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

  1. #1141
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    Quote Originally Posted by cascadethewarrior View Post
    2 New abilities and a new move!!!

    Emancipate
    "Raises attack, but can't use items"

    -So a Pokemon that is holding an item with this ability will get their attack boosted by 20% however this only applies if they're actually holding an item, the items effect does not work though. So think of this ability like a much better Klutz.

    New Move: Fair Play

    Type: / Power: -- / Accuracy: 100% / PP: 20 / Target: Single adjacent Pokemon / Category: / Priority: 0
    "The user sacrifices some of their current HP and removes the same amount from the target"

    -So say a Pokemon has full 100 Hp and used Fair Play, the target and you lose 10 HP. The amount a the user can cut is only 1/10 of their current HP
    Emancipate - I'd normally say something negative about this because this ability is strictly better than another ability. But because Klutz is pretty much not productively useful anyway, I'd say that this is alright.

    Fair Play - Seems fine.

    Quote Originally Posted by OceanicLanturn View Post
    Hmm~~ *hum*

    Redemption (Psychic)
    PP: 5/Power: --/Accuracy: 100/Category: Special/Priority: 0/Target: Selected Foe
    The user faints itself, but completely heals every member of the party by 20%.

    Warrant (Normal)
    PP: 5/Power: --/Accuracy: 100/Category: Physical/Priority: 0/Target: Selected Foe
    The foe faints if the user faints within three turns. It wears off afterwards.
    - Reverse Perish Song. So against stuff you know will KO you in two hits, it's a handy attack.

    NEW AND RENEWED TECHNO BLAST!
    Techno Blast
    PP increased to 15 (5... seriously?)
    Power increased to 90
    Accuracy remains at 100
    New:
    Electric Techno Blast: Has a 30% chance to make the foe gain a weakness to electric moves.
    Fire Techno Blast: Has a 30% chance to make the foe gain a weakness to fire moves
    Ice Techno Blast: Has a 30% chance to make the foe gain a weakness to ice moves
    Water Techno Blast: Has a 30% chance to make the foe gain a weakness to water moves
    Normal Techno Blast: May flinch.

    If a Parasect is hit by a Fire Techno Blast and its secondary effect is activated, it remains at x4, so no x8 for ya. However, if an Omaster is hit by a Fire Techno Blast, it WILL gain a weakness from fire. So x4 resistance is nullifed and x2 weakness is put in place.

    Item
    Puppet
    "The user steals some items from the foe when fainted"
    - It can take away any items, from 1~3 from any member of the team. The fainting process does NOT include poisoning, SR weakness, burnt, spikes etc etc. So yay?
    Redemption - Eh, it's not really that broken, and it works, but I don't really like the move much. :/

    Warrant - So if either one switches, what happens?

    Techno Blast - I'm also not a big fan of weakness tack-ons, but that's just my opinion. It could go either way, really.

    Puppet - I don't really like this, either. Other than that, stealing three items doesn't work, since a Pokémon can only hold one item. I don't understand how that would work.

    Quote Originally Posted by cascadethewarrior View Post
    Revamped Version V.02
    Clique
    "Raises Defense and Sp.Defense when a Pokemon of the same group is out"

    -This ability applies more toward double, triple and rotation battles but you can get the bonus in single battles if your opponent has out a Pokemon in the same egg group. It raises the defense and Sp.defense by 20%. Also the number of the Pokemon does not matter either so say you have out a Machamp and a Jynx in a double battle and a Machamp, Jynx and Toxicroak in a triple battle the Pokemon with the ability Clique will still just get 20%. Also, it does not stack if you have a a Pokemon with dual egg group out so say a Illumise is out and a Volbeat is out aswell and Illumise has the ability Clique, Illumise will still just get a 20% boost.
    The benefit condition I really like, as it can also be active based on your opponent's Pokémon, but the actual benefit requirement I don't like, if that made sense. For a Pokémon to receive a benefit based on the egg groups of all other Pokémon on the field is like a Pokémon receiving a benefit based on the base experience yield, base happiness, or experience value at level 100 of other Pokémon--it just doesn't correlate with the battle environment at all.

    The Defense and Sp. Def boost I'd say is alright, though.






  2. #1142
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    Overdrive (Fighting)
    PP: 15/Power: 40/Accuracy: 100/Category: Physical/Priority: 0/Target: Selected Foe
    The user slams its fist at the foe. Damage increases the longer the time the user is out.

