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

  1. #2026
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    Talk about Stars!

    New Abilities

    Mystic Aura
    "Immune to Status completely."
    - Mystic Aura will 'absorb' all statuses and it will heal immediately. It includes sleep, freeze, poison, paralysis, burn but not confusion and attraction. Sleep via Rest will also be healed immediately.
    - Distribution: Solrock, Lunatone

    New Moves

    Star Fall (Psychic)
    PP: 5/Power: 140/Accuracy: 100/Category: Special/Target: Single Adjacent Foe/Priority: 0
    "The user launches a wild frenzy of stars that will lower defense, special defense and speed after usage".
    - Stats can be restored via White Herb.
    - Distribution: Metagross, Solrock, Lunatone, Clefairy, Clefable, Elygem Line

    Star Cacoon (Psychic)
    PP: 15/Power: --/Accuracy: --/Category: Status/Target: User/Priority: 0
    "Wraps the user in a star-shaped cacoon that will take damage for the user"
    - Counterpart to Substitute. However, unlike Substitute, Star Cacoon has a few more perks:
    Cannot be whirlwind
    When passed, it'll be 25% hp (similar to pre-BW Substitute)
    - Distribution: Metagross, Solrock, Lunatone, Clefairy, Clefable, Elygem Line, Jirachi

    Credits to Sworn Metalhead

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  2. #2027

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    Quote Originally Posted by OceanicLanturn View Post
    Talk about Stars!

    New Abilities

    Mystic Aura
    "Immune to Status completely."
    - Mystic Aura will 'absorb' all statuses and it will heal immediately. It includes sleep, freeze, poison, paralysis, burn but not confusion and attraction. Sleep via Rest will also be healed immediately.
    - Distribution: Solrock, Lunatone

    New Moves

    Star Fall (Psychic)
    PP: 5/Power: 140/Accuracy: 100/Category: Special/Target: Single Adjacent Foe/Priority: 0
    "The user launches a wild frenzy of stars that will lower defense, special defense and speed after usage".
    - Stats can be restored via White Herb.
    - Distribution: Metagross, Solrock, Lunatone, Clefairy, Clefable, Elygem Line

    Star Cacoon (Psychic)
    PP: 15/Power: --/Accuracy: --/Category: Status/Target: User/Priority: 0
    "Wraps the user in a star-shaped cacoon that will take damage for the user"
    - Counterpart to Substitute. However, unlike Substitute, Star Cacoon has a few more perks:
    Cannot be whirlwind
    When passed, it'll be 25% hp (similar to pre-BW Substitute)
    - Distribution: Metagross, Solrock, Lunatone, Clefairy, Clefable, Elygem Line, Jirachi
    1. Mystic aura .Ok, considering its only solrock and lunatone.

    2. Star fall. I'd give it 95 acc.

    3. Star cocoon. I don't really understand this one. Can you elaborate more?
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  3. #2028
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    Quote Originally Posted by bloocookies View Post
    Fireworks (Fire)
    Physical
    Power: 80
    PP: 15
    Acc: 90
    Description: The Rams the opponent like a rocket leaving behind bursts of colorful flames that hit the opponent, this move does special damage.
    Distribution: Flareon, Ponyta line, Magby line, Moltres, Entei, Ho-Oh, Numel Line, Heatmor

    Waterworks (Water)
    Special
    Power: 80
    PP:15
    Acc: 90
    Description: The user fires rockets of water that bursts and rain down on the opponent, this a 20% chance this may lower the opponents accuracy
    Distribution: Squirtle line, Horsea line, Vaporeon, Remoraid line, Quilfish, Corsola, Suicune, Clamperl line, Kyogre, Tympole line, Luvdisc

    Woodworks (Grass)
    Physical
    Power: 80
    PP: 15
    Acc: 90
    Description: The user Rams the opponent leaving behind bursts seeds and petals that rain down on the user that may lower the opponent's speed harshly.
    Distribution: Bulbasaur line, Tangela line, Turtwig line, Snover line, Leafeon, Deerling line.

