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

  1. #1641
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    New weather condition: Night

    When Night, the power of Dark type attacks increase


    New Item: Genie Lamp

    Powers up the Kami's (Incarnate) speed.

    Useless on Prankster Thundurus, but Landorus and Tornadus would love this. Kinda like Soul Dew.


    This little Tepig was revealed in 2010. This little Tepig was loved. This little Tepig wanted to evolve. This little Tepig wished he wasn't Fire/Fighting. This little Tepig decided to infect the entire Tepig population to evolve into another Fire/Fighting Pokémon while saying "Accept what we offer you".

  2. #1642
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    There should be a new weather, similar to Haze but permanent unless a new weather comes in.

    I guess the ablility would be called Fog, and while under fog, no stat changes can be made. Also, all attacks that are not 100% accuracy will have their accuracy lowered by 10-15%

    It basically would be good for stall teams.

  3. #1643
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    Quote Originally Posted by Lost Requiem View Post
    Let me see

    For Sacrifice, the game could use what it does with reversal. Also, Think of it like Fake Out. THe game tracks whe nFake Out is used first, and after subsequent uses, it doesn't flinvh anymore. Think of it like that, but it actually limits the use of the move. I was actually not going to have that effect, and basically have it as a survivable explosion, but that would also make it pretty broken. I also made it normal-typed, so it can easily be blocked by Ghosts or Max HP Registeel.

    Hmm, for Revival... How about it only having one PP? I know the minimum is five, but we never know what GF will do next. Or change it around a bit so that it isn't as broken as it seems.

    Necromancy- How about this? It boosts the power of Dark and Ghost type moves by 50% when under 50% Health?

    Weather Burst- I have to say 85% Accuracy. 100 would make it to broken.

    Soul Unburden- How about it changes so It's like Moxie, but only with Speed instead of attack?

    Miniture Cloud- I was thinking the same thing on that. As Castform has base 70's across the board, a free Quiver Dance isn't nearly as borken as the Soul Dew. From my experiance in Balanced Hackmons, a +2 Speed Boost Chandelure didn't outspeed a Quiver Dance'd Timid Latios, so it's not necessarly broken in the sense of if someone like Lilligant or Jolteon got an item like this.
    Fake Out is different, though, in that the game can keep track of whether or not the user of Fake Out has been out for more than a turn. It's the same thing with Retaliate, actually.
    The check for Fake Out's success or Retaliate's extra power isn't whether or not the move has already been used, but whether or not the user of the move has been out for more than one turn.

    The whole idea of reviving a Pokémon is pretty broken unless the cost is the user fainting. A net one-Pokémon advantage in a move is too good, design-wise. 1 PP isn't unheard of, though.

    I'm all for the new Necromancy and new Soul Unburden, as well as the clarification of Weather Burst.

    As for Jolteon or Lilligant getting a boost in their Special stats and Speed with a Miniature Cloud-like item, it's a bit too good because the boosts allow for one less turn of setup without any sort of relevant drawback. The DeepSeaScale and Tooth for Clamperl or the Light Ball for Pikachu are more acceptable, though, since they have less stats with which they can abuse the item. Competitively speaking, as for the Soul Dew, not much can be said other than it came out in the first generation where they introduced such items, I believe, and didn't realize how powerful Latios and Latias would be with them.

    New Move: Slash Cutter
    Type: Dragon / Power: 70 / Accuracy: 100 / PP: 20 / Target: Single adjacent Pokémon / Category: Physical / Priority: 0 (Contact: Yes)
    "The user rushes at the target and attacks it using its sharp claws. Critical hits land more easily."
    - It's a Dragon-type variation of moves like Slash, Psycho Cut, and Shadow Claw.






  4. #1644
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    Or we could just upgrade Dragon Claw to more critical landing easily.


    This little Tepig was revealed in 2010. This little Tepig was loved. This little Tepig wanted to evolve. This little Tepig wished he wasn't Fire/Fighting. This little Tepig decided to infect the entire Tepig population to evolve into another Fire/Fighting Pokémon while saying "Accept what we offer you".

  5. #1645
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    Quote Originally Posted by your boss View Post
    Or we could just upgrade Dragon Claw to more critical landing easily.
    That, yes, but I don't like altering existing battle mechanics if they seem perfectly fine to me.