    - Chart
    Turn 1: 40
    Turn 2: 50
    Turn 3: 70
    Turn 4: 100
    Turn 5: 140
    Turn 6+ : 190

    So basically, the more the number of turns the user is out, the more damage it does.

    Abilities
    Simplify: Damage is boosted by 50%, but restricts the use of stat-boosting moves.

    Metal Soul: Lowers damage from special attack, but takes more damage for physical attacks. (20% for 20%)

    Guardian: Doubles attack and special attack when below 50% hp.
    - Guardian is not op, fyi. It'll be given to a weaker mon :3.
    - Reverse Defeatist

    Item
    Sour Pill
    "Ups all stats in a pinch"
    - When below 25% hp, boosts all stats by one stage.

    Credits to Brutaka for siggy

  3. #1143
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    Quote Originally Posted by OceanicLanturn View Post
    Overdrive (Fighting)
    PP: 15/Power: 40/Accuracy: 100/Category: Physical/Priority: 0/Target: Selected Foe
    The user slams its fist at the foe. Damage increases the longer the time the user is out.

    - Chart
    Turn 1: 40
    Turn 2: 50
    Turn 3: 70
    Turn 4: 100
    Turn 5: 140
    Turn 6+ : 190

    So basically, the more the number of turns the user is out, the more damage it does.

    Abilities
    Simplify: Damage is boosted by 50%, but restricts the use of stat-boosting moves.

    Metal Soul: Lowers damage from special attack, but takes more damage for physical attacks. (20% for 20%)

    Guardian: Doubles attack and special attack when below 50% hp.
    - Guardian is not op, fyi. It'll be given to a weaker mon :3.
    - Reverse Defeatist

    Item
    Sour Pill
    "Ups all stats in a pinch"
    - When below 25% hp, boosts all stats by one stage.
    Over drive.. well it is okish for a stall pokemon but in competitive you mostly switch a lot.. it could work on something like gliscor.

    Simplify- free choice item that's too much.

    Metal Soul: wouldn't it be just better the pokemon just had his stats like this to begin with? seems pointless...

    Guardian: need to be really weak.. see azumaril only base 50 attack huge power make it into a monster.

    Sour Pill: really too much we have pinch berries and those are enough..


    Quote Originally Posted by Professor Oak
    Only two things are infinite, the universe and the amount of zubat in caves, and I'm not sure about the former.
    Shortcut to damage calculator

  4. #1144
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    Quote Originally Posted by OceanicLanturn View Post
    Overdrive (Fighting)
    PP: 15/Power: 40/Accuracy: 100/Category: Physical/Priority: 0/Target: Selected Foe
    The user slams its fist at the foe. Damage increases the longer the time the user is out.

    - Chart
    Turn 1: 40
    Turn 2: 50
    Turn 3: 70
    Turn 4: 100
    Turn 5: 140
    Turn 6+ : 190

    So basically, the more the number of turns the user is out, the more damage it does.

    Abilities
    Simplify: Damage is boosted by 50%, but restricts the use of stat-boosting moves.

    Metal Soul: Lowers damage from special attack, but takes more damage for physical attacks. (20% for 20%)

    Guardian: Doubles attack and special attack when below 50% hp.
    - Guardian is not op, fyi. It'll be given to a weaker mon :3.
    - Reverse Defeatist

    Item
    Sour Pill
    "Ups all stats in a pinch"
    - When below 25% hp, boosts all stats by one stage.
    Overdrive - Aside from the possibility of this move not working, it seems alright. I actually have a few moves that function similarly to this move that I won't reveal just yet.

    Simplify - Aside from the name being extremely close to Simple, having a Choice item on an ability is too much. No, it's actually better than a Choice item, since it effectively boosts both Attack and Sp. Atk. And even then, would moves like Charge Beam, Metal Claw, and Meteor Mash be usable? They can raise the user's stats.

    Metal Soul - Sure, I guess. And as always, my obsessive-compulsiveness kicks in and says there should be a physical variant of this as well.

    Guardian - I think I mentioned this before, but a reverse Slow Start is pretty powerful. And I definitely mentioned before that the inherent brokenness of a battle mechanic can't really be justified based on the Pokémon that it's given to unless it's like the signature move of a legendary Pokémon (which I would assume this isn't).