    Dream (Psychic)
    Power: ---
    PP: 20
    Acc:---
    Description: The user falls asleep and raises it's special attack, special defense, and defense, can be used on a sleeping foe/teammate, the effects stay in place when the user wakes up.
    Distribution: Drowzee line, Munna line, Cresselia.

    Haunt (Ghost)
    Power: ---
    PP: 5
    Acc:---
    Description: The user faints and in doing so haunts the foe's party, which makes foes that switch in lose 25% of their HP
    Distribution: Drowzee line, Gastly line, Misdreavus line, Darkrai
    I love haunt. The ghostly stealth rocks! XD
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  4. #2029

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    Quote Originally Posted by bloocookies View Post
    Fireworks (Fire)
    Physical
    Power: 80
    PP: 15
    Acc: 90
    Description: The Rams the opponent like a rocket leaving behind bursts of colorful flames that hit the opponent, this move does special damage.
    Distribution: Flareon, Ponyta line, Magby line, Moltres, Entei, Ho-Oh, Numel Line, Heatmor

    Waterworks (Water)
    Special
    Power: 80
    PP:15
    Acc: 90
    Description: The user fires rockets of water that bursts and rain down on the opponent, this a 20% chance this may lower the opponents accuracy
    Distribution: Squirtle line, Horsea line, Vaporeon, Remoraid line, Quilfish, Corsola, Suicune, Clamperl line, Kyogre, Tympole line, Luvdisc

    Woodworks (Grass)
    Physical
    Power: 80
    PP: 15
    Acc: 90
    Description: The user Rams the opponent leaving behind bursts seeds and petals that rain down on the user that may lower the opponent's speed harshly.
    Distribution: Bulbasaur line, Tangela line, Turtwig line, Snover line, Leafeon, Deerling line.

    Dream (Psychic)
    Power: ---
    PP: 20
    Acc:---
    Description: The user falls asleep and raises it's special attack, special defense, and defense, can be used on a sleeping foe/teammate, the effects stay in place when the user wakes up.
    Distribution: Drowzee line, Munna line, Cresselia.

    Haunt (Ghost)
    Power: ---
    PP: 5
    Acc:---
    Description: The user faints and in doing so haunts the foe's party, which makes foes that switch in lose 25% of their HP
    Distribution: Drowzee line, Gastly line, Misdreavus line, Darkrai
    haunt is op. most teams wont mind sac'ing a focus sash hypno lead to wreck **** onto the foe's entire team. plus, because it can tbe spinned away, it is broken. and with full hazards it kills volcy on the switch in.
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  5. #2030
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    Youre right on that lol. And if it WAS a move,Gamefreak probably wouldve made Darkrai broken by making it learn it by move tutor or it'll be an event
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  6. #2031
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    Quote Originally Posted by bloocookies View Post
    Fireworks (Fire)
    Physical
    Power: 80
    PP: 15
    Acc: 90
    Description: The Rams the opponent like a rocket leaving behind bursts of colorful flames that hit the opponent, this move does special damage.
    Distribution: Flareon, Ponyta line, Magby line, Moltres, Entei, Ho-Oh, Numel Line, Heatmor

    Waterworks (Water)
    Special
    Power: 80
    PP:15
    Acc: 90
    Description: The user fires rockets of water that bursts and rain down on the opponent, this a 20% chance this may lower the opponents accuracy
    Distribution: Squirtle line, Horsea line, Vaporeon, Remoraid line, Quilfish, Corsola, Suicune, Clamperl line, Kyogre, Tympole line, Luvdisc

    Woodworks (Grass)
    Physical
    Power: 80
    PP: 15
    Acc: 90
    Description: The user Rams the opponent leaving behind bursts seeds and petals that rain down on the user that may lower the opponent's speed harshly.
    Distribution: Bulbasaur line, Tangela line, Turtwig line, Snover line, Leafeon, Deerling line.

