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

  1. #2001
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    Quote Originally Posted by OceanicLanturn View Post
    New Abilities
    Hail Break
    Allows the user to always break through Protect or Detect in hailing conditions.
    - All the time with every moves.
    - Distribution: Beartic, Froslass line, Walrein Line, Seel Line, Piplup Line
    - This should provide a good boost to hail teams.

    New Moves
    Flower Trap (Grass)
    PP: 10/Power: 120/Accuracy: 90/Category: Physical/Target: Single Adjacent Foe
    The user launches a frenzy of wild petals at the foe that may lower Defense sharply.
    - Distribution: Gloom Line, Cherrim Line, Sunflora line
    - A 120 Grass type physical move that sharply lowers the foes defense at a 30% chance. Too OP? Nope. Still not as bad as Seed Flare. It's pretty much a saviour to Cherrim and it's pathetic physical movepool.

    Arson (Fire)
    PP: 5/Power: 40/Accuracy: 100/Category: Special/Target: Single Adjacent Foe
    The user lets loose a while flare storm that faints the foe while inflicting damage. It is affected by weather.
    - Distribution: Houndoom Line, Heatran Line, Victini, Reshiram
    - Perish Song affected by weather and does damage. How is it affected by weather? Well, in Sun, the time limit is 3 turns. In hail, sand and weather less, it's five. In Rain, it's 7 turns and the damage taken from Arson is reduced by 25%.

    Deduction (??? - Similar to Curse)
    PP: 15/Power: ??/Accuracy: 100/Category: ---/Target: ---
    The user calculates which move will hit the incoming foe for most damage. Attack will fail if the foe does not switch out.
    - Distribution: Alakazam line, Beeheeyem Line, 'Smart' Pokemom
    Scenario:
    The battle begins!
    Beeheeyem and Scizor are both sent out!
    Turn 1: Beeheeyem uses Deduction, but it failed! Scizor uses Swords Dance.
    Turn 2: Beeheeyem uses Deduction, Scizor uses U-Turn, Machoke is sent out! Beeheeyem unleashes a powerful Psycho Boost! (For example)

    - Deduction is similar to Assist. If the foe uses a stats dropping move via Deduction, stats will NOT drop.
    - It has a negative priority.
    Arson on Heatran and Houndoom would to too OP, since they'd technically be immune to their own Arson, and even maybe get a Flash Fire boost for using it. Besides...

    Heatran @ Leftovers
    Timid / Flash Fire
    252 HP, 252 Sp. Def, 4 Def
    -Magma Storm
    -Arson
    -Protect
    -Substitute

    No Flash Fire of your own? GG.
    If the dark is just a thought, then the light is in your mind
    The lies we tell ourselves ruin the world with time
    Did you feel the way I felt?
    Did you kneel the way I knelt?
    Or did you look up and stare, waiting for your acts of prayer?
    Oh, won't you listen to reason?


    10 hour ear orgasm, courtesy of Gamefreak

    You can shoot my body full of holes but ya can't kill the spirit of Rock N' Roll, baby! \m/

  2. #2002
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    Quote Originally Posted by Divine Retribution View Post
    Arson on Heatran and Houndoom would to too OP, since they'd technically be immune to their own Arson, and even maybe get a Flash Fire boost for using it. Besides...

    Heatran @ Leftovers
    Timid / Flash Fire
    252 HP, 252 Sp. Def, 4 Def
    -Magma Storm
    -Arson
    -Protect
    -Substitute

    No Flash Fire of your own? GG.
    Arson only affects the foe. It's similar to Perish Song except it is affected by weather and deals damage every turn until the last turn when you die. But yeah, it's a bit op. I should change it to both the foe and the user faint. Thanks for catching it. You can still switch though.

    Arson (Fire)
    PP: 5/Power: 40/Accuracy: 100/Category: Special/Target: Single Adjacent Foe
    The user lets loose a blazing fire that faints both the foe and the user after a few turns. Both the user and the foe will take damage during these turns.
    - Distribution: Houndoom Line, Heatran Line, Victini, Reshiram
    - Perish Song affected by weather and does damage. How is it affected by weather? Well, in Sun, the time limit is 3 turns. In hail, sand and weather less, it's five. In Rain, it's 7 turns and the damage taken from Arson is reduced by 25%. It bypasses Flash Fire, btw

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  3. #2003
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    Quote Originally Posted by OceanicLanturn View Post
    New Abilities
    Hail Break
    Allows the user to always break through Protect or Detect in hailing conditions.
    - All the time with every moves.
    - Distribution: Beartic, Froslass line, Walrein Line, Seel Line, Piplup Line
    - This should provide a good boost to hail teams.

    New Moves
    Flower Trap (Grass)
    PP: 10/Power: 120/Accuracy: 90/Category: Physical/Target: Single Adjacent Foe
    The user launches a frenzy of wild petals at the foe that may lower Defense sharply.
    - Distribution: Gloom Line, Cherrim Line, Sunflora line
    - A 120 Grass type physical move that sharply lowers the foes defense at a 30% chance. Too OP? Nope. Still not as bad as Seed Flare. It's pretty much a saviour to Cherrim and it's pathetic physical movepool.

