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

  1. #1441
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    Revamped Move:

    Feint
    New Power: 50
    New Effect: Does double the damage when hitting a Pokemon using Protect/Detect (still lifts the effect of those moves as well).

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  2. #1442
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    I'm sure it's been suggested before but how about an item that makes a Pokémon immune to stealth rock damage? I was actually surprised that they didn't add it for Gen V.
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  3. #1443
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    Quote Originally Posted by Wishing Star View Post
    Immortal - This is a tough one to evaluate flavorfully.
    Having the ability trigger from recoil damage makes it seem as though the Pokémon isn't immortal at all, because as you mentioned, the Pokémon can still faint before it's healed.
    Having the ability replace the recoil damage (making the user get healed by the amount they would've gotten as recoil damage) just seems off.
    But if you have the ability negate recoil damage entirely, then it's just Rock Head, and that's kind of boring.
    As for the ability though, it doesn't seem imbalanced at all, really. I like it.
    Its funny that you mentioned that they don't seem immortal at all because the original effect of immortal was different but I thought it would be too powerful. I'll just post it anyway and you all can be the judge of that.

    Immortal(beta version)
    "Cannot faint from attacking moves"

    -So as it says the Pokemon cannot faint from attacking moves but it can still take damage from them so the only way to faint them is through Entry hazards, statuses such as burn and poisoning, from Recoil damage they take or a special move like Destiny Bond or Perish song. I think that is all the ways to faint Pokemon without attacking, unless I am missing something. As you can see it's pretty broken kind why I avoided posting it.




    New Move: Metamorphosis

    Type: / Power: -- / Accuracy: --% / PP: 20 / Target: All / Category: / Priority: 0
    "Changes all moves to Status, Special or Physical"

    -Yeah, Yeah I know the name is too long but this name is just to perfect for it. So the one it changes to is at random, so say Metamorphosis is used it can turn all moves of the pokemon in battle into a a status, Physical or Special move This can really help with Tuanters and can turn the tide of battle, because a pokemon like Haxorus which has dreadful special attack would not benefit from all their moves turning into Special-based moves. Also if an attacking move turns into a status move they can no longer factor in Sp. Attack, Attack, Defense and Special Defense in attacking moves.

    Distribution: Bug Types and Grass Types



    New Move: Possess

    Type: / Power: -- / Accuracy: --% / PP: 5 / Target: Single adjacent Pokemon / Category: / Priority: +5
    "When this move is used, if the user faints, the Pokémon that landed the knockout hit will be unable to move in the following turn and the target's type becomes Ghost."

    -Sorta like a last resort to guarantee safe switch in, so either they stay in or they have no choice but to switch. The Targets type will however remain Ghost until they are switched out.

    Distribution: Ghost types.



    Haunt
    "Inflicts a curse upon fainting"

    -Basically it inflicts the Curse status(or whatever it is) on the Pokemon that fainted the Pokemon with this ability

    Distribution: Ghost Types
    Last edited by cascadethewarrior; 10th December 2012 at 2:53 AM.

    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

  4. #1444
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    Quote Originally Posted by cascadethewarrior View Post
    Its funny that you mentioned that they don't seem immortal at all because the original effect of immortal was different but I thought it would be too powerful. I'll just post it anyway and you all can be the judge of that.

    Immortal(beta version)
    "Cannot faint from attacking moves"

    -So as it says the Pokemon cannot faint from attacking moves but it can still take damage from them so the only way to faint them is through Entry hazards, statuses such as burn and poisoning, from Recoil damage they take or a special move like Destiny Bond or Perish song. I think that is all the ways to faint Pokemon without attacking, unless I am missing something. As you can see it's pretty broken kind why I avoided posting it.
    I would have to say broken yeah.~




    New Move: Metamorphosis

    Type: / Power: -- / Accuracy: --% / PP: 20 / Target: All / Category: / Priority: 0
    "Changes all moves to Status, Special or Physical"

    -Yeah, Yeah I know the name is too long but this name is just to perfect for it. So the one it changes to is at random, so say Metamorphosis is used it can turn all moves of the pokemon in battle into a a status, Physical or Special move This can really help with Tuanters and can turn the tide of battle, because a pokemon like Haxorus which has dreadful special attack would not benefit from all their moves turning into Special-based moves. Also if an attacking move turns into a status move they can no longer factor in Sp. Attack, Attack, Defense and Special Defense in attacking moves.

    Distribution: Bug Types and Grass Types
    I'll let someone else critique it.