    Dream (Psychic)
    Power: ---
    PP: 20
    Acc:---
    Description: The user falls asleep and raises it's special attack, special defense, and defense, can be used on a sleeping foe/teammate, the effects stay in place when the user wakes up.
    Distribution: Drowzee line, Munna line, Cresselia.

    Haunt (Ghost)
    Power: ---
    PP: 5
    Acc:---
    Description: The user faints and in doing so haunts the foe's party, which makes foes that switch in lose 25% of their HP
    Distribution: Drowzee line, Gastly line, Misdreavus line, Darkrai
    Fireworks -
    Uhh... does the move deal both types of damage? In the description, you mention special, but in the layout of the move you mention physical. Seems pretty good, though.

    Waterworks -
    Solid move. No pun intended. :P

    Woodworks -
    For some reason, the -2 Speed drop doesn't seem cyclic to complete the Fireworks/Waterworks/Woodworks cycle. But that may just be me.

    Dream -
    I don't quite understand how this move works. Between the following four, which happens?
    a. If the user uses it on itself, the user falls asleep, and then has its stats raised. If the user uses it on a sleeping target, that target's stats will be raised.
    b. If the user uses it on itself, the user falls asleep, and then has its stats raised. If the user uses it on a sleeping target, the move fails.
    c. If the user uses it on itself, the user falls asleep, and then has its stats raised. If the user uses it on a target (sleeping or not), then that target's stats will be raised.
    d. Something else?

    Haunt -
    Ooh... works great against Baton Pass teams! The cost seems appropriate for such high damage.

    Quote Originally Posted by OceanicLanturn View Post
    Talk about Stars!

    New Abilities

    Mystic Aura
    "Immune to Status completely."
    - Mystic Aura will 'absorb' all statuses and it will heal immediately. It includes sleep, freeze, poison, paralysis, burn but not confusion and attraction. Sleep via Rest will also be healed immediately.
    - Distribution: Solrock, Lunatone

    New Moves

    Star Fall (Psychic)
    PP: 5/Power: 140/Accuracy: 100/Category: Special/Target: Single Adjacent Foe/Priority: 0
    "The user launches a wild frenzy of stars that will lower defense, special defense and speed after usage".
    - Stats can be restored via White Herb.
    - Distribution: Metagross, Solrock, Lunatone, Clefairy, Clefable, Elygem Line

    Star Cacoon (Psychic)
    PP: 15/Power: --/Accuracy: --/Category: Status/Target: User/Priority: 0
    "Wraps the user in a star-shaped cacoon that will take damage for the user"
    - Counterpart to Substitute. However, unlike Substitute, Star Cacoon has a few more perks:
    Cannot be whirlwind
    When passed, it'll be 25% hp (similar to pre-BW Substitute)
    - Distribution: Metagross, Solrock, Lunatone, Clefairy, Clefable, Elygem Line, Jirachi
    Mystic Aura -
    More accurately, this would be an ability that triggers whenever the user gets a non-volatile status ailment. This slight difference matters in case there's anything that triggers off of a Pokémon inflicting a status ailment on a target.

    Star Fall -
    I think the three stage drop and 10% boost in Accuracy is equivalent to a 90% accurate, two-stage drop move like Overheat as well.

    Star Cocoon -
    I'm assuming that the Cocoon, if passed on via Baton Pass, will be 25% of the user's maximum HP rather than the maximum HP of the Pokémon that is behind the Cocoon after passing.





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  7. #2032
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    Since this thread hasn't moved for awhile, time to pick up two moves for our favorites!