    Deduction (??? - Similar to Curse)
    PP: 15/Power: ??/Accuracy: 100/Category: ---/Target: ---
    The user calculates which move will hit the incoming foe for most damage. Attack will fail if the foe does not switch out.
    - Distribution: Alakazam line, Beeheeyem Line, 'Smart' Pokemom
    Scenario:
    The battle begins!
    Beeheeyem and Scizor are both sent out!
    Turn 1: Beeheeyem uses Deduction, but it failed! Scizor uses Swords Dance.
    Turn 2: Beeheeyem uses Deduction, Scizor uses U-Turn, Machoke is sent out! Beeheeyem unleashes a powerful Psycho Boost! (For example)

    - Deduction is similar to Assist. If the foe uses a stats dropping move via Deduction, stats will NOT drop.
    - It has a negative priority.
    Hail Break -
    Was Thunder used that often in the rain because of its 30% chance to break through Protect and Detect back in Diamond and Pearl? Maybe. But even if not, giving that honor to all Ice-type moves at a 100% chance is too powerful. The standard 30% is fine. Otherwise, what would be the point of Protect anymore on stall Pokémon if the easiest way around them is hail? They're already subpar anyway compared to all the offensive Pokémon in the metagame right now, so no need to make them even worse.
    Yes, this is an ability, but nothing really stops a Pokémon from Hail Break from being used so much that it overcentralizes the metagame like how Garchomp did a generation and a half ago.

    Flower Trap -
    At first, I suggested a 15% chance of sharply lowering Defense and a 15% chance of lowering Defense one stage, but then I thought about the consistency issues and decided to suggest lowering the Defense drop chance to 20%. If Fire Blast is used for its damage plus its already-good chance of burning its target, so should this at the same power and secondary effect rate as Fire Blast. Given as it's only accessible to a few Pokémon, the effect chance could increase from 10%, but not by too much.

    Deduction -
    I don't know, this move seems really corner-case. In fact, it seems so specific that it shouldn't be deemed a move at all. It really sucks, though, because the idea is pretty neat.
    Two things to note, though, are that 1) the move has to have a target, or else the game doesn't know which Pokémon to hit when it's U-Turned or Volt Switched, and 2) it should factor in stat drops because it's quite easy to build a Pokémon with three moves that all sharply lower stats and Deduction.

    Quote Originally Posted by OceanicLanturn View Post
    Arson only affects the foe. It's similar to Perish Song except it is affected by weather and deals damage every turn until the last turn when you die. But yeah, it's a bit op. I should change it to both the foe and the user faint. Thanks for catching it. You can still switch though.

    Arson (Fire)
    PP: 5/Power: 40/Accuracy: 100/Category: Special/Target: Single Adjacent Foe
    The user lets loose a blazing fire that faints both the foe and the user after a few turns. Both the user and the foe will take damage during these turns.
    - Distribution: Houndoom Line, Heatran Line, Victini, Reshiram
    - Perish Song affected by weather and does damage. How is it affected by weather? Well, in Sun, the time limit is 3 turns. In hail, sand and weather less, it's five. In Rain, it's 7 turns and the damage taken from Arson is reduced by 25%. It bypasses Flash Fire, btw
    Arson -
    It shouldn't have an additional damage penalty in rain. All Fire-type moves already inherently have this penalty, so there's no real need for another one on top of it.
    Also, wouldn't it make sense for Hail to also have the perish counter last seven turns?
    If it does residual damage for both parties, then I'm slightly confused as to why the move has to target a single adjacent Pokémon.
    By the way, if it really is residual damage, then the residual damage wouldn't be affected by Flash Fire anyway. If it does do damage upon being executed, then it shouldn't bypass Flash Fire.
    I like the move idea overall, though. Now, if there were a way to track the number of turns left before a Pokémon faints and not have to rely on a message that can scroll pretty quickly at the end of a turn, that'd be great for a seven-turn countdown, but...





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  4. #2004
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    New move
    Friendship boon shipping
    pp16

    This moves makes the user faint and restores health to allies dependant on how many are in party and non fainted
    if there are only two pokemon in party and one uses this move it will fully restore that pokemon's hp apart from user
    if there are three pokemon in party and one uses this it will restore half to each pokemon apart from user
    if there are four pokemon in party each ill have 1/3 of their hp restored apart from user apart from user
    if there are five pokemon in party and one uses this it will restore 1/4 to each pokemon apart from user
    if there are six and one uses this move it will restore 1/5 to each pokemon apart from user.

    so if use correctly could help a pokemon sweep but if you have some pokemon that are not yet knocked out it could be fairly unhelpful

  5. #2005
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    Aeroshield (Flying)
    (If anyone has played Kingdom Hearts, it's basically an Aeroga like move)
    Power: ---
    PP: 10
    Acc: ---
    Description: The user creates a shield of Air that reduces the damage taken from attacks by 25% and causes the foe to lose 1/16th of their health if they make physical contact with the user.
    Distribution: Pidgey line, Spearow line, Scyther, Gyarados, Articuno, Moltres, Zapdos, Hoothoot line, Togetic, Togekiss, Natu line, Hoppip line, Lugia, Ho-Oh, Rayquaza, Tornadus, Mew.

