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

  1. #661
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    The acid thingy is actually for poison types to take care of steel types with ease. Here's a similar replica:

    Solar Flare (Fire)
    PP: 15/Power: 80/Accuracy:100/Category: Attack
    The user burns the opponent by concentrating sun light on the foe.
    For Grass type with steel problem

    Some stuff froths cute little forecast Pokemon:
    Sand Form for Castform.
    Forecast: Boost by 1.5 special attack and speed.
    Weather Ball: Buff it to 55 BP.
    Movepool Additions:
    Hydro Pump/Blizzard/Fire Blast/Flash Cannon @Lv40
    Scald@TMs

    @Ghost
    My ideas are bad? I don't think you get the point of this thread. I consider people posting here about their ideas so that people can point out the flaws or underpowerness of the attack. If you're that good, send in your ideas to Nintendo then, and don't bother with this thread. I love this thread. I'm here to get meaningful critics not "your ideas are horrible" or similar words. Granted, my ideas CAN be horrible, but you're in no place to tell me that since you did not give constructive critisims to my ideas rather than a simple two lime your ideas suck. So I take meaningless insults like a sponge.

    And eclipse I broken. Doesn't seem too much like a "weather" anyways. I'm looking to more innovative designs from Nintendo. And since I'm not planning to turn this into a full flame war. I won't reply even if you quote me.

    Even more...

    Dark Bolt (Dark)
    PP: 15/Power: 80/Accuracy: 100/Category: Attack
    The user summons a ominous dark bolt against the foe. Has a chance to paralyse.

    Special dark type moves are lacking. Remedies that with this and paralysis as

    Credits to Brutaka for siggy

  2. #662
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    Quote Originally Posted by cascadethewarrior View Post
    Meh. Probably not. Kinda Nerfs it by a lot but thanks for the help and suggestions you gave me
    You're welcome. (:

    Quote Originally Posted by OceanicLanturn View Post
    The acid thingy is actually for poison types to take care of steel types with ease. Here's a similar replica:

    Solar Flare (Fire)
    PP: 15/Power: 80/Accuracy:100/Category: Attack
    The user burns the opponent by concentrating sun light on the foe.
    For Grass type with steel problem
    Ah, so Solar Flare and Burning Acid is like Steel Wing, in that the move itself isn't actually Poison (Burning Acid), Grass (Solar Flare), or Flying (Steel Wing), but gives each of Poison-, Grass-, and Flying-types advantages against certain other types.

    Some stuff froths cute little forecast Pokemon:
    Sand Form for Castform.
    Forecast: Boost by 1.5 special attack and speed.
    Weather Ball: Buff it to 55 BP.
    Movepool Additions:
    Hydro Pump/Blizzard/Fire Blast/Flash Cannon @Lv40
    Scald@TMs
    Sand forme - Yes! A Rock-type Castform would be awesome!
    Forecast - I'd rather it just boost the power of whatever type the weather is (Water-type for rain, Fire-type for sun, Ice-type for hail, Rock-type for sand, and Dark-type for eclipse).
    Movepool additions - Why Flash Cannon? It works, but it seems weird.

    Dark Bolt (Dark)
    PP: 15/Power: 80/Accuracy: 100/Category: Attack
    The user summons a ominous dark bolt against the foe. Has a chance to paralyse.

    Special dark type moves are lacking. Remedies that with this and paralysis as
    Nice. A Dark-type Shadow Ball with a paralysis chance instead of a Defense drop.

    By the way, the categories are physical, special, and status.

    New Move: Reciprocate
    Type: Fighting / Power: -- / Accuracy: -- / PP: 10 / Target: Self / Category: Physical / Priority: +4 (Contact: Yes)
    "The user prepares a counterattack of the same power as the damage that was dealt to it."
    This move is rather complicated, so I'll give a few examples:

    1) An Eevee uses Reciprocate. A Bisharp uses Night Slash. Provided the Eevee survives the hit, the Eevee will automatically use a Fighting-type move with base power 70 (because that's Night Slash's base power) on the Bisharp.
    2) An Eevee uses Reciprocate. A Bisharp uses Night Slash on the Eevee, which makes Eevee Reciprocate with base power 70 against the Bisharp. In the same turn, a Zoroark on the far end (the non-adjacent opponent in a triple battle) uses Dark Pulse on the Eevee, which makes Eevee Reciprocate with base power 80 against the Zoroark. But the Reciprocate won't follow through, as the Reciprocation can only hit a single adjacent Pokémon.
    3) An Eevee uses Reciprocate. A Cinccino uses Tail Slap on the Eevee. After each hit of the Tail Slap, the Eevee will Reciprocate with base power 25 against the Cinccino.