    First one... it's main target is Shuckle!
    Power Blast (Rock)
    PP: 10/Power: --/Accuracy: 100/Category: Physical/Target: Single Adjacent Foe/Priority: 0
    The user sends out an ancient blast of power that deals damage depending on the user's defense.
    - A Move which uses 'defense' as the 'attack' stats. So if a particular shuckle has 460 defense, it will be calculated as a *insert base power* attack coming from 1/2 of the 'defense', so it'll have the effect of say, a 230 attack Pokemon.
    - Here's the chart:
    Lower Defense than foe ~ 0% (equally the same): 20 Base Damage
    0% ~ 50% Higher Defense: 40 Base Damage
    50% ~ 100% Higher Defense: 80 Base Damage
    100%~200% Higher Defense: 150 Base Damage
    200% + Higher Defense: 250 Base Damage

    Eg:
    A Lv. 100 Shuckle has 614 defense bold maximum investment. It goes up against a Pokemon, say a Lv. 100 Luvdisc. Luvdisc hits 229 defense bold and max defense. Now, Shuckle, while using Power Blast, has 307 attack. If we compare Luvdisc's and Shuckle's Defense, Shuckle's Defense is higher by around 2.5 times, or around 250%. So if we calculate the STAB, a Lv. 100 Shuckle using Rock Blast against this Luvdisc, will be like a Pokemon of 307 attack (total) hitting Luvdisc with a 225 Base Power move.

    - Distribution: Shuckle, Fossils

    And next...

    Weather Gather (Normal)
    PP: 15/Power: 70/Accuracy: 100/Category: Special/Target: Single Adjacent Foe/Priority: 0
    The user lets loose a powerful blast. If weather is present, it will remove the weather and the damage will be doubled.
    - Pretty much's damage middle finger to Politoed and friends. If Castform is in, say, Rainy Forme, it will absorb the weather first, changing back to normal Castform, and then use the energy in this sequence. So Castform WILL receive STAB from it.
    - Distribution: CAstform.

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  8. #2033
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    It takes 2 turns to set up stealth rocks as we know it to day. On the first turn, it will do 1/16 damage, and the 2nd turn, it will do the 1/8 damage as now. The move is just too broken as it is now, and destroys too many pokemon which makes the selection much smaller.

    Scolipede needs more Atk and HP to work properly.

    Also more special based Rock moves could be nice. Power Gem.. lol
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  9. #2034

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    buff time.

    Mind Reader

    The following turn's attack always hits. If the foe attacks next turn, you auto dodge. Secondary effect can fail if used in succession.

    Lock-On
    Following attack always hits, and can hit an opponent switching a la pursuit.
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  10. #2035
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    New Moves:

    1. Bitter End
    Type: Dark
    PP: 40
    Description: Casts a dark cloud above all Pokemon on the field, fading happiness to its lowest minimum until the end of battle.

    2. Joy Burst
    Type: Normal (unless Light type is revealed)
    PP: 40
    Description: Spawns a heavenly rainbow across the sky, maximizing happiness of all Pokemon on the field until the end of battle.

    The point of Bitter End is to counter moves like Return, and Joy Burst is to counter moves like Frustration.
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  11. #2036
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    Quote Originally Posted by OceanicLanturn View Post
    Since this thread hasn't moved for awhile, time to pick up two moves for our favorites!

    First one... it's main target is Shuckle!
    Power Blast (Rock)
    PP: 10/Power: --/Accuracy: 100/Category: Physical/Target: Single Adjacent Foe/Priority: 0
    The user sends out an ancient blast of power that deals damage depending on the user's defense.
    - A Move which uses 'defense' as the 'attack' stats. So if a particular shuckle has 460 defense, it will be calculated as a *insert base power* attack coming from 1/2 of the 'defense', so it'll have the effect of say, a 230 attack Pokemon.
    - Here's the chart:
    Lower Defense than foe ~ 0% (equally the same): 20 Base Damage
    0% ~ 50% Higher Defense: 40 Base Damage
    50% ~ 100% Higher Defense: 80 Base Damage
    100%~200% Higher Defense: 150 Base Damage
    200% + Higher Defense: 250 Base Damage

    Eg:
    A Lv. 100 Shuckle has 614 defense bold maximum investment. It goes up against a Pokemon, say a Lv. 100 Luvdisc. Luvdisc hits 229 defense bold and max defense. Now, Shuckle, while using Power Blast, has 307 attack. If we compare Luvdisc's and Shuckle's Defense, Shuckle's Defense is higher by around 2.5 times, or around 250%. So if we calculate the STAB, a Lv. 100 Shuckle using Rock Blast against this Luvdisc, will be like a Pokemon of 307 attack (total) hitting Luvdisc with a 225 Base Power move.