    Restoration (Grass)
    Power: ---
    PP: 20
    Acc: ---
    Description: The user purifies the environment that destroys any entry hazards and get's rid of any weather on the battle field.
    Distribution: Tangela line, Chikorita line, Cherubi line, Oddish line, Celebi, Leafeon, Budew line, Cacnea line, Happiny line, Alomomola, Audino, Petilil line, Ferroseed line, Espeon, Natu line, Baltoy line, Jirachi, Bronzor line, Gothita line, Suicune, Mew.

    Refract (Normal)
    Power: ---
    PP: 5
    Acc: 90
    Description: The user if aimed by the foe, they have the chance to bounce off the attack onto another user, may fail if used in succession
    Distribution: Porygon line, Elgyem, Cresselia, Jirachi, Latias, Latios, Beldum line, Regice, Registeel, Vanillite line, Glaceon, Cryogonal, Cleffa line, Mew.

    Waste Dispose (Poison)
    Power: ---
    PP: 10
    Acc: ---
    Description: The user reduces the amount of waste produced on it's body to drastically increase it's speed.
    Distribution: Grimer line, Koffing line, Gulpin line, Stunky line, Croagunk line, Trubbish line, Mew.

    Purification (Water)
    Power: ---
    PP: 20
    Acc: ---
    Description: The user purifies it's team with cleansing water to cure them of any status aliment.
    Distribution: Suicune, Alomomola, Lapras, Vaporeon, Milotic, Finneon line, Phione, Manaphy.

  6. #2006
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    Some new items:


    Parasol.
    Flavour text: "A sturdy parasol that covers the holder. The holder ignores all effects of rainy weather"
    In-depth effect: Negates all bonuses and penalties associated with rain for the holder (no perfect accurate Thunder, 50% power drop to fire attacks, etc...). This includes changes associated with abilities too (abilities that take effect in the rain like Swift Swim and Rain Dish don't take effect if the user is holding a parasol).
    Comments: I think it is about time that pokemon are able to use the parasols held by the parasol ladies you battle in the games, right?


    Icy Vest.
    Flavour text: "A leather vest that is worn to cool down the holder. The holder ignores all effects of sunny weather."
    In-depth effect: Allows the holder to ignore the effects that the sun has on it, like the 50% drop in water attack power and the adverse effect of Dry Skin.
    Comments: It would be unfair to make an item that allows the user to ignore rain but not an item that allows the user to ignore the sun, so I made this.


    Cover Robe.
    Flavour text: "A long cloak designed to cover the wearer. The wearer ignores all effects of a sandstorm."
    In-depth effect: Allows the user to ignore all effects of a sandstorm.
    Comments: Well, why not make a sand-immunity item as well.


    Light Armour.
    Flavour text: "A light carpace that covers the wearer. The wearer ignores the effects of a hailstorm."
    In-depth effect: Allows the user to ignore the effects of hail.
    Comments: Finally, I show my hail variant of this item.
    Current IV hunt:
    - Perfect IV w/ Anticipation. Current progress: 31/31/31/??/31/31 IV w/ Anticipation.

    Previous hunts:
    - 31/31/31/??/31/31 IV w/ Huge Power and Adamant Nature.




  7. #2007
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    Quote Originally Posted by Luthor View Post
    New move
    Friendship boon shipping
    pp16

    This moves makes the user faint and restores health to allies dependant on how many are in party and non fainted
    if there are only two pokemon in party and one uses this move it will fully restore that pokemon's hp apart from user
    if there are three pokemon in party and one uses this it will restore half to each pokemon apart from user
    if there are four pokemon in party each ill have 1/3 of their hp restored apart from user apart from user
    if there are five pokemon in party and one uses this it will restore 1/4 to each pokemon apart from user
    if there are six and one uses this move it will restore 1/5 to each pokemon apart from user.

    so if use correctly could help a pokemon sweep but if you have some pokemon that are not yet knocked out it could be fairly unhelpful
    It's generally a good idea to never make reactive moves that involve the quantity of Pokémon in the user's party. In a regular 6v6, the HP-restoring effect per Pokémon is quite underwhelming, but in a 3v3 or even a 4v4, it's too good. It's a good idea, don't get me wrong, but due to the nature of Pokémon battle formats, it probably is too good of a move to be implemented.

    Quote Originally Posted by bloocookies View Post
    Aeroshield (Flying)
    (If anyone has played Kingdom Hearts, it's basically an Aeroga like move)
    Power: ---
    PP: 10
    Acc: ---
    Description: The user creates a shield of Air that reduces the damage taken from attacks by 25% and causes the foe to lose 1/16th of their health if they make physical contact with the user.
    Distribution: Pidgey line, Spearow line, Scyther, Gyarados, Articuno, Moltres, Zapdos, Hoothoot line, Togetic, Togekiss, Natu line, Hoppip line, Lugia, Ho-Oh, Rayquaza, Tornadus, Mew.

    Restoration (Grass)
    Power: ---
    PP: 20
    Acc: ---
    Description: The user purifies the environment that destroys any entry hazards and get's rid of any weather on the battle field.
    Distribution: Tangela line, Chikorita line, Cherubi line, Oddish line, Celebi, Leafeon, Budew line, Cacnea line, Happiny line, Alomomola, Audino, Petilil line, Ferroseed line, Espeon, Natu line, Baltoy line, Jirachi, Bronzor line, Gothita line, Suicune, Mew.