    New Move: Possess

    Type: / Power: -- / Accuracy: --% / PP: 5 / Target: Single adjacent Pokemon / Category: / Priority: +5
    "When this move is used, if the user faints, the Pokémon that landed the knockout hit will be unable to move in the following turn"

    -Sorta like a last resort to guarantee safe switch in, so either they stay in or they have no choice but to switch.
    Distribution: Ghost types.
    Seems reasonable.




    Haunt
    "Inflicts a curse upon fainting"

    -Basically it inflicts the Curse status(or whatever it is) on the Pokemon that fainted the Pokemon with this ability

    Distribution: Ghost Types
    I like it.
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  5. #1445
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    Quote Originally Posted by your boss View Post
    New Oblivious: prevents attraction and status moves.
    Isn't there an ability that prevents the Pokémon with it from getting hit with a status move like Thunder Wave?
    I'd say this is a pretty good change, but I can't help but think that it would obsolete an already-existing ability.

    Quote Originally Posted by BNator92 View Post
    Revamped Move:

    Feint
    New Power: 50
    New Effect: Does double the damage when hitting a Pokemon using Protect/Detect (still lifts the effect of those moves as well).
    Yeah, I never knew why this wasn't Feint's original effect in the first place.

    Quote Originally Posted by 1quacka1 View Post
    I'm sure it's been suggested before but how about an item that makes a Pokémon immune to stealth rock damage? I was actually surprised that they didn't add it for Gen V.
    Magic Guard on an item seems pretty good, too.

    Quote Originally Posted by cascadethewarrior View Post
    Its funny that you mentioned that they don't seem immortal at all because the original effect of immortal was different but I thought it would be too powerful. I'll just post it anyway and you all can be the judge of that.

    Immortal(beta version)
    "Cannot faint from attacking moves"

    -So as it says the Pokemon cannot faint from attacking moves but it can still take damage from them so the only way to faint them is through Entry hazards, statuses such as burn and poisoning, from Recoil damage they take or a special move like Destiny Bond or Perish song. I think that is all the ways to faint Pokemon without attacking, unless I am missing something. As you can see it's pretty broken kind why I avoided posting it.




    New Move: Metamorphosis

    Type: / Power: -- / Accuracy: --% / PP: 20 / Target: All / Category: / Priority: 0
    "Changes all moves to Status, Special or Physical"

    -Yeah, Yeah I know the name is too long but this name is just to perfect for it. So the one it changes to is at random, so say Metamorphosis is used it can turn all moves of the pokemon in battle into a a status, Physical or Special move This can really help with Tuanters and can turn the tide of battle, because a pokemon like Haxorus which has dreadful special attack would not benefit from all their moves turning into Special-based moves. Also if an attacking move turns into a status move they can no longer factor in Sp. Attack, Attack, Defense and Special Defense in attacking moves.

    Distribution: Bug Types and Grass Types



    New Move: Possess

    Type: / Power: -- / Accuracy: --% / PP: 5 / Target: Single adjacent Pokemon / Category: / Priority: +5
    "When this move is used, if the user faints, the Pokémon that landed the knockout hit will be unable to move in the following turn and the target's type becomes Ghost."

    -Sorta like a last resort to guarantee safe switch in, so either they stay in or they have no choice but to switch. The Targets type will however remain Ghost until they are switched out.

    Distribution: Ghost types.



    Haunt
    "Inflicts a curse upon fainting"

    -Basically it inflicts the Curse status(or whatever it is) on the Pokemon that fainted the Pokemon with this ability

    Distribution: Ghost Types
    Immortal β - Yeah, that would be extremely broken, considering it would shut down the vast, vast majority of KO's.

    Metamorphosis - This doesn't work, unfortunately. Whether a move is categorized as physical, special, or status is based entirely on the move. This effectively means that changing Toxic from status to physical does nothing except change the damage category; it doesn't change the fact that the move doesn't do damage. Toxic would still be affected by Taunt in this case.

    Possess - I like the one-turn lockdown effect, but not so much the Ghost-type transformation effect. Seems like a pretty good move that would make the opponent hesitate to KO your Pokémon.

    Haunt - Seems like a good ability. The only thing that you might not want happen though is that the Pokémon that knocks out the Pokémon with Haunt will always get a 25% HP loss due to how the turn system works.






  6. #1446
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    Um, let's give Gyarados a stat-line of uhh...130/130/130/130/130/130 cause it's Gyarados and it's just too awesome.

    Alright lol, change Explosion back to DPP

    Rapid Spin as a umm, non-attacking move with perhaps +1 prio. Yeah that's all I have lol.

