Something to stop Baton Pass teams, always a good thing.Originally Posted by Wishing Star
Ever noticed how Ferroseed's sprite spins around quickly?
It should learn Rapid Spin.
It uses it's vines to spin itself around. If anything, it makes more sense with Ferrothorn. Ferroseed, by all means has no way of controlling it's spin, unless it can move it's barbs. Still, I was really surprised that Ferroseed/thorn couldn't learn Rapid Spin, and we could use another Spinner in OU. Forretress does lose it's main advantage over Ferrothorn though.
I really like Wild Frost, especially that it can't be Taunted/Magic Bounced/whatever. Now all we need is some good ice types.
i think that wild frost is a bad idea. if you spam ice moves, you don't thaw out. end of question. could 6-0 fairly easily.
prepare for the brokenness.
Frozen Sphere
type: ice power: 70 acc: 65 pp: 10
flavor: the user hurls a sphere of pure cold at the target. has a high chance of freezing.
detailed desription: 100% chance of freezing.
like zap cannnon/dynamicpunch and their ilk, but much lower power and slightly better accuracy.
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.
I don't get what you mean. Using Ice-type moves on a frozen Pokémon doesn't guarantee that they'll stay frozen.
At least paralysis and confusion are relatively easier to deal with than freeze. Frozen Sphere has a 65% chance of inflicting a status ailment that is extremely hard to deal with, whereas Zap Cannon and DynamicPunch have a 50% chance of inflicting a status ailment that is significantly easier to deal with. If anything, Frozen Sphere would have to have a 40% accuracy rate (and even that's stretching it a bit).Frozen Sphere
type: ice power: 70 acc: 65 pp: 10
flavor: the user hurls a sphere of pure cold at the target. has a high chance of freezing.
detailed desription: 100% chance of freezing.
like zap cannnon/dynamicpunch and their ilk, but much lower power and slightly better accuracy.
the revised version of the attack deals no damage and is a status category move.
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.
its a simple (now 50) accuracy status move.
EDIT: ****. i'm starting to sound like cascade.
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.
You mention my name on a move that has a guarantee freeze...How ironic. Especially considering I made a move like that a while back called Permafrost
Cool!!(Pun intended lol). But seriously I find it a bit out that at +5 stage t he freeze chance is 30% than just jumps to 100% when the Pokemon reaches +6 stage total.
Last edited by cascadethewarrior; 30th September 2012 at 12:51 AM.
that freeze chance is a bit wrong. and i think its incredibly stupid to post links to or brag about moves you made. plus, that was 29 pages ago. how could i have noticed that?
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.
Who's bragging? You just seem to love to make up false emotions about how I feel based on words I typed on a computer, don't you?...I was just simply pointing out the Irony of it all, I never expected you to notice. Besides there is no rule saying we cant have similar moves, again I was just pointing out the irony in it all.
Revamped Move: Final Gambit
Type:/ Power: -- / Accuracy: 100% / PP: 5 / Target: Single Adjacent Pokemon / Category:
/ Priority: 0
"The user lowers it's HP to 1 in exchange the target loses HP equal to the amount lost"
-This is how Final Gambit should work
New Move: Pact
Type:/ Power: -- / Accuracy: --% / PP: 5 / Target: Single Adjacent Pokemon / Category:
/ Priority: 0
"The target instantly faints. The User and all Party Pokemon lose HP equal to half their max HP if the target faints"
-If Pact doesn't work due to Protect or Detect, then Pact will fail and the target will not faint. If the Target fails to faint due to Focus Sash, Focus Band, uses endure or sturdy activates then the User and all Party Pokemon do not lose half their max HP.
New Move: Exchange
Type:/ Power: -- / Accuracy: 100% / PP: 10 / Target: Single Adjacent Pokemon / Category:
/ Priority: 0
"The user switches place with the target for 2-4 Turns"
-Basically you select a Pokemon on your opponents or your side and the user of the move switches places with them. If the target or the user of the move fainted before the turns were up then the Pokemon return to it's respective trainer in the place the other Pokemon was in battle. If Exchange is used before the Target moves in battle then the Target will still use it's move selected by it's trainer. Yes, you can switch an exchanged Pokemon, that Pokemon can stay in your party until 2-4 turns is up or the other exchanged Pokemon has fainted. You cannot use Exchange on a Pokemon that is being affected by Exchange. During Story Mode if the trainer does not have enough badges the Exchanged Pokemon has a chance to not listen to them.