    Refract (Normal)
    Power: ---
    PP: 5
    Acc: 90
    Description: The user if aimed by the foe, they have the chance to bounce off the attack onto another user, may fail if used in succession
    Distribution: Porygon line, Elgyem, Cresselia, Jirachi, Latias, Latios, Beldum line, Regice, Registeel, Vanillite line, Glaceon, Cryogonal, Cleffa line, Mew.

    Waste Dispose (Poison)
    Power: ---
    PP: 10
    Acc: ---
    Description: The user reduces the amount of waste produced on it's body to drastically increase it's speed.
    Distribution: Grimer line, Koffing line, Gulpin line, Stunky line, Croagunk line, Trubbish line, Mew.

    Purification (Water)
    Power: ---
    PP: 20
    Acc: ---
    Description: The user purifies it's team with cleansing water to cure them of any status aliment.
    Distribution: Suicune, Alomomola, Lapras, Vaporeon, Milotic, Finneon line, Phione, Manaphy.
    Aeroshield -
    1) It should probably have some sort of duration. In Kingdom Hearts (the first one, at least), the wind shield dissipates after a certain amount of time based on Sora or Donald's maximum HP. Maybe five turns?
    2) I just don't know whether or not the 25% damage mitigation stacked with the 1/16 penalty for contact moves is too good. Ferrothorn's Iron Barbs is one of the reasons it's such a good wall. The only problem is that if the damage mitigation percentage is decreased, it probably won't go noticed, but if it's increased, then it'd be way too good. To remedy this, the deflection HP percentage would have to also be changed. In my opinion, I'd say that a good 87.5%/12.5% split would be good; if a foe uses a contact move against a Pokémon with an active Aeroshield and it would deal 200 damage, 175 would be dealt to that Pokémon, and 25 would be dealt to the user of the contact attack. Or maybe 75%/25% if 87.5%/12.5% seems a bit underwhelming.
    (3) If you didn't know, it's only a defensive spell in the original Kingdom Hearts (and its remake), not in any other Kingdom Hearts game that has it.)

    Restoration - Yes!

    Refract - I'm slightly confused. If you're in a Double Battle, and A uses Refract, and the opponent B uses a move targeting A and A only, the move has a chance of bouncing off of A and hitting either A's ally or B's ally? Of course, this wouldn't work for moves like Surf and Earthquake, which can hit more than one Pokémon. It does, however, work with Flame Burst, since Flame Burst's "surrounding ally" damage isn't calculated until after the other effect of the move is finished.

    Waste Dispose - Eh, sure. I have to ask, though: why Mew?

    Purification - As a counterpart to Heal Bell, I can't really say much. Gives some Water-type Pokémon a more defensive, cleric label, though, which I like.

    Quote Originally Posted by Orithan View Post
    Some new items:


    Parasol.
    Flavour text: "A sturdy parasol that covers the holder. The holder ignores all effects of rainy weather"
    In-depth effect: Negates all bonuses and penalties associated with rain for the holder (no perfect accurate Thunder, 50% power drop to fire attacks, etc...). This includes changes associated with abilities too (abilities that take effect in the rain like Swift Swim and Rain Dish don't take effect if the user is holding a parasol).
    Comments: I think it is about time that pokemon are able to use the parasols held by the parasol ladies you battle in the games, right?


    Icy Vest.
    Flavour text: "A leather vest that is worn to cool down the holder. The holder ignores all effects of sunny weather."
    In-depth effect: Allows the holder to ignore the effects that the sun has on it, like the 50% drop in water attack power and the adverse effect of Dry Skin.
    Comments: It would be unfair to make an item that allows the user to ignore rain but not an item that allows the user to ignore the sun, so I made this.


    Cover Robe.
    Flavour text: "A long cloak designed to cover the wearer. The wearer ignores all effects of a sandstorm."
    In-depth effect: Allows the user to ignore all effects of a sandstorm.
    Comments: Well, why not make a sand-immunity item as well.


    Light Armour.
    Flavour text: "A light carapace that covers the wearer. The wearer ignores the effects of a hailstorm."
    In-depth effect: Allows the user to ignore the effects of hail.
    Comments: Finally, I show my hail variant of this item.
    Parasol - I love both the flavor and the function of this item. It's neat that it can both hinder and benefit the holder, depending on if the team uses or doesn't use rain, respectively.

    Icy Vest and Cover Robe - Not as flavorful, in my opinion, but it still gets the job done.

    Light Armor - For some reason, I don't see armor as being hail-resistant at all. Maybe it's just me, though. o:





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  8. #2008
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    Quote Originally Posted by Wishing Star View Post
    It's generally a good idea to never make reactive moves that involve the quantity of Pokémon in the user's party. In a regular 6v6, the HP-restoring effect per Pokémon is quite underwhelming, but in a 3v3 or even a 4v4, it's too good. It's a good idea, don't get me wrong, but due to the nature of Pokémon battle formats, it probably is too good of a move to be implemented.