    Sour Pill - This is strictly better than those stat-raising berries. I'd have to say no to this one. It'd be much more balanced if it gave the holder a one-stage increase in Attack and Sp. Atk and a one-stage decrease in Defense and Sp. Def or something like that.

    Anyway, I haven't posted anything of my own lately, so:

    New Move: Spirit Elegy
    Type: Ghost / Power: 60 / Accuracy: 100 / PP: 10 / Target: Adjacent foes / Category: Special / Priority: 0
    "A ghostly tune strikes fear into nearby foes. Consecutive use boosts chances of lowering the targets' Sp. Def stat."
    - The chance of lowering Sp. Def is given by the formula (10 x number of consecutive uses) %.






  5. #1145
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    Ban ALL dream world abilities.

    Ban choice scarf

  6. #1146
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    Quote Originally Posted by Affinity1993 View Post
    Ban ALL dream world abilities.

    Ban choice scarf
    To both proposals, I'd have to ask, "Why?" Most Pokémon have Dream World abilities that aren't broken (and some of them only have Dream World abilities as accessible viable abilities). I understand where you come from with the Choice Scarf ban proposal, but I don't think it's that overpowered.






  7. #1147
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    Icicle Pierce
    Physical
    Ice
    BP-75
    Acc 100
    "The user thrusts a frozen point at the foe, High Critical hit chance.

    Really need a generic physical Ice move that can be used. It's a real Shame Samurott can't use Ice Punch (really, just give it to Dewott, I mean Alakazam has Iron Tail from Kadabra), but this would give him something to hit from the Physical side with. It would also give Pokemon like Escavalier, Beedrill, and Fearow a good Physical Ice move.

    Needle Buster
    Physical
    Bug
    BP-100
    Acc 100
    "The user goes all out to charge into the foe. Lowers DEF one stage."

    Alot of non horned Physical Bugs would like a good move to...
    Quote Originally Posted by willda View Post
    As I said before they will all evolve into Emboar, ALL gen 6 pokemon will be Emboar, Yveltal and Xerneas's alternate formes? Emboar.
    The Order of the White Lotad
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  8. #1148
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    Quote Originally Posted by MetalFlygon08 View Post
    Icicle Pierce
    Physical
    Ice
    BP-75
    Acc 100
    "The user thrusts a frozen point at the foe, High Critical hit chance.

    Really need a generic physical Ice move that can be used. It's a real Shame Samurott can't use Ice Punch (really, just give it to Dewott, I mean Alakazam has Iron Tail from Kadabra), but this would give him something to hit from the Physical side with. It would also give Pokemon like Escavalier, Beedrill, and Fearow a good Physical Ice move.
    Icicle Crash? It looks like a slightly more accurate but weaker version of it.

    Refined Abilites
    Stall: Defense is boosted by a stage every turn, but this pokemon always goes last.
    Speed Boost: Boosts speed by a stage every turn, but this pokemon take 1/12 damage every turn.

    Attackssss
    Generalise (Normal)
    PP: 15/Power: --/Accuracy: --/Category: Status/Target: Self/Priority: 0
    For the next five turns, the user always hit nuetral damage.
    *Ignores resistance and immunity*

    Finishing Blow (Fighting)
    PP: 15/Power: 60/Accuracy: --/Category: Physical/Target: Selected Foe/Priority: 0
    The user will heal 33% hp of the user if this move KO-ed the foe.
    *excludes Poison damage, burn damage etc etc*

    Credits to Brutaka for siggy

  9. #1149

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    its been a while since i've made something.

    new pokemon:

    Metanyx
    Type: Bug/Fighting
    Ability: Iron Armor (see below); Heatproof
    Pokedex/Flavor Text: a massive bug the size and shape/stature of a heavyweight fighter. it makes an armor out of blackened HERACROSS carapaces./clad head to toe in black armor, it is very terratorial and attacks those that move.

    Stats:

    Hp: 105
    Attack: 130
    Defense: 100
    Special Attack: 70
    Special Defense: 85
    Speed: 79

    notes: doesnt get a good bug move, surprisingly. my concept doesnt allow for bug bite, (if wearing a mask of armor, how does it bite?) or u-turn. (fleeing is for wusses.) learns mainly fighting and ground type moves.

    New Ability: Iron Armor: (as seen above.) this pokemon takes half damage from rock and dragon. (notes: maybe steel too? keep in mind with these three resistances the above poke only resists eight types.)

    very limited (if not exclusive) distrubution.

    i had wanted to post that for three days, just had to get the flavor right.

