not yet official)
    Sleep Powder is already pretty good on common Grass-type Pokémon. A 75 base power Normal- or Steel-type move that only has a 15% reduction in inducing sleep is too good.






  4. #1924

    Default

    Quote Originally Posted by Orithan View Post
    @Bolded part: IIRC none of the dragon-typed moves, barring Roar of Time, Spacial Rend and Draco Meteor, explicitly refer to anything 'dragon' or mythical in their flavour text. They are simply given the Dragon Type and name because their primary distribution is to dragons. Most of the time, words like "menacing" or "ferocious" are used in the favour text instead, implying more of a lack of control and higher power more than does it imply 'dragon'. Shepmite, while lacking body size and bulk compared to other DR users, has pretty high speed to increase the force of the blow with and therefore this particular 'event' sheppy is capable of using it. Btw, Dragon Rush's flavour text is "The user launches a tackle at the target with an overwhelming menace. It may cause the foe to flinch."
    Yes, but with that description, do you think of a dragon or other ferocious creature, or a dog?

    Hm?

    HAVE CLAIMED SHROOMISH!

    (╯°□°)╯
    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.

  5. #1925
    Join Date
    Dec 2012
    Location
    Australia
    Posts
    99

    Default

    Quote Originally Posted by Ghosts of the Forums View Post
    Yes, but with that description, do you think of a dragon or other ferocious creature, or a dog?

    Hm?
    Dogs can be ferocious. I've seen a few and boy they are not something who you want to cross with.
    Let's say that the one that gets it is just a special event pokemon that knows a special move. No other sheps get it.
    Quote Originally Posted by PokéMaster Forever
    Garchomp cannot take out Dragonite in one Dual Chop. In fact, against a full-health Multiscale Dragonite, Dual Chop deals the exact same amount of damage as Outrage.

  6. #1926

    Default

    Quote Originally Posted by Orithan View Post
    Dogs can be ferocious. I've seen a few and boy they are not something who you want to cross with.
    Let's say that the one that gets it is just a special event pokemon that knows a special move. No other sheps get it.
    I think you are putting waaaaaaaay too much thought into your Pokemon.

    HAVE CLAIMED SHROOMISH!

    (╯°□°)╯
    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.

  7. #1927
    Join Date
    Dec 2012
    Location
    Australia
    Posts
    99

    Default

    Quote Originally Posted by Ghosts of the Forums View Post
    I think you are putting waaaaaaaay too much thought into your Pokemon.
    I came up with Shepmite in a couple of nights, spending a total of around 1.5 hours into deciding what it should be like while writing it all down. It took longer to post, I can tell you for sure (PS. Internet problems and a 3DS does not mix well). I am planning on building a Pokemon Online mod that supports these new pokemon in the somewhat distant future.
    Last edited by Orithan; 5th March 2013 at 5:38 AM.
    Quote Originally Posted by PokéMaster Forever
    Garchomp cannot take out Dragonite in one Dual Chop. In fact, against a full-health Multiscale Dragonite, Dual Chop deals the exact same amount of damage as Outrage.

  8. #1928
    Join Date
    Aug 2011
    Location
    New England
    Posts
    857

    Default

    I think I'm going to do something a little different here and add a status that can only happen under certain conditions.

    So the fact that electric type pokemon can be paralyzed really annoys me, especially the things like rotom who are ghosts so you have no excuse to say they can be paralyzed. Instead, when they should be paralyzed by an electric type move, I believe it should be called supercharged. How supercharged should work IMO is it doubles the supercharged mons speed while dropping half of it's defenses. This makes it so the status does have some draw back but is also slightly more risky to use

    For those of you that know anything about electricity the pokemon would essentially be a circuit, it's dropped defenses would be a drop in the total resistance while the increase in speed would be the increase in current, so this actually makes sense unlike the paralysis caused by something like t-wave in the current mechanics.