  3. #663
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    New move
    Trait Switch
    type : psychic
    PP : 15
    power : -
    Acc : 100
    the user's and target's nature is switched. (pretty much like skill swap but it works on nature)

    New Pokemon
    Parasharp
    evolution of parasect, with higher Attack, HP and def but slower
    type: bug/dark


    and oh please PLEASE heal bell on BRONZONG.. i mean, come on...
    what if gamefreak send scouts to Pokemon forums,
    give some trailer for the new gen,
    then wait for our responds, and keep an eye on our speculation,
    and then steal our idea???

    used THIEF!
    It's super effective!

  4. #664
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    Quote Originally Posted by OceanicLanturn View Post
    Solar Flare (Fire)
    PP: 15/Power: 80/Accuracy:100/Category: Attack
    The user burns the opponent by concentrating sun light on the foe.
    For Grass type with steel problem
    I think you should give it a chance to Burn as well but really nice move.



    Quote Originally Posted by Wishing Star View Post
    New Move: Reciprocate
    Type: Fighting / Power: -- / Accuracy: -- / PP: 10 / Target: Self / Category: Physical / Priority: +4 (Contact: Yes)
    "The user prepares a counterattack of the same power as the damage that was dealt to it."
    This move is rather complicated, so I'll give a few examples:

    1) An Eevee uses Reciprocate. A Bisharp uses Night Slash. Provided the Eevee survives the hit, the Eevee will automatically use a Fighting-type move with base power 70 (because that's Night Slash's base power) on the Bisharp.
    2) An Eevee uses Reciprocate. A Bisharp uses Night Slash on the Eevee, which makes Eevee Reciprocate with base power 70 against the Bisharp. In the same turn, a Zoroark on the far end (the non-adjacent opponent in a triple battle) uses Dark Pulse on the Eevee, which makes Eevee Reciprocate with base power 80 against the Zoroark. But the Reciprocate won't follow through, as the Reciprocation can only hit a single adjacent Pokémon.
    3) An Eevee uses Reciprocate. A Cinccino uses Tail Slap on the Eevee. After each hit of the Tail Slap, the Eevee will Reciprocate with base power 25 against the Cinccino.
    I'm confused. If it's a counterattack shouldn't it get negative priority instead of +4? That means it would go before most moves so then it would fail right?


    Quote Originally Posted by just mew View Post
    New move
    Trait Switch
    type : psychic
    PP : 15
    power : -
    Acc : 100
    the user's and target's nature is switched. (pretty much like skill swap but it works on nature)
    Meh. Don't really see how switching natures during battle would help much but still a pretty neat move.

    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

  5. #665
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    New Mechanics!!!

    Area Fields:

    Each one has its benefits and disadvantage. They will change the battlefields along with its image and can be activated by using certain moves and having certain abilities(Which I will make later). They can only be replaced by another Area Field move similar to how Weather works. There is no Turn limitation. The effects has no turn limitation either.

    Dessert
    -Raises the Attack, Sp.Attack and Speed of Ground Type Pokemon by 10%
    -Lowers the Speed of Non-Flying Type Pokemon & Pokemon without Levitate by 10%
    -Sandstorm will now deal 1/10 each turn
    -Sandstorm will now last 8 turns
    -Has a 5% of Confusing the Pokemon in battle once per turn(this includes your own Pokemon)

    Forest
    -Raises the Attack, Sp.Attack and Evasion of Grass Type Pokemon by 10%
    -Raises the Speed and Evasion of Bug Type Pokemon by 10%
    -Fire Type Moves have an Higher Critical hit ratio