    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.

  10. #1150
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    Quote Originally Posted by MetalFlygon08 View Post
    Icicle Pierce
    Physical
    Ice
    BP-75
    Acc 100
    "The user thrusts a frozen point at the foe, High Critical hit chance.

    Really need a generic physical Ice move that can be used. It's a real Shame Samurott can't use Ice Punch (really, just give it to Dewott, I mean Alakazam has Iron Tail from Kadabra), but this would give him something to hit from the Physical side with. It would also give Pokemon like Escavalier, Beedrill, and Fearow a good Physical Ice move.

    Needle Buster
    Physical
    Bug
    BP-100
    Acc 100
    "The user goes all out to charge into the foe. Lowers DEF one stage."

    Alot of non horned Physical Bugs would like a good move to...
    Icicle Pierce - Yeah, it seems fine, if not just slightly over the curve in terms of base power. It could do with 70 base power just like other Slash variants.

    Needle Buster - If anything, I'd say that Superpower has slightly too much drawback for its power-accuracy ratio. I like pretty much everything about this move, even the name. Well done!

    Quote Originally Posted by OceanicLanturn View Post
    Icicle Crash? It looks like a slightly more accurate but weaker version of it.

    Refined Abilites
    Stall: Defense is boosted by a stage every turn, but this pokemon always goes last.
    Speed Boost: Boosts speed by a stage every turn, but this pokemon take 1/12 damage every turn.

    Attackssss
    Generalise (Normal)
    PP: 15/Power: --/Accuracy: --/Category: Status/Target: Self/Priority: 0
    For the next five turns, the user always hit nuetral damage.
    *Ignores resistance and immunity*

    Finishing Blow (Fighting)
    PP: 15/Power: 60/Accuracy: --/Category: Physical/Target: Selected Foe/Priority: 0
    The user will heal 33% hp of the user if this move KO-ed the foe.
    *excludes Poison damage, burn damage etc etc*
    Stall and Speed Boost - Both ability refinements destroy the flavor behind both moves. In terms of competitive balance and viability only, I'd say sure. Factor in flavor along with question such as, "Why does a Pokémon suddenly have its Defense raised just because it goes last?", and it falls apart.

    Generalize - Something about the five-turn duration is a bit off to me. I'd make it three turns at the most. I'm also tempted to say that it allows for a lot of type matchup abuse, but I can't think of any situations where that would be the case.

    Finishing Blow - I'd make it so that the user restores HP equal to the damage dealt, but only if the move KO's the foe. I don't know, it seems better to me that way. And this move never misses?

    Quote Originally Posted by Ghosts of the Forums View Post
    its been a while since i've made something.

    new pokemon:

    Metanyx
    Type: Bug/Fighting
    Ability: Iron Armor (see below); Heatproof
    Pokedex/Flavor Text: a massive bug the size and shape/stature of a heavyweight fighter. it makes an armor out of blackened HERACROSS carapaces./clad head to toe in black armor, it is very terratorial and attacks those that move.

    Stats:

    Hp: 105
    Attack: 130
    Defense: 100
    Special Attack: 70
    Special Defense: 85
    Speed: 79

    notes: doesnt get a good bug move, surprisingly. my concept doesnt allow for bug bite, (if wearing a mask of armor, how does it bite?) or u-turn. (fleeing is for wusses.) learns mainly fighting and ground type moves.

    New Ability: Iron Armor: (as seen above.) this pokemon takes half damage from rock and dragon. (notes: maybe steel too? keep in mind with these three resistances the above poke only resists eight types.)

    very limited (if not exclusive) distrubution.

    i had wanted to post that for three days, just had to get the flavor right.
    Metanyx - Seems like a solid Pokémon, based on typing and base stats alone. Definitely competitively viable from what you've posted.

    Iron Armor - I'm not a huge fan of mechanics that inherently "hate" on certain types, and this is no exception. -25% damage from physical moves or something?




    New Item: Yellow Prism
    "A prism of bright topaz. It reduces the chance of the holding Pokémon to be fully paralyzed."
    - The chance that the holding Pokémon is fully paralyzed drops from 25% to 12.5%.

    New Item: Red Prism
    "A prism of gleaming ruby. It lowers the reduction of a burned Pokémon's Attack stat."
    - If the holding Pokémon is burned, its Attack stat is reduced by 1/4 instead of halved.