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

  9. #1929
    Join Date
    Dec 2012
    Location
    Australia
    Posts
    99

    Default

    Quote Originally Posted by Dragonicwari View Post
    I think I'm going to do something a little different here and add a status that can only happen under certain conditions.

    So the fact that electric type pokemon can be paralyzed really annoys me, especially the things like rotom who are ghosts so you have no excuse to say they can be paralyzed. Instead, when they should be paralyzed by an electric type move, I believe it should be called supercharged. How supercharged should work IMO is it doubles the supercharged mons speed while dropping half of it's defenses. This makes it so the status does have some draw back but is also slightly more risky to use

    For those of you that know anything about electricity the pokemon would essentially be a circuit, it's dropped defenses would be a drop in the total resistance while the increase in speed would be the increase in current, so this actually makes sense unlike the paralysis caused by something like t-wave in the current mechanics.
    This is too swingy as it provides -2/-2/+2 stat changes on Defense, Special Defense and Speed respectively, even for something like status. Paralysis is also not related to electricity at all, but rather limiting the ability to move, but it is most closely associated with electricity. Then there is the fact that Body Slam and Tri-Attack, both Normal-typed attacks, can inflict paralysis.
    With the current description, it is better left to an ability similar to Flare Boost.




    New mechanic:

    The field now has four zones in which hazards may be placed in; named Underground/underwater, Ground/water, Floating Low and Floating High in order from lowest to highest zone. Each zone can only hold one type of hazard, with the new type replacing the old one when used (so no Spikes+TSpikes stacking). Characteristics for each zone are:

    • Underground/ Underwater: Does not cause damage on pokemon switching in, but causes pokemon who uses moves that bring it below the field like Dig to take damage on the turn of using the move in. Limited use in competitive enviroment, but there is no current way other than Disarm to clear these types of hazards. No entry hazards can be put in this area as of now.
    • Ground/Water: Causes damage to pokemon that aren't flying or levitating that switches in. Can be removed with Rapid Spin and (now) Defog. Spikes, Toxic Spikes and Cinder are classified as Ground/Water hazards.
    • Floating Low: Same attributes except flying types and levitators are also affected. Currently, only Stealth Rock fits in this zone.
    • Floating high: As the same as the Underground/ Underwater zone, but inflicts damage on pokemon uses a move that causes it rise high into the air (Fly, Bounce, etc.). Currently, no hazards fit into this zone.




    Updated move -

    Cinder -

    New in-depth effect: The user lays a trap made of smoldering cinder blocks that inflicts damage equal to a 10 BP attack on pokemon coming out into the battle. It uses the Special Attack stat of the most recent user (In the case of Magic Coat/ Bounce users, their Special Attack stat is applied to the Cinder that is deflected).
    It's base power doubles each time a new layer is added, with a maxinum of 40 BP on three layers. Its power is affected by factors like weather and wherever the user gained STAB from it or not.

    Zone: Ground/ Water.
    Quote Originally Posted by PokéMaster Forever
    Garchomp cannot take out Dragonite in one Dual Chop. In fact, against a full-health Multiscale Dragonite, Dual Chop deals the exact same amount of damage as Outrage.

  10. #1930
    Join Date
    Apr 2012
    Location
    None of your bizness
    Posts
    1,106

    Default

    New Item:

    Cloud stone
    "Removes weather effects"

    -So basically Cloud Nine in an item.

    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

  11. #1931
    Join Date
    Jun 2012
    Location
    Parilia City
    Posts
    3,819

    Default

    Quote Originally Posted by Orithan View Post
    New mechanic:

    The field now has four zones in which hazards may be placed in; named Underground/underwater, Ground/water, Floating Low and Floating High in order from lowest to highest zone. Each zone can only hold one type of hazard, with the new type replacing the old one when used (so no Spikes+TSpikes stacking). Characteristics for each zone are:

    • Underground/ Underwater: Does not cause damage on pokemon switching in, but causes pokemon who uses moves that bring it below the field like Dig to take damage on the turn of using the move in. Limited use in competitive enviroment, but there is no current way other than Disarm to clear these types of hazards. No entry hazards can be put in this area as of now.
    • Ground/Water: Causes damage to pokemon that aren't flying or levitating that switches in. Can be removed with Rapid Spin and (now) Defog. Spikes, Toxic Spikes and Cinder are classified as Ground/Water hazards.
    • Floating Low: Same attributes except flying types and levitators are also affected. Currently, only Stealth Rock fits in this zone.
    • Floating high: As the same as the Underground/ Underwater zone, but inflicts damage on pokemon uses a move that causes it rise high into the air (Fly, Bounce, etc.). Currently, no hazards fit into this zone.




