New Move Superacid
power= 80
Type=Poison
Special
Does not make contact
Added effect.This attack can damage steel types.
The idea is to give poison types an STAB attack that will make steel type slightly more worried when switching in.
I thought of one that may make volt turn more interesting. The name has yet to be decided.
Type: Psychic
Power: 70
Accuracy: 100
Special
Effect: The user hits the opponent with psychic power, then quickly teleports away to swap with another teammate.
Distribution: Just about everything that learns Ally Switch and/or Teleport.
Choice Scarf Gardevoir may see some use with this.
As a person who likes most Psychic-types, I have to say that this move is ingenious. The flavor hits the spot; I've always wondered why Electric was the type to get this move instead of Psychic this generation. (:
Time for some unexplored design space!
New Move: Cyclone Tail
Type: Water / Power: 140 / Accuracy: 100 / Target: Single adjacent Pokémon / Category: Physical / Priority: 0 (Contact: Yes)
"The user attacks with torrential force by using its tail. It increases the target's Defense afterward, however."
- Basically what the description says. After dealing damage, the target's Defense is increased by one stage, assuming it hasn't fainted by then.
New Move: Deafen
Type: Normal / Power: 80 / Accuracy: 90 / Target: Any non-user Pokémon / Category: Special / Priority: 0
"The user makes an earsplitting screech that deals damage and changes its ability to Soundproof."
- After dealing damage, the target's ability will be changed to Soundproof, no matter what its ability was before Deafen was used.
Love this.
Interesting to say the least, never seen an attacking move that actually raises the opposing pokemon stats before. I like itthough I don't see the correlation between the typing and the name but whatever.
New Move: Deafen
Type: Normal / Power: 80 / Accuracy: 90 / Target: Any non-user Pokémon / Category: Special / Priority: 0
"The user makes an earsplitting screech that deals damage and changes its ability to Soundproof."
- After dealing damage, the target's ability will be changed to Soundproof, no matter what its ability was before Deafen was usedcool. So I take it that the obvious pokemon to get this move is the Whismur line?
This idea of mine came from fire emblem this time.
Move: Corrosive Flame
Type: Fire
Category: Special
Damage: 60
Accuracy: 85 - 100%
PP: 20
Effects: depletes any of the opponent's moves to zero by 50%.
Learnable: All fire type starters, Camerupt, Torkoal, Macargo, Magmortar, Mew, Heatmor, Houndoom, and Heatran
Possible mystery gifted learners: Flareon, Ninetales, Jirachi, Victini, Groudon, and Reshiram.
Description: With flames so hot like the sun's surface, it disables an enemy move.
That means choice abusers are bye bye. One your moves has no PP left.
Move: Mount
Type: Normal
Category: Status
Damage: --
Accuracy: 100%
PP: 20
Effects: ups the user's defense, special defense, and speed and Protects the ally from direct attacks for 3 turns (excluding widespread attacks)
Learnable: Rapidash and Zebstrika
Possible mystery gifted learners: none as of yet
Description: user rides its ally on its back for 3 turns.
possibly a move to give to Arceus(some horse like traits) and mamoswine(some elephant traits) as well.
New abilities
Seismic absorbtion(may need a better name)
Seismic Absorbtion heals one quarter of the user's maximum HP when hit with a ground-type attack. Therefore, the user does not take damage from ground-type moves. Should make some users less happy about using earthquake.
Ability Power Of Love
The use gains +6 Attack Boost when infatuated.Not too useful but could make cute charm even less popular a choice.
Ability True Friend
User Gains an attack boost and speed boost when at maximum happiness level but looses attack and speed when at minimum happiness level.This could be used numerous ways for example on a trick room special pokemon it might help to keep the pokemon unhappy.
That would be really...um, weird with some pokemon.
Unless there is some sort of weight restriction or something.
New Ability: Venom Fangs
Effect: Any pokemon with this ability will gain an attack boost when fighting an enemy with any status condition, and the pokemon also also gets + 2 attack against any pokemon who is under the effects of poisoning. The effect stays until the pokemon with the ability is swapped out. It can be stacked. It also gives all biting moves a 20% chance to poison.
Distribution: Arbok, Seviper.
Last edited by Zachmac; 5th December 2012 at 12:47 AM.
so much brokenness, i'll just post my own.
new type
glass
weak against: fire water electric dragon steel rock ground normal fighting psychic ghost dark ice that other type.
resists: grass, bug, flying, poison (dumbass birds smacking against windows ftw.)
double damage against: normal fighting bug flying
it's just a joke type btw.
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 love how you get extremely angry over what other people post because they are either broken and overpowered or laughably unplayable, yet you post this excuse of a battle mechanic and try to justify it by saying that it's "just a joke type".
You must be a bird because you're a "dumbass", too.
A water cyclone? (:
Yeah, that's right. The Whismur line and maybe some other Pokémon notorious for loud cries (like Dragonite) would get it.cool. So I take it that the obvious pokemon to get this move is the Whismur line?
Corrosive Flame - Too good. Grudge, while not very viable, drains all PP of a move at the cost of the user fainting. This deals damage and has the same effect as Grudge.
I'd make it so that the move is disabled for a certain number of turns, because that's what your in-game description says.