    New Item: Purple Prism
    "A prism of lucid amethyst. It lowers the damage taken from a Pokémon's mild poison."
    - "Mild poison" means regular poison. Poison saps 1/16 HP from the holding Pokémon every turn instead of 1/8 HP. Toxic poison is unaffected.

    New Item: Green Prism
    "A prism of shiny emerald. A Pokémon holding this item will wake from its slumber more quickly."
    - Early Bird on an item. It does stack with the ability equivalent.

    New Item: Blue Prism
    "A prism of crystalline sapphire. A Pokémon holding this item will defrost more quickly."
    - The 20% chance of defrosting every turn is doubled to 40%.

    New Item: White Prism
    "A prism of luminescent opal. It makes the holding Pokémon snap out of confusion faster."
    - It halves the number of turns that the holding Pokémon is confused. It's basically Early Bird, except for confusion instead of sleep.

    New Item: Pink Prism
    "A prism of brilliant pink garnet. Moves' secondary effects that inflict status conditions occur less often."
    - Wonder Skin on an item. Like with the Green Prism, it does stack with the ability equivalent.
    Last edited by Wishing Star; 3rd November 2012 at 10:20 PM.






  11. #1151
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    Quote Originally Posted by Wishing Star View Post
    New Item: Yellow Prism
    "A prism of bright topaz. It reduces the chance of the holding Pokémon to be fully paralyzed."
    - The chance that the holding Pokémon is fully paralyzed drops from 25% to 12.5%.

    New Item: Red Prism
    "A prism of gleaming ruby. It lowers the reduction of a burned Pokémon's Attack stat."
    - If the holding Pokémon is burned, its Attack stat is reduced by 1/4 instead of halved.

    New Item: Purple Prism
    "A prism of lucid amethyst. It lowers the damage taken from a Pokémon's mild poison."
    - "Mild poison" means regular poison. Poison saps 1/16 HP from the holding Pokémon every turn instead of 1/8 HP. Toxic poison is unaffected.

    New Item: Green Prism
    "A prism of shiny emerald. A Pokémon holding this item will wake from its slumber more quickly."
    - Early Bird on an item. It does stack with the ability equivalent.

    New Item: Blue Prism
    "A prism of crystalline sapphire. A Pokémon holding this item will defrost more quickly."
    - The 20% chance of defrosting every turn is doubled to 40%.

    New Item: White Prism
    "A prism of luminescent opal. It makes the holding Pokémon snap out of confusion faster."
    - It halves the number of turns that the holding Pokémon is confused. It's basically Early Bird, except for confusion instead of sleep.

    New Item: Pink Prism
    "A prism of brilliant pink garnet. Moves' secondary effects that inflict status conditions occur less often."
    - Wonder Skin on an item. Like with the Green Prism, it does stack with the ability equivalent.
    A lot of these are basically just worse off lum berries if i say so myself.
    The only MAJOR use of these would be for the Guts etc. Pokemon
    Like a Conky with one of these, the Red Prism for instance would definately make Conkeldurr a much more viable Guts user.
    then also with Rest users for the Early Bird one

    The other ones though are kinda a little bit redundant though I think that if some of these were to be used then they would all have to be implemented. Overall some nice little niche items that could make some sub ou pokemon share a little bit more limelight.



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  12. #1152
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    Quote Originally Posted by JhenMohranMH3 View Post
    A lot of these are basically just worse off lum berries if i say so myself.
    The only MAJOR use of these would be for the Guts etc. Pokemon
    Like a Conky with one of these, the Red Prism for instance would definately make Conkeldurr a much more viable Guts user.
    then also with Rest users for the Early Bird one

    The other ones though are kinda a little bit redundant though I think that if some of these were to be used then they would all have to be implemented. Overall some nice little niche items that could make some sub ou pokemon share a little bit more limelight.
    The problem with Lum Berries (or any other of those status-specific berries) is that they can only be used once, and then they're gone. Nothing stops the foe from trying to poison a Pokémon again after seeing it heal its poison with its Lum Berry.

    The Red Prism would literally do nothing for Conkeldurr, as the Red Prism doesn't reduce residual burn damage at all.

    And yeah, they'd all be implemented. In fact, if these were implemented, then every other battle mechanic that I've posted in this thread would be implemented as well.