    Updated move -

    Cinder -

    New in-depth effect: The user lays a trap made of smoldering cinder blocks that inflicts damage equal to a 10 BP attack on pokemon coming out into the battle. It uses the Special Attack stat of the most recent user (In the case of Magic Coat/ Bounce users, their Special Attack stat is applied to the Cinder that is deflected).
    It's base power doubles each time a new layer is added, with a maxinum of 40 BP on three layers. Its power is affected by factors like weather and wherever the user gained STAB from it or not.

    Zone: Ground/ Water.
    I don't see the categorization being a problem at all. It's just making "vulnerable to Thunder", "vulnerable to Surf", and "vulnerable to Earthquake", among certain other things, more cleanly mentioned.

    As for Cinders, the only confusion I'm having is whether or not the Sp. Atk of the initial user of Cinders or that of the Magic Bouncer's is used to calculate the power.

    Quote Originally Posted by cascadethewarrior View Post
    New Item:

    Cloud stone
    "Removes weather effects"

    -So basically Cloud Nine in an item.
    Perfectly fine.






  12. #1932
    Join Date
    Jul 2007
    Posts
    213

    Default

    Hope it's alright that I put up my ideas for entry hazard related stuff here.

    Moves:

    Flare Orbs
    The user lays a trap of fireballs around the opponent's team. The trap hurts opponents that switch into battle.

    Basically, Stealth Rock with a Fire-typing to hurt Steel-types that resist Stealth Rock.

    Barbed Plant
    The user lays a trap of spiky plants around the opponent's team. The trap hurts opponents that switch into battle.

    Same, but with a Grass-typing to hurt Ground-types that resisted Stealth Rock.

    Psystorm
    The user creates a storm of psychic energy around the opponent's team. The trap hurts opponents that switch into battle.

    Another Stealth Rock clone, with a Psychic typing to hit Fighting types.

    I suppose the main problem with adding these to counter Stealth Rock is that all of these have Pokemon that are immune to them(Flash Fire users, Sap Sipper users, and Dark-types respectively), so I guess it would be a good idea to add another one that doesn't come up against such immunities, such as Ice(would be similar enough to Stealth Rock) or Dark(that kind of attack would suit them).

    Items:

    Melt Stone

    When the Pokemon holding this item enters the field, all foreign objects are destroyed. Any non-Fire type Pokemon takes damage when switching in with this item.

    By 'foreign objects', I of course mean entry hazards, Light Screen, Reflect, Safeguard, and Substitutes(Probably others, though I can't think of any right now). The way I see it now, this removes such things on the user's side as well as the opponent's.

    Swarm Stone
    When the Pokemon holding this item enters the field, all foreign objects are carried away. Any non-Bug type Pokemon takes damage when switching in with this item.

    Gust Stone
    When the Pokemon holding this item enters the field, all foreign objects are blown away. Any non-Flying type Pokemon takes damage when switching in with this item.

    Blizzard Stone
    When the Pokemon holding this item enters the field, all foreign objects are frozen and crumbled away. Any non-Ice type Pokemon takes damage when switching in with this item.
    Trading(White):
    What I Can Give:
    Anything breedable.
    Pokerus.
    fDW Pokemon: Pretty much anything legally breedable and worthwhile.
    Other DW:
    Legends/Events: (For SS Groudon)
    Moves: (w/ DW Ability & Extremespeed)
    On Special:
    5 DWf Cubchoo(All Jolly & Max HP IVs, 1 w/ Max Attack IVs, other 4 w/ Max Speed IVs.)
    1 DWf Emolga(Timid, Max Speed IVs)
    6 DWf Eevees(Varied Natures and Max IVs)

    What I Want:
    female DW Pokemon: Minccino.
    Legend/Event Pokemon: (Adamant/Impish, unless from SoulSilver)
    Items: Battle Subway items.