  6. #1646
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    New Move: Clear Sky
    Power: 70
    Accuracy: 100
    Type: Flying
    Special
    Effect: The pokemon calls upon a mystic power, and banishes any abnormal weather effects from the sky. Rain, Sun, Sandstorms, Hail, and Fogs are all removed for the rest of the battle, unless another pokemon uses a move or ability to summon them again.
    Distribution: Altaria, Rayquaza, Dragonair, Dragonite, Castform.

  7. #1647
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    Quote Originally Posted by Zachmac View Post
    New Move: Clear Sky
    Power: 70
    Accuracy: 100
    Type: Flying
    Special
    Effect: The pokemon calls upon a mystic power, and banishes any abnormal weather effects from the sky. Rain, Sun, Sandstorms, Hail, and Fogs are all removed for the rest of the battle, unless another pokemon uses a move or ability to summon them again.
    Distribution: Altaria, Rayquaza, Dragonair, Dragonite, Castform.
    "A mystic power"? It should be Psychic-type, then. o:

    But yes, I like this move. I'm assuming it hits any non-user Pokémon?






  8. #1648
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    Quote Originally Posted by Wishing Star View Post
    "A mystic power"? It should be Psychic-type, then. o:
    Meh, I was just making something up right off the bat. It was inspired by Dragonair's ability to use it's orbs to control the weather.
    But yes, I like this move. I'm assuming it hits any non-user Pokémon?
    Uh...I didn't think much about targets.

    Let's just say it hits any adjacent target pokemon.

  9. #1649
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    Quote Originally Posted by Zachmac View Post
    Uh...I didn't think much about targets.

    Let's just say it hits any adjacent target pokemon.
    I'd make it hit either all adjacent or any non-user Pokémon, just to tie in with Air Cutter and Fly, respectively. (:






  10. #1650
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    Quote Originally Posted by Wishing Star View Post
    Fake Out is different, though, in that the game can keep track of whether or not the user of Fake Out has been out for more than a turn. It's the same thing with Retaliate, actually.
    The check for Fake Out's success or Retaliate's extra power isn't whether or not the move has already been used, but whether or not the user of the move has been out for more than one turn.

    The whole idea of reviving a Pokémon is pretty broken unless the cost is the user fainting. A net one-Pokémon advantage in a move is too good, design-wise. 1 PP isn't unheard of, though.

    I'm all for the new Necromancy and new Soul Unburden, as well as the clarification of Weather Burst.

    As for Jolteon or Lilligant getting a boost in their Special stats and Speed with a Miniature Cloud-like item, it's a bit too good because the boosts allow for one less turn of setup without any sort of relevant drawback. The DeepSeaScale and Tooth for Clamperl or the Light Ball for Pikachu are more acceptable, though, since they have less stats with which they can abuse the item. Competitively speaking, as for the Soul Dew, not much can be said other than it came out in the first generation where they introduced such items, I believe, and didn't realize how powerful Latios and Latias would be with them.

    New Move: Slash Cutter
    Type: Dragon / Power: 70 / Accuracy: 100 / PP: 20 / Target: Single adjacent Pokémon / Category: Physical / Priority: 0 (Contact: Yes)
    "The user rushes at the target and attacks it using its sharp claws. Critical hits land more easily."
    - It's a Dragon-type variation of moves like Slash, Psycho Cut, and Shadow Claw.
    Your points are Valid as well, so why not Make Revival a variation of Lunar Dance? Where Revival Revives Pokemon while Lunar Dance Heals the next one coming in. Though, think about it. It's broken, but not to broken. If Rocks, are up and a Pokemon like Volc is revived the turn Rocks is set up, it's a basically wasted move. and 50% Isn't much, considering every team these days have either Hazards, Priority, or some other way to kill a weakened pokemon.

    Well... I'm putting this in a Spoiler, but here's my Idea for a New Weather Condition, Night

        Spoiler:


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  11. #1651
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    Quote Originally Posted by Lost Requiem View Post
    Your points are Valid as well, so why not Make Revival a variation of Lunar Dance? Where Revival Revives Pokemon while Lunar Dance Heals the next one coming in. Though, think about it. It's broken, but not to broken. If Rocks, are up and a Pokemon like Volc is revived the turn Rocks is set up, it's a basically wasted move. and 50% Isn't much, considering every team these days have either Hazards, Priority, or some other way to kill a weakened pokemon.
    You also have to consider the design side of the spectrum. I'm going to assume that Revival only revives a Pokémon up to 50%.