  7. #1447
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    If you always wanted Nasty Plot Deoxys in the past, your wish has been granted thanks to Gamefreak. I know it's not great at setting up but Nasty Plot boosted Psycho Shift *glomps*.

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    Quote Originally Posted by your boss View Post
    If you always wanted Nasty Plot Deoxys in the past, your wish has been granted thanks to Gamefreak. I know it's not great at setting up but Nasty Plot boosted Psycho Shift *glomps*.
    I would much more prefer Nasty Plot Alakazam.

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  9. #1449
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    Quote Originally Posted by your boss View Post
    If you always wanted Nasty Plot Deoxys in the past, your wish has been granted thanks to Gamefreak. I know it's not great at setting up but Nasty Plot boosted Psycho Shift *glomps*.
    I'm not seeing anything about this on Serebii, so could you provide a reliable source?

    Hm...Deoxys-D at least won't want it, thanks to Calm Mind, but I can see Deoxys-S making decent use of it in Ubers. I'll have to do some calcs, though.
    Last edited by Zachmac; 10th December 2012 at 4:26 AM.

  10. #1450
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    Quote Originally Posted by Zachmac View Post
    I'm not seeing anything about this on Serebii, so could you provide a reliable source?
    It's in the Official News Thread.
    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.

  11. #1451
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    I'm going to spice up Curse a bit

    Curse (Ghost)
    PP: 5/Power: --/Accuracy: --/Category: Status/Target: Single Adjacent Foe
    The user places a curse on the foe's team using 50% of its hp, and causing the foe to lose 1/8 of its hp every turn. The curse remains until the user is knocked out.

    It's sort of an advancement. Here's an example

    Turn 1: MissingNo uses Curse, a curse was placed on "TrainsRUs"'s team! Pikachu uses Tail Whip. Pikachu is inflicted by the curse (7/8 hp left)
    Turn 2: Tornadus swtiches in, MissingNo uses Tail Whip. Tornadus is afflicted by the curse (7/8 hp)
    Turn 3: Tornadus uses Hurricane, MissingNo fainted. The curse on "TrainRUs"'s team disppeared!

    If it switches out, the effect will be cancelled as well.

    Sea Breeze (Flying)
    PP: 15/Power: 55/Accuracy: 100/Category: Special/Target: All opposing foe
    The foe is calmed by a breeze with smells of the sea, that lowers Attack by one stage. (100%)
    - Distribution: Mantine, Pelipper and Swanna and their pre-evos. It gives some small niche as a physical wall I guess? Mantine might really need Sea breeze if it gets it. Scald + Sea Breeze + awesome Special Defense...

    Assault (Dark)
    PP: 10/Power: 50/Accuracy: 100/Category: Physical/Target: Selected Adjacent Foe
    If the user moves faster than the target, power doubles.
    - As not-powerful as it may sound, Assault is a great move for extremely fast moving stuff like Gengar and Jolteon. For coverage?

    Roast (Fire)
    PP: 15/Power: 30/Accuracy: 100/Category: Special/Target: Selected Adjacent Foe
    The user lets loose a small fire that removes the foe's held item.
    - Tepig's pokedex entry gave me this idea: It loves to eat roasted berries, but sometimes it gets too excited and burns them to a crisp.
    - Distribution: Tepig line, I guess. And some other fire types.

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  12. #1452
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    Quote Originally Posted by OceanicLanturn View Post
    I'm going to spice up Curse a bit

    Curse (Ghost)
    PP: 5/Power: --/Accuracy: --/Category: Status/Target: Single Adjacent Foe
    The user places a curse on the foe's team using 50% of its hp, and causing the foe to lose 1/8 of its hp every turn. The curse remains until the user is knocked out.

    It's sort of an advancement. Here's an example

    Turn 1: MissingNo uses Curse, a curse was placed on "TrainsRUs"'s team! Pikachu uses Tail Whip. Pikachu is inflicted by the curse (7/8 hp left)
    Turn 2: Tornadus swtiches in, MissingNo uses Tail Whip. Tornadus is afflicted by the curse (7/8 hp)
    Turn 3: Tornadus uses Hurricane, MissingNo fainted. The curse on "TrainRUs"'s team disppeared!

    If it switches out, the effect will be cancelled as well.
    Meh, since it fades when the pokemon faints, I suppose it's still not all that great. I'd rather change curse into a status effect similar to poisoning and burning, so the effects will stay when the foe swaps out.