  13. #1933
    Join Date
    Jun 2012
    Location
    Parilia City
    Posts
    3,819

    Default

    Quote Originally Posted by BladedScizor View Post
    Flare Orbs
    The user lays a trap of fireballs around the opponent's team. The trap hurts opponents that switch into battle.

    Basically, Stealth Rock with a Fire-typing to hurt Steel-types that resist Stealth Rock.

    Barbed Plant
    The user lays a trap of spiky plants around the opponent's team. The trap hurts opponents that switch into battle.

    Same, but with a Grass-typing to hurt Ground-types that resisted Stealth Rock.

    Psystorm
    The user creates a storm of psychic energy around the opponent's team. The trap hurts opponents that switch into battle.

    Another Stealth Rock clone, with a Psychic typing to hit Fighting types.

    I suppose the main problem with adding these to counter Stealth Rock is that all of these have Pokemon that are immune to them(Flash Fire users, Sap Sipper users, and Dark-types respectively), so I guess it would be a good idea to add another one that doesn't come up against such immunities, such as Ice(would be similar enough to Stealth Rock) or Dark(that kind of attack would suit them).
    The problem with creating so many different entry hazard moves is that different Pokémon would have access to different ones. Even more Pokémon would be able to use entry hazards than before. I don't know about you, but the metagame would be so centralized on the existence of entry hazards and getting rid of them that there would practically be no room for teams that exploit weather, hyper offense, or even Gravity and Trick Room to shine anymore.

    It's easy to say that allowing only one kind of Stealth Rock-like entry hazard to exist on any one side of the battlefield at once would fix the problem, but if that's the case, running only one of the above in any one team would be the optimal thing to do. But at that rate, it would make it no different from what Stealth Rock is now. Of course, the whole point of making so many different entry hazards is to create a Stealth Rock-like environment in the first place, but the addition of these moves does create that "overly saturated entry hazard metagame" feel that I described above.

    And of course, it would decrease the uniqueness of Stealth Rock, but I know not everybody cares about this, so...

    Items:
    Melt Stone
    When the Pokemon holding this item enters the field, all foreign objects are destroyed. Any non-Fire type Pokemon takes damage when switching in with this item.

    By 'foreign objects', I of course mean entry hazards, Light Screen, Reflect, Safeguard, and Substitutes(Probably others, though I can't think of any right now). The way I see it now, this removes such things on the user's side as well as the opponent's.

    Swarm Stone
    When the Pokemon holding this item enters the field, all foreign objects are carried away. Any non-Bug type Pokemon takes damage when switching in with this item.

    Gust Stone
    When the Pokemon holding this item enters the field, all foreign objects are blown away. Any non-Flying type Pokemon takes damage when switching in with this item.

    Blizzard Stone
    When the Pokemon holding this item enters the field, all foreign objects are frozen and crumbled away. Any non-Ice type Pokemon takes damage when switching in with this item.
    Sure. (:






  14. #1934
    Join Date
    Sep 2010
    Location
    The Old West
    Posts
    4,575

    Default

    Well, maybe adding a new spikes would help out if it can't be used along side the original....but as for another stealth rock? No, just no. Especially not fire type.

    The metagame is as offensive as it is, and it's bad enough that stall teams have to avoid having more then one rock weak pokemon in order to keep up. Now, if that limit was placed on another type, especially one for steel, the primary defensive type...that'd just be plain unfair.

    I guess It'd also take away one more rapid spin candidate...but contrary to popular belief, Forretress is out place on a stall team anyway.