  13. #1153
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    Quote Originally Posted by Wishing Star View Post
    To both proposals, I'd have to ask, "Why?" Most Pokémon have Dream World abilities that aren't broken (and some of them only have Dream World abilities as accessible viable abilities). I understand where you come from with the Choice Scarf ban proposal, but I don't think it's that overpowered.
    Okay, maybe banning every single dream world ability is harsh. I say ban the annoying and overcentralizing ones (Drizzle, Drought, Prankster, Impostor).

    As for the choice scarf thing, I feel like it messes up the balance between Tanks and Sweepers and makes having a high base stat in speed not matter as much as it used to. Tank = Slow, Powerful, Bulky. Sweeper = Fast, Powerful, Frail. Tanks can use choice scarf to be Fast, Powerful, AND Bulky. What do sweepers have? Exactly. Tanks are almost always better choices than sweepers nowadays. Plus, it's the main reason why Pokemon like genesect are broken. I'm probably a bit biased because Pokemon like Alakazam and Salamence are my favorites, but still...
    Last edited by Affinity1993; 4th November 2012 at 12:24 AM.

  14. #1154
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    Quote Originally Posted by Affinity1993 View Post
    Okay, maybe banning every single dream world ability is harsh. I say ban the annoying and overcentralizing ones (Drizzle, Drought, Prankster, Impostor).
    I wouldn't mind a restriction on any combination of those abilities.

    As for the choice scarf thing, I feel like it messes up the balance between Tanks and Sweepers and makes having a high base stat in speed not matter as much as it used to. Tank = Slow, Powerful, Bulky. Sweeper = Fast, Powerful, Frail. Tanks can use choice scarf to be Fast, Powerful, AND Bulky. What do sweepers have? Exactly. Tanks are almost always better choices than sweepers nowadays. Plus, it's the main reason why Pokemon like genesect are broken. I'm probably a bit biased because Pokemon like Alakazam and Salamence are my favorites, but still...
    I wouldn't say that tanks are almost universally better than sweepers because of the existence of this item (though some sweepers are pretty bulky), but I'll say that I didn't realize the magnitude of brokenness the Choice Scarf brings for some Pokémon until now.

    Would a reduction in the Speed increase make the item less broken? Of course, then the other two Choice items would have to have their stat increases nerfed, too. and I don't think a 10% recoil and a move lock are equivalent penalties, so I don't think a balanced percentage would be 30%.






  15. #1155
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    Quote Originally Posted by Wishing Star View Post

    I wouldn't say that tanks are almost universally better than sweepers because of the existence of this item (though some sweepers are pretty bulky), but I'll say that I didn't realize the magnitude of brokenness the Choice Scarf brings for some Pokémon until now.
    The fall of sweepers is not solely due to choice scarf. It's also thanks to the ridiculous amount of priority moves that the 4th gen introduced.

    I know I'm going to get a lot of flack for this but if I had my way, those would be banned too. I'm a dick. Deal with it, lol.

    When I think about it, it's as if they tried to nerf sweepers as hard as they possibly could in the 4th gen.
    Last edited by Affinity1993; 4th November 2012 at 6:26 AM.

  16. #1156
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    Quote Originally Posted by Affinity1993 View Post
    The fall of sweepers is not solely due to choice scarf. It's also thanks to the ridiculous amount of priority moves that the 4th gen introduced.

    I know I'm going to get a lot of flack for this but if I had my way, those would be banned too. I'm a dick. Deal with it, lol.

    When I think about it, it's as if they tried to nerf sweepers as hard as they possibly could in the 4th gen.
    Ban all priority moves? Or just the typical Quick Attack-esque ones?

    But I do get what you're saying in that both damaging priority moves and Choice items are pretty powerful with the right Pokémon to abuse them.






  17. #1157
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    Quote Originally Posted by Affinity1993 View Post
    The fall of sweepers is not solely due to choice scarf. It's also thanks to the ridiculous amount of priority moves that the 4th gen introduced.

    I know I'm going to get a lot of flack for this but if I had my way, those would be banned too. I'm a dick. Deal with it, lol.

    When I think about it, it's as if they tried to nerf sweepers as hard as they possibly could in the 4th gen.
    If anything, I find the Choice Scarf to be a balance for sweepers. With such a large amount of pokemon, my teams just struggle to counter and check them all. That's where the choice scarf comes in, to make sure my team isn't absolutely crushed by some random Rock Polish Terrakion or Quiver Dance Volcarona who my offensive teams just couldn't prepare for.