    - Distribution: Shuckle, Fossils

    And next...

    Weather Gather (Normal)
    PP: 15/Power: 70/Accuracy: 100/Category: Special/Target: Single Adjacent Foe/Priority: 0
    The user lets loose a powerful blast. If weather is present, it will remove the weather and the damage will be doubled.
    - Pretty much's damage middle finger to Politoed and friends. If Castform is in, say, Rainy Forme, it will absorb the weather first, changing back to normal Castform, and then use the energy in this sequence. So Castform WILL receive STAB from it.
    - Distribution: CAstform.
    Power Blast -
    If you consider the fact that physically defensive Pokémon can often boost their defenses even more (Baton Pass, or even just Iron Defense and pinch berries), it would make this move have 150 base power with no drawback quite easily. It's probably too powerful with the power-to-ratio relations that it has currently.

    Weather Gather -
    The idea is really, really nice. The only problem is that Forecast can't trigger in the middle of the move, since the event that happens before it and the event that happens after it have nothing to do with each other.
    Since a player probably doesn't have to eliminate weather an entire fifteen times during a single battle, and to make up for the lost STAB that Forecast would've brought with it, I'd say that making this have 100 power and 10 PP is fine.

    Quote Originally Posted by Blue Cobra View Post
    It takes 2 turns to set up stealth rocks as we know it to day. On the first turn, it will do 1/16 damage, and the 2nd turn, it will do the 1/8 damage as now. The move is just too broken as it is now, and destroys too many pokemon which makes the selection much smaller.

    Scolipede needs more Atk and HP to work properly.

    Also more special based Rock moves could be nice. Power Gem.. lol
    Stealth Rock -
    Maybe I'll use Stealth Rock again after seeing this change. The only reason I don't use it on any of my teams is because I find it to be too cheap and unfun. But to me, this would spice things up a bit.

    I agree with you on the second and third points, too. I've always liked Scolipede, but it's too bad its stats are just a bit underwhelming.

    Quote Originally Posted by Ghosts of the Forums View Post
    buff time.

    Mind Reader

    The following turn's attack always hits. If the foe attacks next turn, you auto dodge. Secondary effect can fail if used in succession.

    Lock-On
    Following attack always hits, and can hit an opponent switching a la pursuit.
    Mind Reader -
    With this upgrade, there would be absolutely no point in using Protect anymore. This is strictly better than Protect, because it does everything Protect does but more. The PP difference doesn't matter, either, because the primary purpose of the move is for offensive reasons.
    The most I would do is have the user of Mind Reader be able to dodge what its target uses on the next turn as if the user had a +1 boost in evasion, but that's about it. And that effect would degrade if used in succession.

    Lock-On -
    I like this change. What you propose makes sense flavorfully, after all.

    Quote Originally Posted by BNator92 View Post
    New Moves:

    1. Bitter End
    Type: Dark
    PP: 40
    Description: Casts a dark cloud above all Pokemon on the field, fading happiness to its lowest minimum until the end of battle.

    2. Joy Burst
    Type: Normal (unless Light type is revealed)
    PP: 40
    Description: Spawns a heavenly rainbow across the sky, maximizing happiness of all Pokemon on the field until the end of battle.

    The point of Bitter End is to counter moves like Return, and Joy Burst is to counter moves like Frustration.
    Given that pretty much nothing interacts with happiness in battle, these two moves are pretty good design. On the other hand, though, the opposite can be said about how useful these moves would be; Bitter End only addresses one move, and Joy Burst only addresses that move's single counterpart. :/





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  12. #2037

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    True, wishing star, but many Pokemon learn protect and few learn mind reader. Plus, mind reader's buff I gave it doesn't work on the turn used.
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    Quote Originally Posted by Ghosts of the Forums View Post
    True, wishing star, but many Pokemon learn protect and few learn mind reader.
    Yeah, I know that. But in many cases, the exclusivity of a move doesn't justify it possibly being overpowered. This is one of them.