  15. #1935
    Join Date
    Jul 2007
    Posts
    213

    Default

    Quote Originally Posted by Wishing Star View Post
    The problem with creating so many different entry hazard moves is that different Pokémon would have access to different ones. Even more Pokémon would be able to use entry hazards than before. I don't know about you, but the metagame would be so centralized on the existence of entry hazards and getting rid of them that there would practically be no room for teams that exploit weather, hyper offense, or even Gravity and Trick Room to shine anymore.

    It's easy to say that allowing only one kind of Stealth Rock-like entry hazard to exist on any one side of the battlefield at once would fix the problem, but if that's the case, running only one of the above in any one team would be the optimal thing to do. But at that rate, it would make it no different from what Stealth Rock is now. Of course, the whole point of making so many different entry hazards is to create a Stealth Rock-like environment in the first place, but the addition of these moves does create that "overly saturated entry hazard metagame" feel that I described above.

    And of course, it would decrease the uniqueness of Stealth Rock, but I know not everybody cares about this, so...
    Yeah, I had meant to mention that I had intended for only one such hazard would be allowed on any one side of the field at a time; I'm not sure why I didn't say that. Anyway, my thoughts were that, with Stealth Rock-esque hazards that could hit Pokes that resisted Stealth Rock, players wouldn't be able to just deem all Rock-weak Pokemon crap and consider themselves safe anymore, since there'd be other, different entry hazard types an opponent could potentially have, instead of just rock.

    Then again, I suppose just the items would accomplish my main goal just as well, since it would give the rock-weak Pokemon a means to remove entry hazards that other types don't get.
    Trading(White):
    What I Can Give:
    Anything breedable.
    Pokerus.
    fDW Pokemon: Pretty much anything legally breedable and worthwhile.
    Other DW:
    Legends/Events: (For SS Groudon)
    Moves: (w/ DW Ability & Extremespeed)
    On Special:
    5 DWf Cubchoo(All Jolly & Max HP IVs, 1 w/ Max Attack IVs, other 4 w/ Max Speed IVs.)
    1 DWf Emolga(Timid, Max Speed IVs)
    6 DWf Eevees(Varied Natures and Max IVs)

    What I Want:
    female DW Pokemon: Minccino.
    Legend/Event Pokemon: (Adamant/Impish, unless from SoulSilver)
    Items: Battle Subway items.

  16. #1936
    Join Date
    Jun 2012
    Location
    Parilia City
    Posts
    3,819

    Default

    Quote Originally Posted by Zachmac View Post
    Well, maybe adding a new spikes would help out if it can't be used along side the original....but as for another stealth rock? No, just no. Especially not fire type.

    The metagame is as offensive as it is, and it's bad enough that stall teams have to avoid having more then one rock weak pokemon in order to keep up. Now, if that limit was placed on another type, especially one for steel, the primary defensive type...that'd just be plain unfair.

    I guess It'd also take away one more rapid spin candidate...but contrary to popular belief, Forretress is out place on a stall team anyway.
    Strictly speaking, there's really no reason for a new Stealth Rock or Spikes to begin with, considering how the metagame is now. But since Spikes and Stealth Rock, despite their differences, are still both entry hazards, it would be a pretty bad idea to create an alternative Spikes just so the Spikes group of brothers can compete with the high and mighty Stealth Rock.

    Introducing a new Spikes variant that can't be used along the original (or with Stealth Rock, that would be even better) would discourage extreme use of entry hazards. For better or worse, this would also logically mean that Toxic Spikes and Spikes would have to be mutually exclusive as well, as well as any form of Spikes with Stealth Rock. In the end, unless the newly-introduced Spikes were extremely metagame-warping (like with Stealth Rock), Stealth Rock would always win the "entry hazard war". But if that's the case, what would be the point of having introduced a new Spikes-like entry hazard in the first place?