    I think Excadril is a prime example of this. Okay, so it had STAB EQ, a good coverage move in Rock Slide, swords dance, and a high attack stat. Not really different from many sweepers, huh? Part of the reason that it was so dangerous is that offensive teams just couldn't find a way around it. No offensive pokemon could withstand a +2 hit from it, and no scarfer could outrun it. And what happened to it? Far to many teams were forced to add the same three defensive pokemon to their teams, and couldn't pick anything else. Think about it, how many pokemon in OU can counter or check a +1 Volcarona in the sun without a scarf?
    252SpAtk Life Orb +1 Volcarona (+SAtk) Hurricane vs 252HP/252SpDef Leftovers Storm Drain Gastrodon (+SpDef): 55% - 64% (235 - 276 HP). Guaranteed 2HKO.
    252SpAtk Life Orb +1 Volcarona (+SAtk) Fire Blast in Sun vs 252HP/252SpDef Leftovers Storm Drain Gastrodon (+SpDef): 61% - 72% (264 - 310 HP). Guaranteed 2HKO.
    Oh, and what can Gastro do in return?
    0SpAtk Gastrodon (Neutral) Scald in Rain vs 4HP/0SpDef +1 Volcarona (Neutral): 50% - 59% (156 - 186 HP). Guaranteed 2HKO.
    That's in the rain. You'd pretty much be sacrificing the slug to weaken it. Want some more examples?
    252Atk Life Orb +2 Terrakion (Neutral) Close Combat vs 252HP/252Def Leftovers Sturdy Skarmory (+Def): 86% - 99% (288 - 333 HP). Guaranteed 2HKO.
    252Atk Life Orb +2 Terrakion (Neutral) Stone Edge vs 252HP/252Def Leftovers Gliscor (+Def): 73% - 86% (261 - 307 HP). Guaranteed 2HKO.

    One stealth rock, or a little bit of prior damage, and the Skarmory "counter" is potentially down. But if you still want some calcs...
    72Atk Gliscor (Neutral) Earthquake vs 4HP/0Def Terrakion (Neutral): 74% - 88% (242 - 288 HP). Guaranteed 2HKO.
    0Atk Skarmory (Neutral) Brave Bird vs 4HP/0Def Terrakion (Neutral): 36% - 42% (118 - 139 HP). Guaranteed 3HKO.


    Yeah, Terrakion would be an instant Uber, Volcarona will be after people see that Heatran will be on every single half decent team in the metagame, and the place will be full of nothing but Ice Shard users to make sure those dragons don't crush everything. If anything, the choice scarf is an essential part of the metagame, since it makes sure things besides the spamming of sweepers is vaible.

    And when I make a stall team, it's a defensive core of 5 + a scarfer that also helps keep Gliscor, Reuniclus, and brutes who love to use SD or DD from ruining my team. If this change were made, we'd have just about every good sweeper take the same route as Excadril, and Smogon will be hated more then ever. Good bye Dragonite, good bye Volcarona, and yet again, good bye everyone's favorite Garchomp, who doesn't seem to be capable of staying OU for more then a minute.
    Last edited by Zachmac; 4th November 2012 at 7:40 AM.

  18. #1158
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    Quote Originally Posted by Wishing Star View Post
    New Item: Yellow Prism
    "A prism of bright topaz. It reduces the chance of the holding Pokémon to be fully paralyzed."
    - The chance that the holding Pokémon is fully paralyzed drops from 25% to 12.5%.

    New Item: Red Prism
    "A prism of gleaming ruby. It lowers the reduction of a burned Pokémon's Attack stat."
    - If the holding Pokémon is burned, its Attack stat is reduced by 1/4 instead of halved.

    New Item: Purple Prism
    "A prism of lucid amethyst. It lowers the damage taken from a Pokémon's mild poison."
    - "Mild poison" means regular poison. Poison saps 1/16 HP from the holding Pokémon every turn instead of 1/8 HP. Toxic poison is unaffected.

    New Item: Green Prism
    "A prism of shiny emerald. A Pokémon holding this item will wake from its slumber more quickly."
    - Early Bird on an item. It does stack with the ability equivalent.

    New Item: Blue Prism
    "A prism of crystalline sapphire. A Pokémon holding this item will defrost more quickly."
    - The 20% chance of defrosting every turn is doubled to 40%.