    Plus, mind reader's buff I gave it doesn't work on the turn used.
    If anything, that's even better than having the Protect-like effect working on the turn used. Because the opponent knows that the user of Mind Reader will certainly* dodge the next move that is used against it, they know that it doesn't matter what move they use against it because it'll be useless anyway. The opponent would most likely switch out, which would render using Mind Reader useless in that situation; Protect can't directly do what Mind Reader would do at all.

    * Yes, the Protect-like effect has a certain chance to fail, but if that's enough to prevent the user of Mind Reader from using it, it doesn't matter.





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  14. #2039
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    Scrap Repair
    Type: Steel
    Category: Other
    Power: ---
    Accuracy: ---
    PP: 10/16
    Flavour: The user repairs its body using scraps of metal, healing itself for up to half of its maximum HP and doubling its weight.
    Effect: Heals half of maximum HP and doubles weight. What else is there to say? I'm kind of picturing an Aggron set with Heavy Slam and Scrap Repair. Also, think of how many Steel types would be that much better with reliable recovery.
    Distribution

    By level up

    Beldum line, Aron line, Klink line, Genesect

    By breeding (via Aron line)

    Shieldon line

    Via tutor

    All Steel types


    The big problem is there's probably some balance issues in giving things like Ferrothorn reliable recovery. So, maybe widen the distribution by level-up and scrap the tutor.


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    Quote Originally Posted by Divine Retribution View Post
    Scrap Repair
    Type: Steel
    Category: Other
    Power: ---
    Accuracy: ---
    PP: 10/16
    Flavour: The user repairs its body using scraps of metal, healing itself for up to half of its maximum HP and doubling its weight.
    Effect: Heals half of maximum HP and doubles weight. What else is there to say? I'm kind of picturing an Aggron set with Heavy Slam and Scrap Repair. Also, think of how many Steel types would be that much better with reliable recovery.
    The move itself is pretty nice. The weight-doubling effect, while not really necessary if you think about it, doesn't make this move broken, either.

    By level up

    Beldum line, Aron line, Klink line, Genesect

    By breeding (via Aron line)

    Shieldon line

    Via tutor

    All Steel types

    The big problem is there's probably some balance issues in giving things like Ferrothorn reliable recovery. So, maybe widen the distribution by level-up and scrap the tutor.
    You could alternatively make it so that only the Steel-type Pokémon that you think would feasibly be able to do scrap reparation would be able to learn the move via level up.

    Level-Up:
    - Skarmory
    - Pupitar (maybe)
    - Aron family
    - Beldum family
    - Klink family
    - Genesect

    Move Tutor:
    The above, plus
    - Magnemite family
    - Larvitar family (maybe)
    - Shieldon family
    - Pawniard family

    ...or something like that.





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  16. #2041
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    Hey everyone, what about this:

    Why don't we give Flygon Tinted Lens instead of Earthquake?

    This actually puts him back on the OU map as a strong wallbreaker with a STAB that becomes completely unresisted by anything, so a CB Ferrothorn gets chunked for a decent amount of damage and stuff like Scizor can't be pseudo-switchins because they face KO from a CB Flygon. Although Flygon loses a very valuable ability in Levitate, the amount of offensive potential generated by Tinted Lens outweighs Levitate's benefits. Furthermore, this would be pretty balanced since Flygon has an okay attack stat that makes sure really defensive Pokemon can take 2-3 Outrages.
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  17. #2042
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    Quote Originally Posted by Eaglehawk View Post
    Hey everyone, what about this:

    Why don't we give Flygon Tinted Lens instead of Earthquake?