Example
Intro: Trainer 1 sent out Audino, Trainer 2 sent out Arcanine.
Turn 1: Audino used Exchange, Audino and Arcanine have switched places, Arcanine used Bite, Turn End.
Turn 2: Trainer 2 withdrew Audino, Trainer 2 sent out Ferrothorn, Arcanine used Flamethrower, Ferrothorn Fainted, Turn End.
Turn 3: Trainer 2 sent out Golduck, Golduck used Surf, Arcanine Fainted, Audino is returned to trainer 1, Turn Ends.
Last edited by cascadethewarrior; 30th September 2012 at 4:10 AM.
Yeah, sure. Having the user faint is more just a decision rather than a balancing resort.
Eh, I'm a bit iffy on this. An instant KO is extremely powerful, regardless of the drawback. This move would probably be put under the one-hit KO clause.
New Move: Pact
Type:/ Power: -- / Accuracy: --% / PP: 5 / Target: Single Adjacent Pokemon / Category:
/ Priority: 0
"The target instantly faints. The User and all Party Pokemon lose HP equal to half their max HP if the target faints"
-If Pact doesn't work due to Protect or Detect, then Pact will fail and the target will not faint. If the Target fails to faint due to Focus Sash, Focus Band, uses endure or sturdy activates then the User and all Party Pokemon do not lose half their max HP.
Flavorfully, this makes no sense. The Audino and the Arcanine in the example basically switch trainers. The opposing trainer probably wouldn't have the skill to command a Pokémon that isn't theirs, nor would the Pokémon itself obey the commands of a person that isn't their trainer.
New Move: Exchange
Type:/ Power: -- / Accuracy: 100% / PP: 10 / Target: Single Adjacent Pokemon / Category:
/ Priority: 0
"The user switches place with the target for 2-4 Turns"
-Basically you select a Pokemon on your opponents or your side and the user of the move switches places with them. If the target or the user of the move fainted before the turns were up then the Pokemon return to it's respective trainer in the place the other Pokemon was in battle. If Exchange is used before the Target moves in battle then the Target will still use it's move selected by it's trainer. Yes, you can switch an exchanged Pokemon, that Pokemon can stay in your party until 2-4 turns is up or the other exchanged Pokemon has fainted. You cannot use Exchange on a Pokemon that is being affected by Exchange. During Story Mode if the trainer does not have enough badges the Exchanged Pokemon has a chance to not listen to them.
Example
Intro: Trainer 1 sent out Audino, Trainer 2 sent out Arcanine.
Turn 1: Audino used Exchange, Audino and Arcanine have switched places, Arcanine used Bite, Turn End.
Turn 2: Trainer 2 withdrew Audino, Trainer 2 sent out Ferrothorn, Arcanine used Flamethrower, Ferrothorn Fainted, Turn End.
Turn 3: Trainer 2 sent out Golduck, Golduck used Surf, Arcanine Fainted, Audino is returned to trainer 1, Turn Ends.
By definition, a trainer loses a battle if each of the Pokémon they bring with them to the battle faint. Similarly by definition, a trainer wins a battle if they defeat each of their opponent's Pokémon using a team comprised of Pokémon brought with them. Now, I'm aware you say that the exchange ends when a Pokémon faints, but the "Poké Ball throwback" is considered a between-turn action (like poison and burn), which aren't checked at the very end of a match.
In other words, Trainer 1 who brought with him A, B, C, D, E, and F is against Trainer 2 with G, H, I, J, K, and L. If A, B, C, D, E, G, H, I, J, and K have all fainted, then F and L are sent out. F and L are exchanged, then L faints. But then what happens? Trainer 2 can't win, since not all six Pokémon that he had at the end were his own; trainer 1 can't lose, since not all six Pokémon that he had at the end were his own, either.
This ones a bit different though. Essentially the user can only really use it 1 time because if they use it a second all their Pokemon would faint. Of course there are ways around this but for the most part the average amount of times this would be successful is once.
Yes exactly, so if they each have only one Pokemon left and one used Exchange and used the opponents Pokemon to beat their own Pokemon then the Opponent has won the match. That's what makes this move so complex, fun and it can benefit both sidesFlavorfully, this makes no sense. The Audino and the Arcanine in the example basically switch trainers. The opposing trainer probably wouldn't have the skill to command a Pokémon that isn't theirs, nor would the Pokémon itself obey the commands of a person that isn't their trainer.