    Sea Breeze (Flying)
    PP: 15/Power: 55/Accuracy: 100/Category: Special/Target: All opposing foe
    The foe is calmed by a breeze with smells of the sea, that lowers Attack by one stage. (100%)
    - Distribution: Mantine, Pelipper and Swanna and their pre-evos. It gives some small niche as a physical wall I guess? Mantine might really need Sea breeze if it gets it. Scald + Sea Breeze + awesome Special Defense...
    Meh, not really all that great.

    Assault (Dark)
    PP: 10/Power: 50/Accuracy: 100/Category: Physical/Target: Selected Adjacent Foe
    If the user moves faster than the target, power doubles.
    - As not-powerful as it may sound, Assault is a great move for extremely fast moving stuff like Gengar and Jolteon. For coverage?
    Actually, that's pretty good, since this metagame is very speed-based. Not all that great for Gengar, though, no thanks to it's horrendous attack stat.

    Roast (Fire)
    PP: 15/Power: 30/Accuracy: 100/Category: Special/Target: Selected Adjacent Foe
    The user lets loose a small fire that removes the foe's held item.
    - Tepig's pokedex entry gave me this idea: It loves to eat roasted berries, but sometimes it gets too excited and burns them to a crisp.
    - Distribution: Tepig line, I guess. And some other fire types.
    So a fire type nock-off? Sure, but I'd rather just change the effects of incinerate to this.
    It's in the Official News Thread.
    Okay, that's good enough for me.

  13. #1453
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    Revamping Hurricane, cuz why the hell not.

    New Power: 150
    PP: 5 (8 with PP Maxed)
    Accuracy: 50
    New Effects: [b]Doesn't[b] always hit in rain.
    Always Confuses.

    basically, Inferno/Zap Cannon on a flying move. :P


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  14. #1454
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    Quote Originally Posted by SneaselFTW View Post
    Revamping Hurricane, cuz why the hell not.

    New Power: 150
    PP: 5 (8 with PP Maxed)
    Accuracy: 50
    New Effects: [b]Doesn't[b] always hit in rain.
    Always Confuses.

    basically, Inferno/Zap Cannon on a flying move. :P
    Good god nooooo
    Keep Hurricane as it is, It's fine

  15. #1455
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    OK, lol

    Making a new Fire move.

    Destruction Burn
    90% accurate
    10% Burn Chance
    Hits elected Pokemon.
    110 Base Power.

    10 PP (15 with PP Max)


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  16. #1456

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    Quote Originally Posted by Atrocious View Post
    Um, let's give Gyarados a stat-line of uhh...130/130/130/130/130/130 cause it's Gyarados and it's just too awesome.

    Alright lol, change Explosion back to DPP

    Rapid Spin as a umm, non-attacking move with perhaps +1 prio. Yeah that's all I have lol.
    no thank you. rpaid spin is meant to do some damage, and i wouldn't like it if taunt prevented spinning. and priority is a little much, forry could pull off a priority spin after getting his own hazards up and you'd be totally fine.

    and mr. sneasel, that is a strictly better (in singles which is all i care about.) heat wave, and probably in some cases a much better choice then fire blast. unless of course, it's physical in which case it outclasses alll other physical fire moves out there, save for v-create.

    and please don't change stuff that is fine as it is (i.e. hurricane) to crap that is never used competitively.

    HAVE CLAIMED SHROOMISH!

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    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

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  17. #1457
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    Quote Originally Posted by SneaselFTW View Post
    OK, lol

    Making a new Fire move.

    Destruction Burn
    90% accurate
    10% Burn Chance
    Hits elected Pokemon.
    110 Base Power.

    10 PP (15 with PP Max)
    I genuinely like that, just make it physical and give it to Flareon
    Please? Flare needs some love

    Item: Gold Armour
    Raises defense by 50%
    Kinda like muscle band but for defense

    Item: Psychic Headband
    Raises Sp. Defense by 50%
    Same as above
    Last edited by Jazz Hands; 10th December 2012 at 6:07 PM.

  18. #1458

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    ...................

    muscle band increases by either 10 or 20%

    not 50%

    EDIT: imagine blissey or slowbro or skarm on anyone practically with gold armor. now no poke has a weak defenseive score. same with psychic headband.

    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.

  19. #1459
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    Quote Originally Posted by Ghosts of the Forums View Post
    ...................

    muscle band increases by either 10 or 20%

    not 50%

    EDIT: imagine blissey or slowbro or skarm on anyone practically with gold armor. now no poke has a weak defenseive score. same with psychic headband.
    Well, basically a worse evolite for evolved pokes in my eyes.
    But yes, Blissey would rule the world again
    Last edited by Jazz Hands; 10th December 2012 at 6:16 PM.