    Mountain
    -Raises the Defense and Sp.Defense of Rock Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Ice Type Pokemon by 10%
    -Hail will now deal 1/10 each turn
    -Hail will now last 8 turns
    -Has a 5% chance to inflict Freeze status to the Pokemon in battle once per turn(This includes your own Pokemon)

    Night
    -Raises the Attack, Sp.Attack and Evasion of Ghost Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dark Type Pokemon by 10%
    -Lowers the Accuracy of Non-Ghost & Dark Type Pokemon by 10 %
    -Has a 5% chance of to inflict Sleep Status to the Pokemon in battle once per turn(This includes your own Pokemon)
    -Night is removed if Harsh sunlight comes out via Drought or Sunny Day

    Sky
    -Raises the Attack, Sp.Attack and Speed of Flying Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dragon Type Pokemon by 10%
    -All Ground Type Moves Power becomes 0

    Ocean
    -Raises the Attack, Sp.Attack and Speed of Water Type Pokemon by 10%
    -Raises the Accuracy and Power of Electric Type moves by 10%
    -Lowers the Attack and Sp.Attack of Fire Type Pokemon by 10%
    -Lowers the Defense and Sp.Defense of Steel Type Pokemon by 10%


    If you can think of more please feel free to give some ideas. Because I'm kinda stuck at this point lol
    Last edited by cascadethewarrior; 21st September 2012 at 9:56 PM.

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

  6. #666
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    Quote Originally Posted by cascadethewarrior View Post
    I'm confused. If it's a counterattack shouldn't it get negative priority instead of +4? That means it would go before most moves so then it would fail right?
    It's a counterattack in that the Reciprocator hits the foe after that foe hits the Reciprocator.

    Quote Originally Posted by cascadethewarrior View Post
    New Mechanics!!!

    Area Fields:

    Each one has its benefits and disadvantage. They will change the battlefields along with its image and can be activated by using certain moves and having certain abilities(Which I will make later). They can only be replaced by another Area Field move similar to how Weather works. There is no Turn limitation. The effects has no turn limitation either.
    The concept can be pretty confusing with the existence of both weather and field-changing moves like Gravity and Trick Room. I feel as though there should be a turn limitation on their own as moves, since there would be no way to eliminate these without using another area field move.

    Dessert
    -Raises the Attack, Sp.Attack and Speed of Ground Type Pokemon by 10%
    -Lowers the Speed of Non-Flying Type Pokemon & Pokemon without Levitate by 10%
    -Sandstorm will now deal 1/10 each turn
    -Sandstorm will now last 8 turns
    -Has a 5% of Confusing the Pokemon in battle once per turn(this includes your own Pokemon)
    This one seems alright. But a Camerupt's Speed would be 99% of what it usually is in a Desert.

    Forest
    -Raises the Attack, Sp.Attack and Evasion of Grass Type Pokemon by 10%
    -Raises the Speed and Evasion of Bug Type Pokemon by 10%
    -Fire Type Moves have an Higher Critical hit ratio
    I'm always iffy on evasion increases. Making an evasion increase small doesn't change the fact that many people are going to take advantage of it as much as possible.

    Mountain
    -Raises the Defense and Sp.Defense of Rock Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Ice Type Pokemon by 10%
    -Hail will now deal 1/10 each turn
    -Hail will now last 8 turns
    -Has a 5% chance to inflict Freeze status to the Pokemon in battle once per turn(This includes your own Pokemon)
    This one seems alright.

    Night
    -Raises the Attack, Sp.Attack and Evasion of Ghost Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dark Type Pokemon by 10%
    -Lowers the Accuracy of Non-Ghost & Dark Type Pokemon by 10 %
    -Has a 5% chance of to inflict Sleep Status to the Pokemon in battle once per turn(This includes your own Pokemon)
    -Night is removed if Harsh sunlight comes out via Drought or Sunny Day
    That 5% sleep status arguably violates Sleep Clause. Just because there is an uncontrollable chance that a Pokémon will fall asleep under this area field effect, the fact that whether or not you use the area field is controllable means that it could violate Sleep Clause. As always, I'm not too much of a fan of evasion increases tacked onto effects like these.