Mount -
1) The move does too much for both the user and its ally. An increase in Defense, Sp. Def, and Speed is already very good (just look at Quiver Dance), but giving a benefit for the ally along with it is too good. Add the fact that there are absolutely no penalties at all and this move is extremely overpowered. At the very least, the ally shouldn't be able to attack or something, but the benefit the ally gets outweighs such a penalty, since it's just there as a dummy and can't be harmed in any way (barring area attacks).
2) If the user is the Pokémon that rides its ally, how does a Rapidash ride its ally? Shouldn't it be the other way around, where the user targets a Pokémon to ride it? There's a flavor disconnect here.
Seismic Absorption - Water Absorb counterpart; nothing much to say.
Power of Love - Too powerful. Anger Point is alright since the chance of critical hits isn't that high anyway. Yes, critical hits can happen with every team, and infatuation doesn't, but this means that a team can be built around infatuation and a Pokémon with this ability would practically be unstoppable. At the very least, this should only apply when fighting the Pokémon that the user is infatuated with.
True Friend - This is a free Dragon Dance for any Pokémon with maximum happiness, something that is much too easy to achieve for competitive battling. It's one turn less of vulnerability for the Pokémon with this ability, which is often crucial, but I feel like this ability is just a bit too powerful. Not as broken as Power of Love, but definitely not feasibly implementable as it is now.
I feel like this ability tries to do too much. One part increases the damage by x1.5 when fighting a Pokémon with a status condition. Another part doubles damage when fighting a Pokémon afflicted with poison. A third makes all biting moves a 20% chance to poison (stacking with Poison Fang's innate poison chance, I'm assuming). Smashing these all onto one ability makes the ability too much of a utility, and thus unimplementable. I'd just go with one of the three parts and stop it there; each of the three effects seem very interesting.
Generally, one way to judge whether or not an ability or move does too much is to see whether or not a short description can be written that encompasses all of what you intend for the ability or move to do. If you can, then it probably doesn't do too much and passes that test.
New Move: Psystorm
Type: Psychic / Power: 70 / Accuracy: 100 / PP: 15 / Target: All adjacent foes / Category: Special / Priority: 0
"The user blasts the foe with a volley of magically-conjured bolts that may lower Sp. Def."
- A move that hits all adjacent foes and has a 10% chance to lower Sp. Def for each Pokémon damaged this way.
Woah, it doesn't? I guess the guys at GF are too scared of it being OP or something.
But I see little need for that move competitively, especially since it gets curse.
Edit: We need a non-OP way to make stall more viable in this metagame.
Item: Magic Armor
Effect: Doubles special defense and restores a little bit of health each round(as much as leftovers does), but lowers attack, special attack, defense and speed by one stages each.
Description: A mystical armor that greatly boost special defense, but lowers all other stats.
Item: Heavy Armor
Effect: Doubles defense and restores a little bit of health each round, but lowers attack, special attack, defense, and speed by one stage each.
Description: A heavy armor that greatly boost defense, but lowers all other stats.
Last edited by Zachmac; 5th December 2012 at 11:32 PM.
I'm assuming that Heavy and Magic Armor are supposed to be counterparts (and thus, Heavy Armor should say "...Sp. Atk, Sp. Def, and Speed by one stage each" instead).
Hmm... tough to evaluate. On one hand, some Pokémon wouldn't care about the Speed and offensive stat drops (Trick Room or something, for example), but on the other hand, the drop in the opposite defensive stat could be quite a hindrance. I'd change the 12.5% HP regeneration to 12.5% HP degeneration (or 6.25%) and keep the rest of the effects the same.
Because of the way that the Sp. Def or Defense would be handled with this item, if a Slowbro with 300 Sp. Def were holding this item and were hit with a critical hit, the damage would be calculated with a 600 Sp. Def Slowbro. This would mean that the Slowbro wouldn't have to spend a turn setting up with Amnesia, which could be the turn where Slowbro faints.
With the HP sap effect, it would make stall Pokémon have to use recovery moves, which in turn would make recovery moves (and stall Pokémon with recovery moves) much more viable and needed.
Speaking of which:
New Move: Reshape
Type: Steel / Power: -- / Accuracy: -- / PP: 15 / Target: Self / Category: Status / Priority: 0
"The user reshapes its body to restore its HP and remove some status ailments."
- Restores 33.33% of the user's HP, as well as removing poison, burn, and paralysis.
Notable Pokémon that would learn this move: Bronzong
Yeah +6 is a bit much maybe +2?
Cool. How much attack and speed do they get exactly?Ability True Friend
User Gains an attack boost and speed boost when at maximum happiness level but looses attack and speed when at minimum happiness level.This could be used numerous ways for example on a trick room special pokemon it might help to keep the pokemon unhappy.
Meh. I see this more useful in Double and Triple battles but Psychic still trumps this.
New Move: Reshape
Type: Steel / Power: -- / Accuracy: -- / PP: 15 / Target: Self / Category: Status / Priority: 0
"The user reshapes its body to restore its HP and remove some status ailments."
- Restores 33.33% of the user's HP, as well as removing poison, burn, and paralysis.
Notable Pokémon that would learn this move: Bronzong
So a strictly better Refresh? Okay.