    Aeroshield -
    1) It should probably have some sort of duration. In Kingdom Hearts (the first one, at least), the wind shield dissipates after a certain amount of time based on Sora or Donald's maximum HP. Maybe five turns?
    2) I just don't know whether or not the 25% damage mitigation stacked with the 1/16 penalty for contact moves is too good. Ferrothorn's Iron Barbs is one of the reasons it's such a good wall. The only problem is that if the damage mitigation percentage is decreased, it probably won't go noticed, but if it's increased, then it'd be way too good. To remedy this, the deflection HP percentage would have to also be changed. In my opinion, I'd say that a good 87.5%/12.5% split would be good; if a foe uses a contact move against a Pokémon with an active Aeroshield and it would deal 200 damage, 175 would be dealt to that Pokémon, and 25 would be dealt to the user of the contact attack. Or maybe 75%/25% if 87.5%/12.5% seems a bit underwhelming.
    (3) If you didn't know, it's only a defensive spell in the original Kingdom Hearts (and its remake), not in any other Kingdom Hearts game that has it.)

    Restoration - Yes!

    Refract - I'm slightly confused. If you're in a Double Battle, and A uses Refract, and the opponent B uses a move targeting A and A only, the move has a chance of bouncing off of A and hitting either A's ally or B's ally? Of course, this wouldn't work for moves like Surf and Earthquake, which can hit more than one Pokémon. It does, however, work with Flame Burst, since Flame Burst's "surrounding ally" damage isn't calculated until after the other effect of the move is finished.

    Waste Dispose - Eh, sure. I have to ask, though: why Mew?

    Purification - As a counterpart to Heal Bell, I can't really say much. Gives some Water-type Pokémon a more defensive, cleric label, though, which I like.
    With Refract, I imagined that you choose the opponent or Ally you want the attack to pass to, so that there's less of a gamble such as...

    You select Porygon to use refract onto your ally Flareon because you're facing a Heatran that knows flamethrower and you know it's going to use flamethrower on you, so Heatran uses flamthrower on Porygon but because it used Refract on Flareon the attack goes towards Flareon.

    And Waste Disposal because Mew can learn every move

  9. #2009
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    Quote Originally Posted by bloocookies View Post
    With Refract, I imagined that you choose the opponent or Ally you want the attack to pass to, so that there's less of a gamble such as...

    You select Porygon to use refract onto your ally Flareon because you're facing a Heatran that knows flamethrower and you know it's going to use flamethrower on you, so Heatran uses flamthrower on Porygon but because it used Refract on Flareon the attack goes towards Flareon.
    Ah, okay. But with that, does it refract only the first hit (not move, as is with moves like Fury Attack and Bullet Seed) that would be dealt, or does it refract every single move aimed at it and only it?

    And Waste Disposal because Mew can learn every move
    Right, but unless you somehow hack Powder Snow onto a Mew, it has no access to Powder Snow. Whatever you wish, though, I suppose.





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  10. #2010
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    New Abilities
    Steady Switch
    "All moves that require switching out will always go last."
    - Volt Switch, U-Turn and Baton Pass always go last. It has a negative maximum priority.
    Distribution: *New Passer Pokemon*

    Ultra Switch
    "All moves that require switching will always go first."
    - Volt Switch, U-Turn and Baton Pass always go first. It has maximum priority.
    Distribution: *New Passer Pokemon*

    Modified Attack: Charge
    Charge is changed to Wish with a lower healing rate (33%) but comes with a nifty special attack boost. Of course, this comes at the end of the second turn so it can be passed by U-Turn.

        Spoiler:- Two Passing Pokemon:


    How was it?

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  11. #2011
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    Quote Originally Posted by OceanicLanturn View Post
    New Abilities
    Steady Switch
    "All moves that require switching out will always go last."
    - Volt Switch, U-Turn and Baton Pass always go last. It has a negative maximum priority.
    Distribution: *New Passer Pokemon*

    Ultra Switch
    "All moves that require switching will always go first."
    - Volt Switch, U-Turn and Baton Pass always go first. It has maximum priority.
    Distribution: *New Passer Pokemon*
    Ultra Switch in particular makes stall teams' Protect even weaker than it already is in this offensive-oriented metagame. The two abilities are pretty nice, but I'm just worried that the metagame will skew too much toward escape artistry the same way that it already has with weather.

    Modified Attack: Charge
    Charge is changed to Wish with a lower healing rate (33%) but comes with a nifty special attack boost. Of course, this comes at the end of the second turn so it can be passed by U-Turn.
    Err... to be honest, this Charge change is sort of weird and unneeded. Perhaps a new move would be in order, with similar flavor?
    Despite that, though, does the Sp. Atk boost come with the healing, or does it immediately increase the user's Sp. Atk once the move is successfully used?

        Spoiler:- Two Passing Pokemon:
        Spoiler:





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  12. #2012
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    Spiral Dive
    Type: Flying
    Category: Physical
    Power: ---
    Accuracy: 90
    PP: 10/16
    Flavour: The user dive bombs the foe using an erratic flight pattern. Damage fluctuates greatly.
    Effect: This move has a randomized base power between 60 and 130. When a Pokemon uses this move, the RNG will spit out a number between 60 and 130, and this is the base power used in damage calculation. The number will always be a multiple of 5.
    Distribution: Pidgey line, Fearow, Tailow line, Starly line, Braviary, that vulture thing who's name I forget, Gliscor, Murkrow line, Ho-Oh, Rayquaza.
    If the dark is just a thought, then the light is in your mind
    The lies we tell ourselves ruin the world with time
    Did you feel the way I felt?
    Did you kneel the way I knelt?
    Or did you look up and stare, waiting for your acts of prayer?
    Oh, won't you listen to reason?