    Sky
    -Raises the Attack, Sp.Attack and Speed of Flying Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dragon Type Pokemon by 10%
    -All Ground Type Moves Power becomes 0
    This is extremely strong, in that the area field prevents an entire type of moves from being used. Levitate, Air Balloon, Magnet Rise, and the Flying-type are at least defensive mechanics to prevent Ground-type moves from hitting the Pokémon under that effect, but an effect that directly affects all Pokémon rendering an entire type useless (especially with no way to eliminate this other than devoting a move for another area field) is pretty broken.

    Ocean
    -Raises the Attack, Sp.Attack and Speed of Water Type Pokemon by 10%
    -Raises the Accuracy and Power of Electric Type moves by 10%
    -Lowers the Attack and Sp.Attack of Fire Type Pokemon by 10%
    -Lowers the Defense and Sp.Defense of Steel Type Pokemon by 10%
    I think this is one of the more balanced area fields.

    If you can think of more please feel free to give some ideas. Because I'm kinda stuck at this point lol
    Personally, I think these area fields are drastically complex. For one, the number of types affected per area field is different. Another thing is that the number of stats affected per type is different.

    If I had to implement these into the game, I would make it so that one or two types have some sort of benefit, and that a third (or maybe fourth, but that's really stretching it) has a penalty, and so that the benefits are the same between area fields. For example, I'd make Ocean give a 10% Attack, Sp. Atk, and Speed boost to Water-type Pokémon and a 10% Attack, Sp. Atk, and Speed drop to Fire-type Pokémon, and make Forest increase Attack, Sp. Atk, and Speed for Grass-type Pokémon and decrease those same stats for some other type.

    There's also massive flavor oddity with these. Pretend that a battle is taking place on a field, with grass all around, maybe a few trees, and a mountain in the distance. It wouldn't really make much sense if that grassy plain were transformed into the ocean, a desert, or the sky. At least with weather, it's more plausible for it to rain harshly on that grassy field.






  7. #667
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    I always wanted Calm Mind Reshiram, it would make Blue Flare more powerful!

  8. #668
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    Quote Originally Posted by Wishing Star View Post

    That 5% sleep status arguably violates Sleep Clause. Just because there is an uncontrollable chance that a Pokémon will fall asleep under this area field effect, the fact that whether or not you use the area field is controllable means that it could violate Sleep Clause.
    Wait. How come sleep having a 5% chance is a problem but freeze and Confusion having it is not? I'm actually surprised though I was I like i know wishing star is gonna say something about that 5% Freeze status. lol

    Quote Originally Posted by Wishing Star View Post
    Personally, I think these area fields are drastically complex. For one, the number of types affected per area field is different. Another thing is that the number of stats affected per type is different.

    If I had to implement these into the game, I would make it so that one or two types have some sort of benefit, and that a third (or maybe fourth, but that's really stretching it) has a penalty, and so that the benefits are the same between area fields. For example, I'd make Ocean give a 10% Attack, Sp. Atk, and Speed boost to Water-type Pokémon and a 10% Attack, Sp. Atk, and Speed drop to Fire-type Pokémon, and make Forest increase Attack, Sp. Atk, and Speed for Grass-type Pokémon and decrease those same stats for some other type.

    There's also massive flavor oddity with these. Pretend that a battle is taking place on a field, with grass all around, maybe a few trees, and a mountain in the distance. It wouldn't really make much sense if that grassy plain were transformed into the ocean, a desert, or the sky. At least with weather, it's more plausible for it to rain harshly on that grassy field.
    You're right, making them last forever unless a new Area field is activated seems kinda a bit much. I actually was a bit iffy about that myself but they will definitely be turn limited. I was actually thinking in the sense of the surrounding environment we see in the Pokemon games. Like for example the summit of Mt.Coronet would have had a Mountain area to start with and Surfing Routes would have an Ocean Area Field to start with etc. So that's kind why I opted against the turn limitations.