By definition, a trainer loses a battle if each of the Pokémon they bring with them to the battle faint. Similarly by definition, a trainer wins a battle if they defeat each of their opponent's Pokémon using a team comprised of Pokémon brought with them. Now, I'm aware you say that the exchange ends when a Pokémon faints, but the "Poké Ball throwback" is considered a between-turn action (like poison and burn), which aren't checked at the very end of a match.
In other words, Trainer 1 who brought with him A, B, C, D, E, and F is against Trainer 2 with G, H, I, J, K, and L. If A, B, C, D, E, G, H, I, J, and K have all fainted, then F and L are sent out. F and L are exchanged, then L faints. But then what happens? Trainer 2 can't win, since not all six Pokémon that he had at the end were his own; trainer 1 can't lose, since not all six Pokémon that he had at the end were his own, either.![]()
Of course, even with the accuracy and type restrictions of the majority of one-hit KO moves, they're still banned because they rely on luck that the opponent can't do anything about (much like evasion boosts).
That's exactly what I'm saying can't work. A trainer wins a Pokémon match if and only if their team (of up to six Pokémon that belongs to that trainer) defeats the opponent's team (again, of up to six Pokémon that belong to that trainer). The fact that one trainer wins with a team that consists of one Pokémon that doesn't belong to them makes it not work.Yes exactly, so if they each have only one Pokemon left and one used Exchange and used the opponents Pokemon to beat their own Pokemon then the Opponent has won the match. That's what makes this move so complex, fun and it can benefit both sides![]()
I probably wasn't clear when I posted how the mechanic doesn't work. For example, trainer 1 has A, B, C, D, E, and F; trainer 2 has G, H, I, J, K, and L:
Turn 0: Trainer 1 sends out A, trainer 2 sends out G.
Turn 1: A (controlled by trainer 1) uses Exchange on G (controlled by trainer 2). G (now controlled by trainer 1) uses Will-o-Wisp, burning A (now controlled by trainer 2). Turn ends.
Between-turns: A is hurt by its burn.
Turn 2: G(1) uses Tackle, fainting A(2). Turn ends.
Between-turns: Trainer 2 is given back control of G, whereas trainer 1 is given back control of A. B is switched in, substituting A.
...
Between-turns: Trainer 1 sends out F(1), trainer 2 sends out L(2). Both of them are on their last Pokémon.
Turn 16: F(1) uses Exchange on L(2). L(1) uses whatever on F(2). Turn ends.
Between-turns: Nothing happens.
Turn 17: F(2) uses Draco Meteor on L(1), fainting L(1). F(2)'s Sp. Atk harshly falls. Turn ends.
-> This is the point where, under normal circumstances, a player would win and their opponent would lose. However, since between-turn actions aren't checked between the last turn and this point, the exchange back (like the one that happens at the between-turns period between turns 2 and 3 above) can't happen. This means that trainer 1 can't get back F, and trainer 2 can't get back L, meaning that neither can win nor lose since they never get back the Pokémon that they originally started the battle with.
But then, you may ask, why can't you just change it so that between-turn actions are checked between the last turn of the game and when a trainer wins?
If they were checked, then that would bring up some extremely confusing scenarios. For example:
Between turn 28 and turn 29: Pikachu is poisoned, and is now at 1/256 HP. The foe's Yanma is at 3/150 HP.
Turn 29: Pikachu uses Thundershock on Yanma, fainting it. Turn ends.
Between-turns: Pikachu is hurt by poison. Pikachu takes 16 damage and faints.
-> Who would lose? Would the Yanma's trainer lose since it fainted first? Or would the Pikachu's trainer lose since it technically fainted afterward? This situation isn't like Explosion where the Exploder automatically is deemed to have lost since Explosion damage isn't always guaranteed (against a Ghost-type, for example), so you can't say that the Pokémon that faints first (Yanma) automatically loses.
My brain hurts :/
when I thought of the move it was not this complicated lol
I guess it can't work then. Though technically the opponent would use your pokemon to help you win but my question is: Why is the trainer can't use their opponent's Pokemon and win the match? I mean they still won does it really matter how? or with what?
Last edited by cascadethewarrior; 30th September 2012 at 6:48 AM.