    New Item: White Prism
    "A prism of luminescent opal. It makes the holding Pokémon snap out of confusion faster."
    - It halves the number of turns that the holding Pokémon is confused. It's basically Early Bird, except for confusion instead of sleep.

    New Item: Pink Prism
    "A prism of brilliant pink garnet. Moves' secondary effects that inflict status conditions occur less often."
    - Wonder Skin on an item. Like with the Green Prism, it does stack with the ability equivalent.
    I like them, however I think you should make one for Curse afflictions from Ghosts.

    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

  19. #1159
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    Changing some old hold items to boost their usefulness.

    The elemental hold items: mystic water, charcoal etc.
    Now boost all attacks by 10percent if holder is same type as the item' boost. And provide 20percent boost to stab moves if the types match. If the types don't match only a 10percent boost to the type.
    Quote Originally Posted by willda View Post
    As I said before they will all evolve into Emboar, ALL gen 6 pokemon will be Emboar, Yveltal and Xerneas's alternate formes? Emboar.
    The Order of the White Lotad
    Wattson: "WAHAHAHA Didn't you know? All old people know each other!"

  20. #1160
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    Quote Originally Posted by Wishing Star View Post
    Icicle Pierce - Yeah, it seems fine, if not just slightly over the curve in terms of base power. It could do with 70 base power just like other Slash variants.

    Needle Buster - If anything, I'd say that Superpower has slightly too much drawback for its power-accuracy ratio. I like pretty much everything about this move, even the name. Well done!



    Stall and Speed Boost - Both ability refinements destroy the flavor behind both moves. In terms of competitive balance and viability only, I'd say sure. Factor in flavor along with question such as, "Why does a Pokémon suddenly have its Defense raised just because it goes last?", and it falls apart.

    Generalize - Something about the five-turn duration is a bit off to me. I'd make it three turns at the most. I'm also tempted to say that it allows for a lot of type matchup abuse, but I can't think of any situations where that would be the case.

    Finishing Blow - I'd make it so that the user restores HP equal to the damage dealt, but only if the move KO's the foe. I don't know, it seems better to me that way. And this move never misses?



    Metanyx - Seems like a solid Pokémon, based on typing and base stats alone. Definitely competitively viable from what you've posted.

    Iron Armor - I'm not a huge fan of mechanics that inherently "hate" on certain types, and this is no exception. -25% damage from physical moves or something?




    New Item: Yellow Prism
    "A prism of bright topaz. It reduces the chance of the holding Pokémon to be fully paralyzed."
    - The chance that the holding Pokémon is fully paralyzed drops from 25% to 12.5%.

    New Item: Red Prism
    "A prism of gleaming ruby. It lowers the reduction of a burned Pokémon's Attack stat."
    - If the holding Pokémon is burned, its Attack stat is reduced by 1/4 instead of halved.

    New Item: Purple Prism
    "A prism of lucid amethyst. It lowers the damage taken from a Pokémon's mild poison."
    - "Mild poison" means regular poison. Poison saps 1/16 HP from the holding Pokémon every turn instead of 1/8 HP. Toxic poison is unaffected.

    New Item: Green Prism
    "A prism of shiny emerald. A Pokémon holding this item will wake from its slumber more quickly."
    - Early Bird on an item. It does stack with the ability equivalent.

    New Item: Blue Prism
    "A prism of crystalline sapphire. A Pokémon holding this item will defrost more quickly."
    - The 20% chance of defrosting every turn is doubled to 40%.

    New Item: White Prism
    "A prism of luminescent opal. It makes the holding Pokémon snap out of confusion faster."
    - It halves the number of turns that the holding Pokémon is confused. It's basically Early Bird, except for confusion instead of sleep.

    New Item: Pink Prism
    "A prism of brilliant pink garnet. Moves' secondary effects that inflict status conditions occur less often."
    - Wonder Skin on an item. Like with the Green Prism, it does stack with the ability equivalent.
    Only green prisim would be ever used.. it is better if they just give immunity.. really although outclassing the berries (except lum in any way..)

    Clear body boost: current effect + isn't affected by statuses secundary effects (paralysis speed cut and burn attack nerfs) it would give regirock and metagross more usefulness also klinklank will benefit.. metagross is barely OU as of now :/
    Last edited by Ilan; 4th November 2012 at 4:38 PM.


    Quote Originally Posted by Professor Oak
    Only two things are infinite, the universe and the amount of zubat in caves, and I'm not sure about the former.
    Shortcut to damage calculator

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