    I was also trying to think logically when it came to the effects. Like how even the tiniest of flames can start an enormous forest fire, thus I raised Fire Type moves Critical Hit Ratio in Forest. Or how in the sky there is no ground thus me making Ground type attacks power 0 in Sky. Or how in a forest bugs and plants can easily blend into the surroundings thus raising their Evasion in Forest. Or how metal rusts and weakens in water thus lowering Steel types defenses in Ocean. Also, How water Pokemon would be more agile and quicker in water thus the Speed raise in Ocean

    You do make a good point though, it would be a bit odd to see a grassland field transform into a massive ocean lol. Also, it makes you wonder how would a Pokemon be capable of doing that in the first place. Well maybe Kyogre and Groudon can but that's about it.


    So how about this? They will be turn limited only if they were activated through Move or Ability but if the surrounding area(during the actual story game play) is a certain field already it will remain that way for the rest of the battle unless another Area Field is activated. Similar to how in certain routes in rains and you start the battle with it raining.

    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

  9. #669
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    Quote Originally Posted by cascadethewarrior View Post
    Wait. How come sleep having a 5% chance is a problem but freeze and Confusion having it is not? I'm actually surprised though I was I like i know wishing star is gonna say something about that 5% Freeze status. lol
    I wanted to say something about that 5% freeze chance, too; while it is under Sleep Clause much like sleep is, it's much rarer. And I have less of a problem with that 5% confusion chance than that freeze chance.

    You're right, making them last forever unless a new Area field is activated seems kinda a bit much. I actually was a bit iffy about that myself but they will definitely be turn limited. I was actually thinking in the sense of the surrounding environment we see in the Pokemon games. Like for example the summit of Mt.Coronet would have had a Mountain area to start with and Surfing Routes would have an Ocean Area Field to start with etc. So that's kind why I opted against the turn limitations.

    I was also trying to think logically when it came to the effects. Like how even the tiniest of flames can start an enormous forest fire, thus I raised Fire Type moves Critical Hit Ratio in Forest. Or how in the sky there is no ground thus me making Ground type attacks power 0 in Sky. Or how in a forest bugs and plants can easily blend into the surroundings thus raising their Evasion in Forest. Or how metal rusts and weakens in water thus lowering Steel types defenses in Ocean. Also, How water Pokemon would be more agile and quicker in water thus the Speed raise in Ocean

    You do make a good point though, it would be a bit odd to see a grassland field transform into a massive ocean lol. Also, it makes you wonder how would a Pokemon be capable of doing that in the first place. Well maybe Kyogre and Groudon can but that's about it.
    Sometimes, mechanic ideas have to be dropped in favor of flavor and simplicity. ):

    So how about this? They will be turn limited only if they were activated through Move or Ability but if the surrounding area(during the actual story game play) is a certain field already it will remain that way for the rest of the battle unless another Area Field is activated. Similar to how in certain routes in rains and you start the battle with it raining.
    In any one region, there is likely to be a lot of grassy area. Then, in roughly descending order, water routes, forests, caves, mountains, urban areas, and sky. The types that are favored by areas that appear all the time would inherently be at an advantage.






  10. #670
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    New move: Iron Shock: Steel, 90 att 95 accuracy, priority: 0

    The user hits the foes with electricity from building up its processors, may make the foe paralyzed!

  11. #671
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    Quote Originally Posted by Duranteater View Post
    New move: Iron Shock: Steel, 90 att 95 accuracy, priority: 0

    The user hits the foes with electricity from building up its processors, may make the foe paralyzed!
    How much PP does it have? 15?

    Solid move. I like it. (:






  12. #672
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    It would have 15 PP and a 15% to paralyze as well

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    Quote Originally Posted by Wishing Star View Post
    Sometimes, mechanic ideas have to be dropped in favor of flavor and simplicity. ):
    Ok so which ones would you recommend altering and which ones would you recommend keeping the same? You suggested making the stats that increase and decrease the same in the Types?

    Now that you mention urban setting I thought of a new Area field- City! Although I am not sure what Types would/wouldn't benefit from a city? :\

    I kinda want to make enough Area Fields so that each Type has an Area Field in which in can benefit from and one that that are at a disadvantage with. So the only Types that don't have a benefit or a Disadvantage is Normal, Fighting and Poison.