    10 hour ear orgasm, courtesy of Gamefreak

    You can shoot my body full of holes but ya can't kill the spirit of Rock N' Roll, baby! \m/

  13. #2013
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    Quote Originally Posted by Divine Retribution View Post
    Spiral Dive
    Type: Flying
    Category: Physical
    Power: ---
    Accuracy: 90
    PP: 10/16
    Flavour: The user dive bombs the foe using an erratic flight pattern. Damage fluctuates greatly.
    Effect: This move has a randomized base power between 60 and 130. When a Pokemon uses this move, the RNG will spit out a number between 60 and 130, and this is the base power used in damage calculation. The number will always be a multiple of 5.
    Distribution: Pidgey line, Fearow, Tailow line, Starly line, Braviary, that vulture thing who's name I forget, Gliscor, Murkrow line, Ho-Oh, Rayquaza.
    Alright, I guess. Given the random nature of the move, 10 base PP is pretty acceptable.

    On an unrelated note, since the maximum character limit for move and Pokémon names isn't 12 and 10 anymore, respectively, the names that you guys have been giving moves can finally become a reality. (:





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  14. #2014
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    Placebo
    Type: Psychic
    Category: Other
    Power: ---
    Accuracy: ---
    PP: 5/8
    Flavour: The user focuses its mind, reversing the effects of status conditions for 3 turns,
    Effect: For the next 3 turns, all status effects are reversed. I.E. Burn heals you for 12.5% of your max HP per turn, and increases Attack by 50%. Paralysis increases Speed by 50%, etc. Sleep, Freeze, and Infatuation are unaffected.

    Distribution: Abra line, Solosis line, Medicham line, Beeheeyem line, Mesprit, Uxie, Azelf, Cresselia, Celebi, Espeon, Blissey (Not chansey), Gardevoir, and Natu line.
    If the dark is just a thought, then the light is in your mind
    The lies we tell ourselves ruin the world with time
    Did you feel the way I felt?
    Did you kneel the way I knelt?
    Or did you look up and stare, waiting for your acts of prayer?
    Oh, won't you listen to reason?


    10 hour ear orgasm, courtesy of Gamefreak

    You can shoot my body full of holes but ya can't kill the spirit of Rock N' Roll, baby! \m/

  15. #2015
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    New pokemon:

    Monatrine, the Platypus pokemon.

    Pokedex numbers: #21 Orion, #570 National.

    Size:
    Height: ~34cm (1 ft, 1.75 in)
    Length: ~85cm (2ft, 8in)
    Weight: ~1.5 kg.

    Flavour text: "They live around streams and murky water where they hunt at the bottom using their snouts. The males are renowned for their nasty habit of stinging unwary swimmers."

    Type: Normal/ Water (Female form), Normal/ Poison (Male form).

    Abilities: Thick Fat/ Rebuff (Male only ability)/ Sap Sipper (Hidden ability).

    Notable moves: Poison Jab (Male only), Aqua Tail, Poison Tail, Mud Bomb, Earth Power, Body Slam, Double Edge, Superpower, Waterfall, Aqua Ring, Confuse Ray, Spikes, Stealth Rock, Slack Off, Rapid Spin, Dragon Tail.

    Base Stats:
    • HP: 87
    • Attack: 84
    • Defense: 80
    • Special Attack: 31
    • Special Defense: 109
    • Speed: 109.


    Details for Rebuff will come soon.
    Current IV hunt:
    - Perfect IV w/ Anticipation. Current progress: 31/31/31/??/31/31 IV w/ Anticipation.

    Previous hunts:
    - 31/31/31/??/31/31 IV w/ Huge Power and Adamant Nature.




  16. #2016
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    Quote Originally Posted by Divine Retribution View Post
    Placebo
    Type: Psychic
    Category: Other
    Power: ---
    Accuracy: ---
    PP: 5/8
    Flavour: The user focuses its mind, reversing the effects of status conditions for 3 turns,
    Effect: For the next 3 turns, all status effects are reversed. I.E. Burn heals you for 12.5% of your max HP per turn, and increases Attack by 50%. Paralysis increases Speed by 50%, etc. Sleep, Freeze, and Infatuation are unaffected.

    Distribution: Abra line, Solosis line, Medicham line, Beeheeyem line, Mesprit, Uxie, Azelf, Cresselia, Celebi, Espeon, Blissey (Not chansey), Gardevoir, and Natu line.
    Normally, "etc." is understood, but in this case, it really needs to be elaborated on.

    Poison would heal the user's HP by the amount it would've otherwise hurt (and hurt instead of heal in the case of Poison Heal), but what about confusion? Would the confused Pokémon heal itself for a 40 base power attack instead of hurt itself?

    Quote Originally Posted by Orithan View Post
    Type: Normal/ Water (Female form), Normal/ Poison (Male form).
    Hmm... I'm not sure if this works. Since gender is determined by a special personality byte (or whatever they're called), and Pokémon species is determined by another personality byte, and neither have anything to do with those of another Pokémon (as Combee is with Vespiquen), I don't think it would be possible for it to work.

    The same goes for the difference between move availabilities and ability pool that the difference between gender causes.