  20. #1460
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    Quote Originally Posted by OceanicLanturn View Post
    I'm going to spice up Curse a bit

    Curse (Ghost)
    PP: 5/Power: --/Accuracy: --/Category: Status/Target: Single Adjacent Foe
    The user places a curse on the foe's team using 50% of its hp, and causing the foe to lose 1/8 of its hp every turn. The curse remains until the user is knocked out.

    It's sort of an advancement. Here's an example

    Turn 1: MissingNo uses Curse, a curse was placed on "TrainsRUs"'s team! Pikachu uses Tail Whip. Pikachu is inflicted by the curse (7/8 hp left)
    Turn 2: Tornadus swtiches in, MissingNo uses Tail Whip. Tornadus is afflicted by the curse (7/8 hp)
    Turn 3: Tornadus uses Hurricane, MissingNo fainted. The curse on "TrainRUs"'s team disppeared!

    If it switches out, the effect will be cancelled as well.

    Sea Breeze (Flying)
    PP: 15/Power: 55/Accuracy: 100/Category: Special/Target: All opposing foe
    The foe is calmed by a breeze with smells of the sea, that lowers Attack by one stage. (100%)
    - Distribution: Mantine, Pelipper and Swanna and their pre-evos. It gives some small niche as a physical wall I guess? Mantine might really need Sea breeze if it gets it. Scald + Sea Breeze + awesome Special Defense...

    Assault (Dark)
    PP: 10/Power: 50/Accuracy: 100/Category: Physical/Target: Selected Adjacent Foe
    If the user moves faster than the target, power doubles.
    - As not-powerful as it may sound, Assault is a great move for extremely fast moving stuff like Gengar and Jolteon. For coverage?

    Roast (Fire)
    PP: 15/Power: 30/Accuracy: 100/Category: Special/Target: Selected Adjacent Foe
    The user lets loose a small fire that removes the foe's held item.
    - Tepig's pokedex entry gave me this idea: It loves to eat roasted berries, but sometimes it gets too excited and burns them to a crisp.
    - Distribution: Tepig line, I guess. And some other fire types.
    Curse - Eh, it doesn't fit the flavor of the user of Curse laying a curse on one of the opponent's Pokémon. I'm fine with the proposal of the person afterward, in that the curse stays on the afflicted Pokémon even after they switch out and back in, but not a curse that affects the entire opposing team.

    Sea Breeze - I don't really see why a sea breeze would deal damage if it's calming and not very strong to begin with, but the Attack-lowering aspect seems neat.

    Assault - A 100/100 Dark-type move that would probably make Dark Pulse obsolete (bar the Sp. Def drop). I guess it would work.

    Roast - Hmm... Incinerate that works on any item. I kind of like it. Maybe it should have the additional effect of getting the boost of the target's Berry (if it has one). It wouldn't be strictly better than Pluck due to the lower base power.

    Quote Originally Posted by SneaselFTW View Post
    Revamping Hurricane, cuz why the hell not.

    New Power: 150
    PP: 5 (8 with PP Maxed)
    Accuracy: 50
    New Effects: [b]Doesn't[b] always hit in rain.
    Always Confuses.

    basically, Inferno/Zap Cannon on a flying move. :P
    Hurricane is fine as it is, in my opinion. It's already a very strong move to begin with; no need to make it even better and potentially game-breaking.

    Quote Originally Posted by SneaselFTW View Post
    OK, lol

    Making a new Fire move.

    Destruction Burn
    90% accurate
    10% Burn Chance
    Hits elected Pokemon.
    110 Base Power.

    10 PP (15 with PP Max)
    This is kind of a mix between Fire Blast and Flamethrower. I'd make it physical so Flareon would have another move, and so that the line between Fire Blast and Flamethrower isn't blurred too much. 15 base power could be the difference between a two-hit and a one-hit KO, which means that nobody would use Fire Blast anymore.

    Quote Originally Posted by Jazz Hands View Post
    Item: Gold Armour
    Raises defense by 50%
    Kinda like muscle band but for defense

    Item: Psychic Headband
    Raises Sp. Defense by 50%
    Same as above
    There should be some sort of drawback to these items if the stat boost is that high. The Choice items increase Attack, Sp. Atk, or Speed by this much, but have a huge drawback in that the holder can only select one move every time it's switched in. For these two items to have no drawback whatsoever is broken.






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