    If you don't consider entry hazards at all as a hindrance to the move, 50% HP is quite significant, especially if you revive a tank or something. They can recover up back to almost full in one turn with their healing move of choice, or use that turn to set up a Reflect or Light Screen or something to benefit the team again, or get out entry hazards of their own, or what have you. That extra turn can serve extremely crucial to the success of the team, and it's not very fair for a team that's worked so hard to KO that Pokémon to go about their day only to have to deal with that exact same threat again.

    If you make Revival require the user fainting as a cost, then that pretty much makes Revival only go on Pokémon that eventually outlive their usefulness. That role used to pretty much only belong to suicide leads, but if they're leads, and if they use Revival, they'd have nothing to revive.

    I think somebody else suggested a reviving move awhile back, to which I probably also wasn't a fan of, if only for the design issues.

    New Weather: Night
    Mechanics:
    -Boosts the Power of Ghost, Dark, and Psychic type moves by 50%
    -Decreases the Power of Fire, Normal, and Fighting type moves by 50%
    -Boosts the Defense of Ghost types
    -Solar Beam’s power is reduced
    -Pokemon with the Shadow ability gets an Evasion boost (Akin to Snow Cloak and Sand Veil)
    -Pokmeon with the Lunacy ability has their speed doubled
    -Can be summoned with the Lunar Call ability
    -Pokemon with the Starlight ability will have statuses removed at the each turn
    -Synthesis and Morning Sun will have their Healing decreased to 25%, and Moonlight to 66%, and Vise Versa in the Sun
    -Castform transforms into a Ghost-type
    -Weather Ball/Burst becomes Ghost-type moves.

    New Move: Moonlit Dance
    Type: Ghost/ Power: None/Accuracy: 100/ PP:5/ Target: Self/ Category: Status/ Priority: 0
    “The user does an ancient dancing ritual that summons out the moon”
    The user summons the Night Weather condition
    Noticeable users: Sableye, Cresselia

    New Ability: Shadow
    A Sand Veil for Night
    Noticeable Users: Dusknoir, Gengar, and Spiritomb

    New Ability: Lunacy
    Doubles the Pokemon’s Speed at night
    Noticeable Pokemon: Mighteyana, Absol, Houndoom

    New Ability: Lunar Call
    The Pokemon Permently summon the Night Wheather condition
    Sole Users: Lunatone, Darkrai

    New Ability: Starlight
    Removes Statuses at the end of each turn
    Noticable Users: Umbreon, Jirachi, Cresselia

    New Item: Void Rock
    This item increases the Duration of the Night Weather
    The only real flavor disconnect I have with the night weather itself is the Normal-, Fighting- and Fire-type move power reduction. Since the rest are just counterparts to already-existing abilities and moves, I can't really say much about them.






  12. #1652
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    Quote Originally Posted by Wishing Star View Post
    You also have to consider the design side of the spectrum. I'm going to assume that Revival only revives a Pokémon up to 50%.

    If you don't consider entry hazards at all as a hindrance to the move, 50% HP is quite significant, especially if you revive a tank or something. They can recover up back to almost full in one turn with their healing move of choice, or use that turn to set up a Reflect or Light Screen or something to benefit the team again, or get out entry hazards of their own, or what have you. That extra turn can serve extremely crucial to the success of the team, and it's not very fair for a team that's worked so hard to KO that Pokémon to go about their day only to have to deal with that exact same threat again.

    If you make Revival require the user fainting as a cost, then that pretty much makes Revival only go on Pokémon that eventually outlive their usefulness. That role used to pretty much only belong to suicide leads, but if they're leads, and if they use Revival, they'd have nothing to revive.

    I think somebody else suggested a reviving move awhile back, to which I probably also wasn't a fan of, if only for the design issues.



    The only real flavor disconnect I have with the night weather itself is the Normal-, Fighting- and Fire-type move power reduction. Since the rest are just counterparts to already-existing abilities and moves, I can't really say much about them.
    Well, Let me tryo to justify those Power Drops, and kick out fire. Since most Normal and Fightning types are Physical, it's better when there is light to make contact, since at night it's harder to see things, they won't attack as hard to make sure they can hit their opponents. THat, and I feel Night is a good counter to all the fightning types running amuk in OU. That and Lunacy Absol... It's scary to think of that...