    I'm genuinely curious as to how Rebuff would work, though.





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  17. #2017
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    Quote Originally Posted by Wishing Star View Post
    Normally, "etc." is understood, but in this case, it really needs to be elaborated on.

    Poison would heal the user's HP by the amount it would've otherwise hurt (and hurt instead of heal in the case of Poison Heal), but what about confusion? Would the confused Pokémon heal itself for a 40 base power attack instead of hurt itself?
    Burn: Increases Attack by 50%, and restores 12.5% HP
    Poison: Restores 12.5% HP
    Toxic Poison: Restores 12.5% HP first turn, then doubles each turn. This also resets the toxic counter when Placebo wears off.
    Confusion: Has a 50% chance to heal itself the damage it would have done with a 40 base power typeless physical attack
    Flinch: Can attack, and the move it uses will not miss
    Paralysis: Speed is doubled, and accuracy is increased by 1 level

    Did I miss anything?


    Also, using Placebo on a toxic poisoned Alakazam or Reuiniclus would cause it to restore HP even with Magic Guard. I'm not sure if Magic Guard stops the "toxic counter" from ticking though, that could be a problem.

    Quote Originally Posted by Wishing Star View Post

    Hmm... I'm not sure if this works. Since gender is determined by a special personality byte (or whatever they're called), and Pokémon species is determined by another personality byte, and neither have anything to do with those of another Pokémon (as Combee is with Vespiquen), I don't think it would be possible for it to work.

    The same goes for the difference between move availabilities and ability pool that the difference between gender causes.

    I'm genuinely curious as to how Rebuff would work, though.
    If the dark is just a thought, then the light is in your mind
    The lies we tell ourselves ruin the world with time
    Did you feel the way I felt?
    Did you kneel the way I knelt?
    Or did you look up and stare, waiting for your acts of prayer?
    Oh, won't you listen to reason?


    10 hour ear orgasm, courtesy of Gamefreak

    You can shoot my body full of holes but ya can't kill the spirit of Rock N' Roll, baby! \m/

  18. #2018
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    Quote Originally Posted by Wishing Star View Post
    Hmm... I'm not sure if this works. Since gender is determined by a special personality byte (or whatever they're called), and Pokémon species is determined by another personality byte, and neither have anything to do with those of another Pokémon (as Combee is with Vespiquen), I don't think it would be possible for it to work.

    The same goes for the difference between move availabilities and ability pool that the difference between gender causes.
    Simply make them two different forms, with each exclusive to each gender. Then you will be able to separate moves/ abilities/ types based on gender. Last time I looked at Rotom, it had one moveset for each form.

    I'm genuinely curious as to how Rebuff would work, though.
    Rebuff is similar to Iron Barbs and Rough Skin, but it deals damage based on a 20 BP Normal type attack (plus STAB) coming from the pokemon with the ability. This will not trigger another Rebuff/ Rough Skin/ Iron Barbs ability to prevent the incidence of loops that continue indefinitely until either pokemon faints.
    Current IV hunt:
    - Perfect IV w/ Anticipation. Current progress: 31/31/31/??/31/31 IV w/ Anticipation.

    Previous hunts:
    - 31/31/31/??/31/31 IV w/ Huge Power and Adamant Nature.




  19. #2019
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    Quote Originally Posted by Divine Retribution View Post
    Burn: Increases Attack by 50%, and restores 12.5% HP
    Poison: Restores 12.5% HP
    Toxic Poison: Restores 12.5% HP first turn, then doubles each turn. This also resets the toxic counter when Placebo wears off.
    Confusion: Has a 50% chance to heal itself the damage it would have done with a 40 base power typeless physical attack
    Flinch: Can attack, and the move it uses will not miss
    Paralysis: Speed is doubled, and accuracy is increased by 1 level

    Did I miss anything?
    I don't understand why Placebo would reset the Toxic counter when it wears off. Probably for balance issues that I'm not thinking too much about.
    Paralysis doesn't decrease Accuracy to begin with.

    Contrary to popular belief, flinching isn't actually a status ailment, similar to how Taunt and Imprison aren't, either. (I have no idea why Bulbapedia categorizes them as status ailments when they have their own label to them.)

    Also, using Placebo on a toxic poisoned Alakazam or Reuiniclus would cause it to restore HP even with Magic Guard. I'm not sure if Magic Guard stops the "toxic counter" from ticking though, that could be a problem.
    Sure, I guess. Magic Guard does prevent against indirect forms of damage, but not against indirect forms of healing.

    I knew somebody would mention these two. They're different Pokémon, and thus can be gender-exclusive, can have different base stats, can have different move availabilities, and can have different type combinations (though they do not). I don't understand the problem here.

    Quote Originally Posted by Orithan View Post
    Simply make them two different forms, with each exclusive to each gender. Then you will be able to separate moves/ abilities/ types based on gender. Last time I looked at Rotom, it had one moveset for each form.
    Why not make them two different Pokémon then? o:
    But the difference is your decision, I guess.

    Rebuff is similar to Iron Barbs and Rough Skin, but it deals damage based on a 20 BP Normal type attack (plus STAB) coming from the pokemon with the ability. This will not trigger another Rebuff/ Rough Skin/ Iron Barbs ability to prevent the incidence of loops that continue indefinitely until either pokemon faints.
    If Rebuff triggers upon contact, then it would still be residual damage. The residual damage would just be based on the user's type and have a base power, that's all. It wouldn't trigger another Iron Barbs or Rough Skin.