    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

  14. #674
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    Maybe Normal can benefit since well stuff like Stoutland and you know the rest

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    Quote Originally Posted by Duranteater View Post
    Maybe Normal can benefit since well stuff like Stoutland and you know the rest
    Are you referring to the City Area Field? If so I'm not exactly sure how Normal or Stoutland benefits from a City but thanks for the input

    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. #676
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    Well you walk dogs in cities and your welcome

    I say prankster should get more distribution in the future.

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    New Move
    Sheer Luck
    Type : normal/whatever
    Power : -
    Acc : -
    PP : 10

    Description: Randomly chooses a move that has a high critical hit ratio.
    So basically it works like Metronome but it only chooses a move that has a high critical hit ratio like Slash, Night slash, air cutter etc
    the chance of getting a crit increased a little bit
    learned by level up: victini, togepi line, clefairy line, chansey line, natu line and some have it as egg move

    Hubbub
    type : dark
    power : -
    acc : 100
    PP : 10

    the target cannot use a same move consecutively. the Choice users can only use struggle (or switch out). Effect ends if the target is switched.

    Fire/Ice/Thunder Beak
    Power : 70
    category : physical
    Basically elemental Beak, to help those poor birds.

    Ambush Order
    Type: dark
    power : 90
    PP : 10
    physical
    can only learned by Honchkrow

    Leaf wave
    type : grass
    PP :10
    raises speed, att, and sp.attk. speed raises 2 stages if used in sunny.
    what if gamefreak send scouts to Pokemon forums,
    give some trailer for the new gen,
    then wait for our responds, and keep an eye on our speculation,
    and then steal our idea???

    used THIEF!
    It's super effective!

  18. #678
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    Quote Originally Posted by cascadethewarrior View Post
    Ok so which ones would you recommend altering and which ones would you recommend keeping the same? You suggested making the stats that increase and decrease the same in the Types?
    Yeah, both benefits and hindrances would be Attack and Sp. Atk only.

    City would benefit Fighting and hinder Ghost.
    Mountain would benefit Ice and hinder something.
    Forest would benefit Grass and hinder something.
    Caves would benefit Rock and hinder something.
    Fields would benefit Normal and hinder something.
    Desert would benefit Ground and hinder something.
    Volcano would benefit Fire and hinder Bug?

    Quote Originally Posted by just mew View Post
    New Move
    Sheer Luck
    Type : normal/whatever
    Power : -
    Acc : -
    PP : 10

    Description: Randomly chooses a move that has a high critical hit ratio.
    So basically it works like Metronome but it only chooses a move that has a high critical hit ratio like Slash, Night slash, air cutter etc
    the chance of getting a crit increased a little bit
    learned by level up: victini, togepi line, clefairy line, chansey line, natu line and some have it as egg move
    Seems nice. I think the randomness factor is enough to warrant an increase in critical hit chance beyond the 12.5% that moves like Night Slash and Air Cutter already have.

    Hubbub
    type : dark
    power : -
    acc : 100
    PP : 10

    the target cannot use a same move consecutively. the Choice users can only use struggle (or switch out). Effect ends if the target is switched.
    Torment already exists, but alright.

    Fire/Ice/Thunder Beak
    Power : 70
    category : physical
    Basically elemental Beak, to help those poor birds.
    Eh, too many Punch counterparts doesn't seem right, in my opinion. It kind of ruins the "exclusivity" of those moves, if you know what I mean.

    Ambush Order
    Type: dark
    power : 90
    PP : 10
    physical
    can only learned by Honchkrow
    What's the accuracy? I'm assuming it's 100, in which case, the power could be increased a little bit, perhaps up to 100.

    Leaf wave
    type : grass
    PP :10
    raises speed, att, and sp.attk. speed raises 2 stages if used in sunny.
    I don't think the need for sun is enough of a drawback to warrant a +6 stat increase. It's a strictly better Growth, pretty much.
    Last edited by Wishing Star; 22nd September 2012 at 2:15 AM.