    This actually puts him back on the OU map as a strong wallbreaker with a STAB that becomes completely unresisted by anything, so a CB Ferrothorn gets chunked for a decent amount of damage and stuff like Scizor can't be pseudo-switchins because they face KO from a CB Flygon. Although Flygon loses a very valuable ability in Levitate, the amount of offensive potential generated by Tinted Lens outweighs Levitate's benefits. Furthermore, this would be pretty balanced since Flygon has an okay attack stat that makes sure really defensive Pokemon can take 2-3 Outrages.
    Tinted Lens is an ability, not a move. It's also interesting to note that no Pokemon with Levitate other than Bronzong can have any ability other than Levitate. I'm not sure if that's intentional or coincidence, but if it's intentional Tinted Lens Flygon probably won't happen.


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    Quote Originally Posted by Divine Retribution View Post
    Tinted Lens is an ability, not a move. It's also interesting to note that no Pokemon with Levitate other than Bronzong can have any ability other than Levitate. I'm not sure if that's intentional or coincidence, but if it's intentional Tinted Lens Flygon probably won't happen.
    Most Pokémon having Levitate as their only accessible ability is probably just coincidence for flavor reasons, because it really wouldn't make sense for a Flygon to suddenly be unable to "fly" (float, levitate, whatever) if it has wings. Although the fact that Game Freak did it for Bronzong shows that there is somewhat enough precedent to give other Pokémon the same treatment.





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    @Fairy-types: Inb4 Fairy Type Quiver Dance.

    More!

    Recharge (Electric)
    PP: 10/Power: --/Accuracy: --/Category: Status/Target: Self
    The user heals half of its HP and resets stats change. This move will fail when used twice in a row.
    - Softboiled + White Herb that cannot be spammed. Believe me, it's not as broken as it sounds. It resets positive stats boost too.

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  20. #2045
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    Quote Originally Posted by OceanicLanturn View Post
    Recharge (Electric)
    PP: 10/Power: --/Accuracy: --/Category: Status/Target: Self
    The user heals half of its HP and resets stats change. This move will fail when used twice in a row.
    - Softboiled + White Herb that cannot be spammed. Believe me, it's not as broken as it sounds. It resets positive stats boost too.
    A slow Pokémon with Recharge with great defensive stats is probably the best candidate to abuse this move. Having said that, I believe it's alright. Something tells me it could be a bit too powerful, though.

    And with the advent of the Fairy type, and with me not posting a move in quite awhile, I present

    Azure Shower
    Type: Fairy / Power: 60 / Accuracy: 100 / PP: 10 / Target: Single adjacent Pokémon / Category: Special / Priority: 0
    "The target is showered with a barrage of light spears. It may lower all of the target's stats at once."
    - It's a reverse AncientPower, in that instead of being able to raise all of the user's stats at once, it can lower all of the target's stats at once. And I've raised the PP to 10, since I believe that AncientPower-type moves have much too little PP to really have good use.





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  21. #2046
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    I also have a few moves I'd like to give the Fairy-type

    Magicannon
    Type: Fairy / Power: 140 / Accuracy: 90 / PP: 5 (Max 8) / Target: Single Target Adjacent / Catagory: Special / Priority: 0
    "The uses summons a magic circle, and then blasts the opponent with a pure beam of magical power, at the cost of lowering there special attack"
    -Noticable Threats: Gardevoir, Sylveon, Wigglytuff
    I wanted to give Fairy-types ther own version of Draco Meteor, and I feel with how the rumoring of the types weaknesses/resistances, it would work out quite well.

    Illusion Punch
    Type: Fairy / Power: 75/ Accuracy: 100/ PP: 15 / Target: Single Adjacent Target / Catagory: Physical / Priority:0
    " They user creates an illusion of punching the opponent, before actually punching them from behind."
    Noticable Users: Azumarill
    A new move given the the punching family. The only thing I could think of for a fairy physical attack, and is boosted by Iron fist

    Also, suggestiong a move re-type
    Comet Punch
    Normal -> Fairy

    It makes more sense as a fairy type move, considering how astrology seems to have an influence on the type, it might also have Comet Punch used more.