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  20. #2020
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    Quote Originally Posted by Wishing Star View Post
    I don't understand why Placebo would reset the Toxic counter when it wears off. Probably for balance issues that I'm not thinking too much about.
    Paralysis doesn't decrease Accuracy to begin with.

    Contrary to popular belief, flinching isn't actually a status ailment, similar to how Taunt and Imprison aren't, either. (I have no idea why Bulbapedia categorizes them as status ailments when they have their own label to them.)



    Sure, I guess. Magic Guard does prevent against indirect forms of damage, but not against indirect forms of healing.



    I knew somebody would mention these two. They're different Pokémon, and thus can be gender-exclusive, can have different base stats, can have different move availabilities, and can have different type combinations (though they do not). I don't understand the problem here.
    Because otherwise Placebo could be used on something bulky (Reuniclus and Uxie come to mind) to instantly fully restore all of the users HP after the Toxic counter has reached a certain point. This way, you can only do that once every several turns.

    Good to know, forget about the bit about flinching. The accuracy buff on paralysis is to "reverse" the chance to miss a turn, but I guess that doesn't really make sense.

    And yeah, that was my point. Why not make it two separate Pokemon? In canon, they're the same Pokemon, only with a different gender, but mechanically they are two separate Pokemon.
    If the dark is just a thought, then the light is in your mind
    The lies we tell ourselves ruin the world with time
    Did you feel the way I felt?
    Did you kneel the way I knelt?
    Or did you look up and stare, waiting for your acts of prayer?
    Oh, won't you listen to reason?


    10 hour ear orgasm, courtesy of Gamefreak

    You can shoot my body full of holes but ya can't kill the spirit of Rock N' Roll, baby! \m/

  21. #2021
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    Quote Originally Posted by Divine Retribution View Post
    Because otherwise Placebo could be used on something bulky (Reuniclus and Uxie come to mind) to instantly fully restore all of the users HP after the Toxic counter has reached a certain point. This way, you can only do that once every several turns.
    Right. Forgot about how Placebo is actually a move, rather than an ability that triggered from switching it into battle. Disregard my last point.

    Good to know, forget about the bit about flinching. The accuracy buff on paralysis is to "reverse" the chance to miss a turn, but I guess that doesn't really make sense.
    Yeah, some things just can't have a logical opposite, and possibly missing a turn is one of them. Possibly moving twice in one turn doesn't work, because the user only has one opportunity to select a move, and that's in between turns. And of course, having the user select two moves during every between-turns step is rather ridiculous.





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  22. #2022
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    Staraptor gets extremespeed.
    Hydreigon's speed and attack are reversed (105 Spd, 98 Atk).
    Flygon gets dragon dance.
    Just some that come to mind


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  23. #2023

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    Quote Originally Posted by Mr. Cuddles View Post
    Staraptor gets extremespeed.
    Hydreigon's speed and attack are reversed (105 Spd, 98 Atk).
    Flygon gets dragon dance.
    Just some that come to mind
    Seems a little overpowered.
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  24. #2024
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    Quote Originally Posted by Ghosts of the Forums View Post
    Seems a little overpowered.
    What exactly do you think is overpowered? Staraptor is bl so with extremespeed it might finally become OU, Hydreigon might be a little overpowered, but it still can't do anything to blissey or other major special walls, and is easily revenge-killed by latios, terrakion or others. Flygon is UU atm, and it would definitely not be overpowered with dragon dance and to me it only makes sense if it got dragon dance.


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    Fireworks (Fire)
    Physical
    Power: 80
    PP: 15
    Acc: 90
    Description: The Rams the opponent like a rocket leaving behind bursts of colorful flames that hit the opponent, this move does special damage.
    Distribution: Flareon, Ponyta line, Magby line, Moltres, Entei, Ho-Oh, Numel Line, Heatmor

    Waterworks (Water)
    Special
    Power: 80
    PP:15
    Acc: 90
    Description: The user fires rockets of water that bursts and rain down on the opponent, this a 20% chance this may lower the opponents accuracy
    Distribution: Squirtle line, Horsea line, Vaporeon, Remoraid line, Quilfish, Corsola, Suicune, Clamperl line, Kyogre, Tympole line, Luvdisc

    Woodworks (Grass)
    Physical
    Power: 80
    PP: 15
    Acc: 90
    Description: The user Rams the opponent leaving behind bursts seeds and petals that rain down on the user that may lower the opponent's speed harshly.
    Distribution: Bulbasaur line, Tangela line, Turtwig line, Snover line, Leafeon, Deerling line.

    Dream (Psychic)
    Power: ---
    PP: 20
    Acc:---
    Description: The user falls asleep and raises it's special attack, special defense, and defense, can be used on a sleeping foe/teammate, the effects stay in place when the user wakes up.
    Distribution: Drowzee line, Munna line, Cresselia.

    Haunt (Ghost)
    Power: ---
    PP: 5
    Acc:---
    Description: The user faints and in doing so haunts the foe's party, which makes foes that switch in lose 25% of their HP
    Distribution: Drowzee line, Gastly line, Misdreavus line, Darkrai

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