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  13. #1653
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    Quote Originally Posted by Lost Requiem View Post
    Well, Let me tryo to justify those Power Drops, and kick out fire. Since most Normal and Fightning types are Physical, it's better when there is light to make contact, since at night it's harder to see things, they won't attack as hard to make sure they can hit their opponents. THat, and I feel Night is a good counter to all the fightning types running amuk in OU. That and Lunacy Absol... It's scary to think of that...
    If it's hard to see, it should drop the accuracy of Normal- and Fighting-type moves instead. Which is a good thing due to the presence of so many Fighting-type Pokémon and moves this generation.
    And no, this wouldn't be encompassed under the evasion clause, because the evasion clause bans things like BrightPowder, Double Team, and Sand Veil, which are evasion-boosting mechanics that your opponent can do nothing about and just has to deal with.






  14. #1654
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    Snowplow/Ice/Physical/120BP/10PP/100 acc/Causes recoil damage

    Dynabite/Fire/Physical/50BP/20 PP/100acc/ Plants explosives when hit t1, explodes next turn for 2x damage a pokemon with explosives planted cannot switch until the effects have worn off.

  15. #1655
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    Quote Originally Posted by Wishing Star View Post
    If it's hard to see, it should drop the accuracy of Normal- and Fighting-type moves instead. Which is a good thing due to the presence of so many Fighting-type Pokémon and moves this generation.
    And no, this wouldn't be encompassed under the evasion clause, because the evasion clause bans things like BrightPowder, Double Team, and Sand Veil, which are evasion-boosting mechanics that your opponent can do nothing about and just has to deal with.
    Yea, I think that works better, and It would give all of those High Jump Kick Users a Run for their money.


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  16. #1656
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    Quote Originally Posted by pokemonsquared View Post
    Snowplow/Ice/Physical/120BP/10PP/100 acc/Causes recoil damage

    Dynabite/Fire/Physical/50BP/20 PP/100acc/ Plants explosives when hit t1, explodes next turn for 2x damage a pokemon with explosives planted cannot switch until the effects have worn off.
    Snowplow - An Ice-type Flare Blitz, sure.

    Dynamite - So, 50 base power on turn 1, then 100 base power on turn 2, with the Pokémon with explosives planted on it not being able to switch? Does this prevent Baton Pass, U-Turn, and Volt Switch?

    Quote Originally Posted by Lost Requiem View Post
    Yea, I think that works better, and It would give all of those High Jump Kick Users a Run for their money.
    It would probably lower the usage of Terrakion quite a bit, come to think of it. (:






  17. #1657
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    New Eevo: Dradeon!

    Stats:

    HP: 60
    Attack: 95
    Defense: 65
    Sp Attack: 65
    Sp defense: 130
    Speed: 110

    Notable Moves: Outrage, Dragon Dance, X-Scissor (just for giggles) but its still going to have crap movepools like its fellow Eevo friends.


    This little Tepig was revealed in 2010. This little Tepig was loved. This little Tepig wanted to evolve. This little Tepig wished he wasn't Fire/Fighting. This little Tepig decided to infect the entire Tepig population to evolve into another Fire/Fighting Pokémon while saying "Accept what we offer you".

  18. #1658
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    Quote Originally Posted by your boss View Post
    New Eevo: Dradeon!

    Stats:

    HP: 60
    Attack: 95
    Defense: 65
    Sp Attack: 65
    Sp defense: 130
    Speed: 110

    Notable Moves: Outrage, Dragon Dance, X-Scissor (just for giggles) but its still going to have crap movepools like its fellow Eevo friends.
    Lol the only dragon types just shurgs off ice beams likes ***** please XD

  19. #1659
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    Quote Originally Posted by pokemonsquared View Post
    Lol the only dragon types just shurgs off ice beams likes ***** please XD
    I wasn't really aiming for the weakness. Dradeon would be a great late game sweeper with this. It's like a physical Lati, just without the precious Soul Dew.


    This little Tepig was revealed in 2010. This little Tepig was loved. This little Tepig wanted to evolve. This little Tepig wished he wasn't Fire/Fighting. This little Tepig decided to infect the entire Tepig population to evolve into another Fire/Fighting Pokémon while saying "Accept what we offer you".

  20. #1660
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    Item

    Golden Arc (a relic shaped like Arceus' middle peice)

    Boosts STAB moves for the holder by 50% at the cost of 50% power on all non STAB moves.

    Dual Types would love this. And if you can learn them, fixed damage moves would help dodge the drop.
    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!"

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