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  22. #2047
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    Quote Originally Posted by Lost Requiem View Post
    Magicannon
    Type: Fairy / Power: 140 / Accuracy: 90 / PP: 5 (Max 8) / Target: Single Target Adjacent / Catagory: Special / Priority: 0
    "The uses summons a magic circle, and then blasts the opponent with a pure beam of magical power, at the cost of lowering there special attack"
    -Noticable Threats: Gardevoir, Sylveon, Wigglytuff
    I wanted to give Fairy-types ther own version of Draco Meteor, and I feel with how the rumoring of the types weaknesses/resistances, it would work out quite well.

    Illusion Punch
    Type: Fairy / Power: 75/ Accuracy: 100/ PP: 15 / Target: Single Adjacent Target / Catagory: Physical / Priority:0
    " They user creates an illusion of punching the opponent, before actually punching them from behind."
    Noticable Users: Azumarill
    A new move given the the punching family. The only thing I could think of for a fairy physical attack, and is boosted by Iron fist

    Also, suggestiong a move re-type
    Comet Punch
    Normal -> Fairy

    It makes more sense as a fairy type move, considering how astrology seems to have an influence on the type, it might also have Comet Punch used more.
    Magicannon -
    Pretty nice variation of Overheat and Draco Meteor. I just don't like the name much. :P

    Illusion Punch -
    It seems weird for an illusion-based punch to be Fairy-type instead of, say, Ghost- or Dark-type, but hey, why not give the new type a punch-based move?

    Comet Punch -
    I don't think it would get that much use even if it were Fairy-type, because of its horrible power and accuracy. Oh well. :/





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  23. #2048
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    Ok, firstly, please rename Fairy to Magic. Dragon is bad enough, but Fairy too now? What's next? Knight? Castle?

    Anyways, new MAGIC typed move. I refuse to acknowledge Fa- you know. THAT type.


    Arcane Blast
    Type: MAGIC!!!
    Category: Special
    PP: 10/16
    Accuracy: 100
    Power: 85
    Flavour: The user looses a flurry of otherworldly energy. This attack hits the foe's Sp. Atk stat.
    Effect: Does damage based on the opponent's Sp. Atk, not Sp. Def. Also a homage to Arcanists


    You can shoot my body full of holes but ya can't kill the spirit of Rock N' Roll, baby! \m/

  24. #2049
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    Quote Originally Posted by Divine Retribution View Post
    Ok, firstly, please rename Fairy to Magic. Dragon is bad enough, but Fairy too now? What's next? Knight? Castle?

    Anyways, new MAGIC typed move. I refuse to acknowledge Fa- you know. THAT type.
    I don't know... you'll have to get used to it sooner or later. o:

    Arcane Blast
    Type: MAGIC!!!
    Category: Special
    PP: 10/16
    Accuracy: 100
    Power: 85
    Flavour: The user looses a flurry of otherworldly energy. This attack hits the foe's Sp. Atk stat.
    Effect: Does damage based on the opponent's Sp. Atk, not Sp. Def. Also a homage to Arcanists
    I don't really get any possible reference, but given the power/accuracy/gimmick ratio, I'd say this move's alright.





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    Quote Originally Posted by Wishing Star View Post
    Magicannon -
    Pretty nice variation of Overheat and Draco Meteor. I just don't like the name much. :P

    Illusion Punch -
    It seems weird for an illusion-based punch to be Fairy-type instead of, say, Ghost- or Dark-type, but hey, why not give the new type a punch-based move?

    Comet Punch -
    I don't think it would get that much use even if it were Fairy-type, because of its horrible power and accuracy. Oh well. :/
    For Magicannon I was going t odo Master Spark for a Touhou reference, but I'm sure that phrase is pretty much Trademarked to TOuhou by now... So I decided to use Magicannon.

    We already have shadow punch for Ghost types, and I always though that fairy magic is useful for creating illusions.

    I also forgot to buff it from 15 to 25. as I'm sure if a new fairy pokemon with Skill Link got it, it would be a useful move.

    Anyways a new item

    Pixie Dust
    "When held, it boosts the power of Fairy type attacks"
    Basically a Fairy-type silk scarf, same rules apply like the 20% power boost


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