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    Quote Originally Posted by just mew View Post
    New Move
    Sheer Luck
    Type : normal/whatever
    Power : -
    Acc : -
    PP : 10

    Description: Randomly chooses a move that has a high critical hit ratio.
    So basically it works like Metronome but it only chooses a move that has a high critical hit ratio like Slash, Night slash, air cutter etc
    the chance of getting a crit increased a little bit
    learned by level up: victini, togepi line, clefairy line, chansey line, natu line and some have it as egg move
    So much hax o.o

    Hubbub
    type : dark
    power : -
    acc : 100
    PP : 10

    the target cannot use a same move consecutively. the Choice users can only use struggle (or switch out). Effect ends if the target is switched.
    Torment says hi.
    Fire/Ice/Thunder Beak
    Power : 70
    category : physical
    Basically elemental Beak, to help those poor birds.
    The birds normally use special moves but otherwise it's fine.
    Ambush Order
    Type: dark
    power : 90
    PP : 10
    physical
    can only learned by Honchkrow
    Fine

    Leaf wave
    type : grass
    PP :10
    raises speed, att, and sp.attk. speed raises 2 stages if used in sunny.
    What if it's not used in sun? Seems broken since sun easy to set up and there are no negative effects :/
    We're back again
    Let's make a toast, come raise your glasses high
    To every one of you who doubted us.


    Credit to Lucina Archaelis for the banner.

  20. #680
    Join Date
    Aug 2012
    Location
    New York
    Posts
    61

    Default

    Quote Originally Posted by cascadethewarrior View Post
    New Mechanics!!!

    Area Fields:

    Each one has its benefits and disadvantage. They will change the battlefields along with its image and can be activated by using certain moves and having certain abilities(Which I will make later). They can only be replaced by another Area Field move similar to how Weather works. There is no Turn limitation. The effects has no turn limitation either.

    Dessert
    -Raises the Attack, Sp.Attack and Speed of Ground Type Pokemon by 10%
    -Lowers the Speed of Non-Flying Type Pokemon & Pokemon without Levitate by 10%
    -Sandstorm will now deal 1/10 each turn
    -Sandstorm will now last 8 turns
    -Has a 5% of Confusing the Pokemon in battle once per turn(this includes your own Pokemon)

    Forest
    -Raises the Attack, Sp.Attack and Evasion of Grass Type Pokemon by 10%
    -Raises the Speed and Evasion of Bug Type Pokemon by 10%
    -Fire Type Moves have an Higher Critical hit ratio

    Mountain
    -Raises the Defense and Sp.Defense of Rock Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Ice Type Pokemon by 10%
    -Hail will now deal 1/10 each turn
    -Hail will now last 8 turns
    -Has a 5% chance to inflict Freeze status to the Pokemon in battle once per turn(This includes your own Pokemon)

    Night
    -Raises the Attack, Sp.Attack and Evasion of Ghost Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dark Type Pokemon by 10%
    -Lowers the Accuracy of Non-Ghost & Dark Type Pokemon by 10 %
    -Has a 5% chance of to inflict Sleep Status to the Pokemon in battle once per turn(This includes your own Pokemon)
    -Night is removed if Harsh sunlight comes out via Drought or Sunny Day

    Sky
    -Raises the Attack, Sp.Attack and Speed of Flying Type Pokemon by 10%
    -Raises the Attack and Sp.Attack of Dragon Type Pokemon by 10%
    -All Ground Type Moves Power becomes 0

    Ocean
    -Raises the Attack, Sp.Attack and Speed of Water Type Pokemon by 10%
    -Raises the Accuracy and Power of Electric Type moves by 10%
    -Lowers the Attack and Sp.Attack of Fire Type Pokemon by 10%
    -Lowers the Defense and Sp.Defense of Steel Type Pokemon by 10%


    If you can think of more please feel free to give some ideas. Because I'm kinda stuck at this point lol

    Does this....does this mean that...Teleport would get some competitive value? You could use Teleport and it would automatically switch areas! You'd be in an ocean, and then you'd move to a mountain! That would actually be really cool.

    And Nature Power would be so messed up, Earthquake wouldn't be guaranteed. It could just be Surf or Stone Edge or something like that, depending on the area.

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