    Quote Originally Posted by BladedScizor View Post
    Yeah, I had meant to mention that I had intended for only one such hazard would be allowed on any one side of the field at a time; I'm not sure why I didn't say that. Anyway, my thoughts were that, with Stealth Rock-esque hazards that could hit Pokes that resisted Stealth Rock, players wouldn't be able to just deem all Rock-weak Pokemon crap and consider themselves safe anymore, since there'd be other, different entry hazard types an opponent could potentially have, instead of just rock.

    Then again, I suppose just the items would accomplish my main goal just as well, since it would give the rock-weak Pokemon a means to remove entry hazards that other types don't get.
    In the case of entry hazards specifically, since they shouldn't be fully relied on to defeat the opposition, I feel that creating items that discourage their use is quite alright. In the case of the Gust Stone in particular, it would have the most effect on Fighting types that are resistant to Stealth Rock. Much of the metagame this generation is focused on Fighting-type Pokémon and entry hazards anyway, so an item to address both of those things with one fell swoop is pretty nice, if you ask me.






  17. #1937
    Join Date
    Sep 2010
    Location
    The Old West
    Posts
    4,575

    Default

    Introducing a new Spikes variant that can't be used along the original (or with Stealth Rock, that would be even better) would discourage extreme use of entry hazards. For better or worse, this would also logically mean that Toxic Spikes and Spikes would have to be mutually exclusive as well, as well as any form of Spikes with Stealth Rock. In the end, unless the newly-introduced Spikes were extremely metagame-warping (like with Stealth Rock), Stealth Rock would always win the "entry hazard war". But if that's the case, what would be the point of having introduced a new Spikes-like entry hazard in the first place?
    There could be the possibility of not being able to use it along spikes, but being able to use it among stealth rock and toxic spikes.

    Too me, the appeal is variety. You have more options then just Ferrothorn and Skarmory to set up "spikes". This same problem could be fixed by increasing spike's distribution, though...

  18. #1938
    Join Date
    Jun 2012
    Location
    Parilia City
    Posts
    3,819

    Default

    Quote Originally Posted by Zachmac View Post
    There could be the possibility of not being able to use it along spikes, but being able to use it among stealth rock and toxic spikes.

    Too me, the appeal is variety. You have more options then just Ferrothorn and Skarmory to set up "spikes". This same problem could be fixed by increasing spike's distribution, though...
    Spikes, regardless of what it does, is still just an entry hazard just like Toxic Spikes and Stealth Rock are. It doesn't really make sense for an entry hazard to not be able to be used alongside Spikes but somehow be able to be used alongside its Toxic counterpart. It'd make more sense if it weren't able to be used alongside both Spikes and Toxic Spikes (and by extension, Stealth Rock, because otherwise, the presence of both entry hazards would dominate too much).






  19. #1939
    Join Date
    Sep 2010
    Location
    The Old West
    Posts
    4,575

    Default

    Quote Originally Posted by Wishing Star View Post
    Spikes, regardless of what it does, is still just an entry hazard just like Toxic Spikes and Stealth Rock are. It doesn't really make sense for an entry hazard to not be able to be used alongside Spikes but somehow be able to be used alongside its Toxic counterpart. It'd make more sense if it weren't able to be used alongside both Spikes and Toxic Spikes (and by extension, Stealth Rock, because otherwise, the presence of both entry hazards would dominate too much).
    Actually, it does make sense in a way. They may all be entry hazards, but isn't that just a name us fans labeled them? Who's to say they're actually connected?

    Toxic Spikes and Stealth Rocks, besides having an effect as the opponent swaps in, still have completely different effects.

  20. #1940
    Join Date
    Oct 2011
    Location
    SE asia, Phiippines.
    Posts
    692

    Default

    Ability change:

    Cloud nine: It goes with two choices on how it will work if Cloud Nine is changed: Yo decide which:

    a. Removes all forms of weather upon entry. Hate Politoeds, Ninetales, Hippowdown and Tyranitars, and Abomasnows? Kill them with this ability.

    b. Removes all forms of weather and obliterates hazards upon entry.

    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:

Page 97 of 102 FirstFirst ... 47879596979899 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •