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

  1. #2101
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    Quote Originally Posted by Wishing Star View Post
    Miasma Pulse - Sure.

    Blight Dart - It could be physical, as the dart is fired from the user's body with its physical force. Otherwise, it's alright.

    Corruption -
    1) The effect is rather unique, and it's fine to badly poison more than one Pokémon at a time. However, it shouldn't affect non-adjacent Pokémon for the same reason that Sludge Wave doesn't.
    2) The type-switching to Normal seems a bit odd, as does the automatic failure if the user is not a Poison-type. The two are just for balance issues to prevent the Pokémon using Corruption from dominating the field in case the opponent switches out and you try to use Corruption on every single Pokémon they have. But if so many limitations have to be put on a move just to keep it balanced, it probably does too much.
    3) The problem then becomes the fact that if the type-switching and automatic failure drawbacks were gotten rid of, this move would be strictly better than Toxic. An easy fix would be that the less PP it has, the more chances the move has of not connecting. For example, at 100% PP (5/5 or 8/8 when the player selects the move), it would have 80% accuracy, then it would decrease by 10% for every 12.5% of the maximum PP of the move that's used up, rounded down.
    Yeah, you're right, the type switching does seem a little awkward. I don't really know a good way to remedy that either. Also, yeah, it should only affect adjacent Pokemon in triple battles.

    The flavour behind changing the user's type would be that it uses all the poison in its body for the attack, but that makes no sense, especially on Pokemon like Grimer that are essentially made of poison. Other than that, yes, it was just for balance purposes to prevent spamming it alongside a Poison or Steel typed partner with a phazing move.


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  2. #2102
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    Quote Originally Posted by Divine Retribution View Post
    The flavour behind changing the user's type would be that it uses all the poison in its body for the attack, but that makes no sense, especially on Pokemon like Grimer that are essentially made of poison. Other than that, yes, it was just for balance purposes to prevent spamming it alongside a Poison or Steel typed partner with a phazing move.
    If the main purpose of that type-changing business is to make it so that the move can essentially only be used once per switch-in, then you could always just change the drawback to make it only usable once per switch-in instead of that confusing type-changing stuff. Some of the intended flavor is lost, yeah, but you could always justify it by saying that the Pokémon needs to "recharge its body" of its poison before it can use Corruption again.





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  3. #2103
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    Quote Originally Posted by Wishing Star View Post

    Clear Sky - Wouldn't Sunny Day already make the sky clear and let the sun shine through? Anyway, I think increasing the Accuracy of so many types of moves could be more detrimental to the user of Clear Sky rather than beneficial.

    Eyeglass Patch - Sure. I made an item like this awhile back, though it didn't perfect the Accuracy of those moves. Making it Cinccino-only is okay.

    Cloud Nine - It's fine, but I'd rather have a non-Uber weather cancelling ability. Again, it would probably be more detrimental to Pokémon with this ability rather than helpful.

    Smoke Ball - A counterpart to the Damp Rock is fine by me.
    At least my exclusive Item works.

    As for the weather, while it is detrimental to both corners, ONLY Normal and Flying type moves benefit on Clear sky.I think of Clear sky as a cloudy day of weather kind. Not so sun shining in other words. And only two moves in the entire game gain benefits from clear sky: a 1 stage power bonus.

    That means Electric, Fire, Water, Rock, and Ice type moves get the accuracy loss. If you are concerned about the other types not mentioned (Dragon, Steel, Ground, Bug, Ghost, etc), they do not gain or lose anything since Clear sky is a move I had as an idea not only to deal with a weather team's guarded weather. But also penalize their corresponding types. Though I don't know I should include the Grass, Steel, and Ground types to get the penalty. Most of the time in a weather team, there are pokemon that benefit from the weather despite the type differences. Abilities are not included (Magic guard users, etc)

    Like Scizor and Jirachi gaining the extra defense against fire moves in the Rain, Terrakion and Landorus getting a SP. def. and Sand force bonus in Sandstorm, etc.
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  4. #2104
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    Quote Originally Posted by jireh the provider View Post
    As for the weather, while it is detrimental to both corners, ONLY Normal and Flying type moves benefit on Clear sky.I think of Clear sky as a cloudy day of weather kind. Not so sun shining in other words. And only two moves in the entire game gain benefits from clear sky: a 1 stage power bonus.

    That means Electric, Fire, Water, Rock, and Ice type moves get the accuracy loss. If you are concerned about the other types not mentioned (Dragon, Steel, Ground, Bug, Ghost, etc), they do not gain or lose anything since Clear sky is a move I had as an idea not only to deal with a weather team's guarded weather. But also penalize their corresponding types. Though I don't know I should include the Grass, Steel, and Ground types to get the penalty. Most of the time in a weather team, there are pokemon that benefit from the weather despite the type differences. Abilities are not included (Magic guard users, etc)

    Like Scizor and Jirachi gaining the extra defense against fire moves in the Rain, Terrakion and Landorus getting a SP. def. and Sand force bonus in Sandstorm, etc.
    I could've sworn that you said that the accuracy of Electric-, Fire-, Water-, Rock-, and Ice-type moves would increase instead of decrease. Anyway, what would you do if a new weather came out? You can't just say, "Oh, this weather is built solely to counter other weather types, so if the new weather benefited Psychic-type moves, I would put Psychic on the list of types whose accuracy is lowered by one stage."

    Unfortunately, I can see this move being banned if only for the accuracy drop of so many moves. Yes, you can just probably use other weather moves, but it can't be assumed that every single team that utilizes those types out there will run a weather move. If it just so happens that a team doesn't run a weather move against this, their chances of winning are probably jeopardized.





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  5. #2105
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    Fog Bank
    Type: Flying
    Category: Other
    Power: ---
    Accuracy: ---
    PP: 5/8
    Flavour: The user summons a rolling fog bank. The fog obscures the vision of all Pokemon except Flying and Psychic types for 5 turns.
    Effect: Summons the Fog weather condition. Fog will no longer lower the accuracy of Flying and Psychic types, being as Flying types live in the sky, and are naturally adapted to deal with cloud banks and storms, and Psychic types can use their extrasensory powers to locate opponents. Selfdestruct, Explosion, and the ability Aftermath will not work during fog. This move will get a weather rock (Mist Stone), and may get an autostarting ability. Maybe. I dunno.

    Distribution: Most Flying types, some Psychic and Water types.


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  6. #2106
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    Quote Originally Posted by Divine Retribution View Post
    Fog Bank
    Type: Flying
    Category: Other
    Power: ---
    Accuracy: ---
    PP: 5/8
    Flavour: The user summons a rolling fog bank. The fog obscures the vision of all Pokemon except Flying and Psychic types for 5 turns.
    Effect: Summons the Fog weather condition. Fog will no longer lower the accuracy of Flying and Psychic types, being as Flying types live in the sky, and are naturally adapted to deal with cloud banks and storms, and Psychic types can use their extrasensory powers to locate opponents. Selfdestruct, Explosion, and the ability Aftermath will not work during fog. This move will get a weather rock (Mist Stone), and may get an autostarting ability. Maybe. I dunno.

    Distribution: Most Flying types, some Psychic and Water types.
    I can see Flying-type Pokémon exempt from the detriment. The Psychic-type one seems a bit of a stretch, but I can see that a bit as well. I don't understand why SelfDestruct, Explosion, and Aftermath wouldn't work, though. Just because it's foggy outside, it doesn't prevent things from exploding.

    Unfortunately, to teams that have no way of stopping this weather, this move is effectively an evasiveness boost for its opponent at all times. And we all know how abusive evasiveness boosts can be. From what I can see, it barely wouldn't make it out of the ban zone because of the evasiveness boost; I already explained it, but if a team has no weather moves to deal with this weather, and their accuracy-unaffected Pokémon have already fainted, what is that team supposed to do against this?





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  7. #2107
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    Quote Originally Posted by Wishing Star View Post
    I can see Flying-type Pokémon exempt from the detriment. The Psychic-type one seems a bit of a stretch, but I can see that a bit as well. I don't understand why SelfDestruct, Explosion, and Aftermath wouldn't work, though. Just because it's foggy outside, it doesn't prevent things from exploding.

    Unfortunately, to teams that have no way of stopping this weather, this move is effectively an evasiveness boost for its opponent at all times. And we all know how abusive evasiveness boosts can be. From what I can see, it barely wouldn't make it out of the ban zone because of the evasiveness boost; I already explained it, but if a team has no weather moves to deal with this weather, and their accuracy-unaffected Pokémon have already fainted, what is that team supposed to do against this?
    Isn't that basically the same argument I used against your move Bright Room, which you subsequently shot down?

    Also, those moves are disabled due to the damp conditions. I thought they were in rain too but I might be mistaken.

    EDIT: Never mind, that's only in PMD.


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  8. #2108
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    Quote Originally Posted by Divine Retribution View Post
    Isn't that basically the same argument I used against your move Bright Room, which you subsequently shot down?

    Also, those moves are disabled due to the damp conditions. I thought they were in rain too but I might be mistaken.

    EDIT: Never mind, that's only in PMD.
    Bright Room has a set duration. I'm assuming that since this is a weather effect that it would have an ability that creates it indefinitely. And if so, then this weather wouldn't, which means teams that utilize this weather would only have to eliminate opposing Flying- and Psychic-type Pokémon to get rid of the majority of their problems. While it does also affect the team that uses the weather, the team that uses it would obviously be built around letting that accuracy drop affect it as little as possible.

    ...But on the other hand, if there is no ability used to induce this weather, then I rescind what I said about a possible ban entirely.





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  9. #2109
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    Quote Originally Posted by Wishing Star View Post
    Bright Room has a set duration. I'm assuming that since this is a weather effect that it would have an ability that creates it indefinitely. And if so, then this weather wouldn't, which means teams that utilize this weather would only have to eliminate opposing Flying- and Psychic-type Pokémon to get rid of the majority of their problems. While it does also affect the team that uses the weather, the team that uses it would obviously be built around letting that accuracy drop affect it as little as possible.

    ...But on the other hand, if there is no ability used to induce this weather, then I rescind what I said about a possible ban entirely.
    An autostarter ability probably would be distributed for flavour reasons (Maybe to Altaria? Altaria fits the flavour, and currently resides in NU like Politoed and Ninetales did before they got their abilities. Plus, Altaria already has a weather-related ability in Cloud Nine...), but I feel like the whole autoweather system should be overhauled anyways. As it currently stands, auto Rain, Sand, and to lesser extents Sun and Hail are broken. The entire system could use an overhaul.

    I mentioned in one of my earlier posts the possibility of said abilities being canceled when the wielder faints. I feel like that would be a good place to start. A few more moves and abilities that ignore or remove weather could be added as well. Plus, some abilities need a nerf, like Chlorophyll/Sand Rush/Swift Swim should only raise Speed 1 stage, for one. Yes, an autostarter for Fog probably would be broken, especially in the current metagame, but in a way so are all the other weather abilities.


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  10. #2110
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    Quote Originally Posted by Divine Retribution View Post
    An autostarter ability probably would be distributed for flavour reasons (Maybe to Altaria? Altaria fits the flavour, and currently resides in NU like Politoed and Ninetales did before they got their abilities. Plus, Altaria already has a weather-related ability in Cloud Nine...), but I feel like the whole autoweather system should be overhauled anyways. As it currently stands, auto Rain, Sand, and to lesser extents Sun and Hail are broken. The entire system could use an overhaul.

    I mentioned in one of my earlier posts the possibility of said abilities being canceled when the wielder faints. I feel like that would be a good place to start. A few more moves and abilities that ignore or remove weather could be added as well. Plus, some abilities need a nerf, like Chlorophyll/Sand Rush/Swift Swim should only raise Speed 1 stage, for one. Yes, an autostarter for Fog probably would be broken, especially in the current metagame, but in a way so are all the other weather abilities.
    If you're abiding to the change to weather-inducing abilities so that they last a limited number of turns like Rain Dance, or so that they last until the Pokémon that induced it no longer has the ability or otherwise leaves the battlefield, then sure, I guess.

    One question that would result with the variant that keeps the weather until the Pokémon with the ability loses it or faints, though, is if a Drizzle Politoed is sent out on turn 2, and then a Drought Ninetales is sent out on turn 3, when the Ninetales faints, does it go back to rain or does the sun disappear? I would vote for the latter.





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    Quote Originally Posted by Wishing Star View Post
    If you're abiding to the change to weather-inducing abilities so that they last a limited number of turns like Rain Dance, or so that they last until the Pokémon that induced it no longer has the ability or otherwise leaves the battlefield, then sure, I guess.

    One question that would result with the variant that keeps the weather until the Pokémon with the ability loses it or faints, though, is if a Drizzle Politoed is sent out on turn 2, and then a Drought Ninetales is sent out on turn 3, when the Ninetales faints, does it go back to rain or does the sun disappear? I would vote for the latter.
    I'd be fine with either, as all the Politoed's trainer really has to do is recall it and send it back out (which in turn could be used by the other player to -maybe- set up for a turn, if it makes a difference in the long run).

    Also, I thought maybe in order for a weather starter to summon weather, it has to stay in for at least 1 turn, meaning that weather abilities activate on the turn AFTER the Pokemon is sent out. Perhaps using Protect/Detect would reset this as well, so you'd have to actually survive an attack to set your weather up.


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  12. #2112
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    Quote Originally Posted by Divine Retribution View Post
    Also, I thought maybe in order for a weather starter to summon weather, it has to stay in for at least 1 turn, meaning that weather abilities activate on the turn AFTER the Pokemon is sent out. Perhaps using Protect/Detect would reset this as well, so you'd have to actually survive an attack to set your weather up.
    I don't see any flavor reason to include the Protect/Detect counter reset thing. I'd say that having a weather-inducing ability active for as long as a Pokémon that has it is on the battlefield is fine.





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  13. #2113
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    Quote Originally Posted by Wishing Star View Post
    I don't see any flavor reason to include the Protect/Detect counter reset thing. I'd say that having a weather-inducing ability active for as long as a Pokémon that has it is on the battlefield is fine.
    That completely defeats the purpose of weather abilities outside of double battles.


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  14. #2114
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    Quote Originally Posted by Divine Retribution View Post
    That completely defeats the purpose of weather abilities outside of double battles.
    That's why there's the "active for five turns" option, too. :P

    And no, if a Politoed triggered rain with its Drizzle, and that rain lasted for four turns, and it got sent out again, it wouldn't reset the timer, because you can't do that with weather moves. o:





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    Quote Originally Posted by Wishing Star View Post
    That's why there's the "active for five turns" option, too. :P

    And no, if a Politoed triggered rain with its Drizzle, and that rain lasted for four turns, and it got sent out again, it wouldn't reset the timer, because you can't do that with weather moves. o:
    Would the timer start when the Pokemon switches out or would the timer be active while the Pokemon is in battle? If it's active while the Pokemon is in battle, does it summon the weather again after 5 turns?

    Also, would holding a weather rock extend that timer, similar to the weather moves?


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    Quote Originally Posted by Divine Retribution View Post
    Would the timer start when the Pokemon switches out or would the timer be active while the Pokemon is in battle? If it's active while the Pokemon is in battle, does it summon the weather again after 5 turns?

    Also, would holding a weather rock extend that timer, similar to the weather moves?
    That would depend on which variant of the weather-inducing ability we're going with.

    If we're going with the variant that requires the Pokémon to be on the field and have its ability (the one that you say is useless in Singles and Rotations), the timer would start when the ability triggers and would last indefinitely until the Pokémon either loses that ability or is no longer on the field.

    If we're going with the five- or eight-turn one, it would start when the ability triggers and would increment for every turn passed, and would end if a Pokémon with another weather-inducing ability enters or when the five or eight turns are up, whichever comes first. In the former, a timer would start for that new weather the same way that the timer for the first weather started.





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  17. #2117
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    Quote Originally Posted by Wishing Star View Post
    That would depend on which variant of the weather-inducing ability we're going with.

    If we're going with the variant that requires the Pokémon to be on the field and have its ability (the one that you say is useless in Singles and Rotations), the timer would start when the ability triggers and would last indefinitely until the Pokémon either loses that ability or is no longer on the field.

    If we're going with the five- or eight-turn one, it would start when the ability triggers and would increment for every turn passed, and would end if a Pokémon with another weather-inducing ability enters or when the five or eight turns are up, whichever comes first. In the former, a timer would start for that new weather the same way that the timer for the first weather started.
    Either would make weather pretty non-viable, but the first option would eliminate autoweather starters completely, since their teammates wouldn't be able to abuse the weather, and only Tyranitar and to a lesser extent Hippowdown have usable stats.


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    Quote Originally Posted by Divine Retribution View Post
    Either would make weather pretty non-viable, but the first option would eliminate autoweather starters completely, since their teammates wouldn't be able to abuse the weather, and only Tyranitar and to a lesser extent Hippowdown have usable stats.
    Which is why I'm a big fan of the five- or eight-turn variant, of course. That would be my change if I were allowed to change it. It would give players much more motivation to keep their Drizzle Politoed alive instead of it just being a dummy lead that has no other use against a team that doesn't use weather. (:

    New Item: Coercive Band
    "A red band emanating with power. It forces the holding Pokémon's Ability to trigger in a pinch."
    - It forces the Ability of the holding Pokémon to trigger when its HP is down to 25% or less of its maximum, if it's appropriate for them to trigger at the time the item is used up. Abilities in their current, in-game variant that work with this include Download, Drizzle, Drought, Dry Skin, Forewarn, Frisk, Healer, Ice Body, Intimidate, Moody, Poison Heal, Rain Dish, Sand Stream, Snow Warning, Speed Boost, and Trace (if it somehow still has it). In other words, it triggers any Abilities that trigger at the end of the turn or when the holder would be switched out. It doesn't go away if, for example, a Lotad with Rain Dish was holding this but it wasn't raining when it gets to 25% or less of its maximum HP.





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    New Item(s): _____ Band
    Frost Band: Ice
    Flare Band: Fire
    Aqua Band: Water
    Forest Band: Grass
    Toxin Band: Poison
    Mineral Band: Steel
    Thought Band: Psychic
    Assault Band: Dark
    Justice Band: Fighting
    Shock Band: Electric
    Ominous Band: Ghost
    Draco Band: Dragon
    Hover Band: Flying
    Crash Band: Normal
    Mud Band: Ground
    Block Band: Rock
    Spirit Band: Fairy
    Swarm Band: Bug

    Text: Increases the chance of secondary effect happening. The move used must match the band type in order to receive the boost.

    The chance of secondary effects happening increases by 100% on matched type. For example, a Heatran carrying Flare Band will have its chance of secondary effect increases when using Lava Plume, increasing the burn chance from 30% to 60%, but the chance to decrease special defense from Earth Power will NOT increase, as it would require a Mud Band instead. This does not stack with Serene Grace to prevent ragequits from a 120% flinch rate Iron Head from Jirachi.

    And one more...

    Magic Berry
    "In a pinch, the next move will activate the secondary effect."

    Let's say Alakazam is at 22% of its HP, the next move, let's say Psychic, will have a guaranteed chance to lower Special Defense. Simple enough?

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    Quote Originally Posted by OceanicLanturn View Post
    New Item(s): _____ Band
    Frost Band: Ice
    Flare Band: Fire
    Aqua Band: Water
    Forest Band: Grass
    Toxin Band: Poison
    Mineral Band: Steel
    Thought Band: Psychic
    Assault Band: Dark
    Justice Band: Fighting
    Shock Band: Electric
    Ominous Band: Ghost
    Draco Band: Dragon
    Hover Band: Flying
    Crash Band: Normal
    Mud Band: Ground
    Block Band: Rock
    Spirit Band: Fairy
    Swarm Band: Bug

    Text: Increases the chance of secondary effect happening. The move used must match the band type in order to receive the boost.

    The chance of secondary effects happening increases by 100% on matched type. For example, a Heatran carrying Flare Band will have its chance of secondary effect increases when using Lava Plume, increasing the burn chance from 30% to 60%, but the chance to decrease special defense from Earth Power will NOT increase, as it would require a Mud Band instead. This does not stack with Serene Grace to prevent ragequits from a 120% flinch rate Iron Head from Jirachi.

    And one more...

    Magic Berry
    "In a pinch, the next move will activate the secondary effect."

    Let's say Alakazam is at 22% of its HP, the next move, let's say Psychic, will have a guaranteed chance to lower Special Defense. Simple enough?
    Magic Berry + Ice Beam / Blizzard = broken.


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  21. #2121
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    Quote Originally Posted by OceanicLanturn View Post
    New Item(s): _____ Band
    Frost Band: Ice
    Flare Band: Fire
    Aqua Band: Water
    Forest Band: Grass
    Toxin Band: Poison
    Mineral Band: Steel
    Thought Band: Psychic
    Assault Band: Dark
    Justice Band: Fighting
    Shock Band: Electric
    Ominous Band: Ghost
    Draco Band: Dragon
    Hover Band: Flying
    Crash Band: Normal
    Mud Band: Ground
    Block Band: Rock
    Spirit Band: Fairy
    Swarm Band: Bug

    Text: Increases the chance of secondary effect happening. The move used must match the band type in order to receive the boost.

    The chance of secondary effects happening increases by 100% on matched type. For example, a Heatran carrying Flare Band will have its chance of secondary effect increases when using Lava Plume, increasing the burn chance from 30% to 60%, but the chance to decrease special defense from Earth Power will NOT increase, as it would require a Mud Band instead. This does not stack with Serene Grace to prevent ragequits from a 120% flinch rate Iron Head from Jirachi.
    Sure, good enough. It could get abusive with moves like Sacred Fire, but really, Ho-Oh could use a slight buff as it is.

    And one more...

    Magic Berry
    "In a pinch, the next move will activate the secondary effect."

    Let's say Alakazam is at 22% of its HP, the next move, let's say Psychic, will have a guaranteed chance to lower Special Defense. Simple enough?
    Erm... yeah, Divine Retribution basically got it. If an Ice-type Pokémon or something purposely had defensive stats and IV's such that the vast majority of moves aimed at it would bring it down to the red zone, yeah.

    Anyway, there were some moves posted by this one user in the X/Y threads, and I'd like to bring them up here as well:

    Quote Originally Posted by Atara85 View Post
    Fairy Dust does 85 damage, while making the opponent either poisoned, paralyzed, asleep, or confused. PP is 15.

    Metamorphosis does 0 damage but allows the Fairy type Pokemon to "evolve" into it's last evolution for the remaining battle but lowers the attack by 1 or 2 stages permanently. PP is 5.

    Changeling does 0 damage but allows the Fairy type Pokemon to change the weather. It doesn't have to backfire if used correctly. You wouldn't use the move if a Psyduck had the weather ability or if your Fairy type Pokemon goes against weather-based teams. PP is 15.

    Fairy Beam does 120 damage with an accuracy of 85 (changed it ). IF the move misses than their is a chance of the foe either being put to sleep, or being frozen. (50 % chance of the foe taking on either of those status). PP is 10.

    Magic Slayer does 70 damage while doubling the base power to 140 if the foe is either a Poison or Dragon type. PP is 10.

    The moves are not insanely broken because there are moves in Pokemon that are more insane than this excluding the Metamorphosis move. All of these moves I have thought of have some insanely deep stories behind them.
    My verdicts?

    Fairy Dust - I think I've seen this idea here, but anyway, I'm assuming the chances to inflict each are equal and relatively low. They'd have to be less than 25% or so combined due to the versatility of the move.

    Metamorphosis - It plain doesn't work. The user didn't consider split evolutions at all. If a Poliwhirl had this move somehow, and it used Metamorphosis, the game wouldn't know which one to "evolve" into. Also, that drawback just seems tacked on.

    Changeling - Alright, but Fairy-type Pokémon can already change the weather... just use a weather-inducing move. There's literally no point in this move.

    Fairy Beam - If anything, if the move misses, it should have an extra drawback rather than an extra benefit. Not only does the move have to calculate a miss check twice, but it's insanely broken since there's statistically at least a 7.5% of the Pokémon being frozen when the move is supposed to miss and do nothing.

    Magic Slayer - Fairy is already good against Dragon, so there would be no need to make it do double damage against Dragon-type Pokémon.

    And the justification that the moves aren't broken because there have been other moves as broken or more broken than this is just silly. It doesn't automatically mean they're not broken; it means that they're of the same power level as the moves that are "as broken" as it, thus making them broken. :/





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  22. #2122
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    Quote Originally Posted by Wishing Star View Post

    And the justification that the moves aren't broken because there have been other moves as broken or more broken than this is just silly. It doesn't automatically mean they're not broken; it means that they're of the same power level as the moves that are "as broken" as it, thus making them broken. :/
    There's several other factors that contribute to a move or item's balance. For instance, imagine if Terrakion could use the Bone Club, or Breloom, or really any physical attacker? That would be pretty OP. But such a powerful item is limited to only Marowak, thus balancing its effect.


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  23. #2123
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    Quote Originally Posted by Divine Retribution View Post
    There's several other factors that contribute to a move or item's balance. For instance, imagine if Terrakion could use the Bone Club, or Breloom, or really any physical attacker? That would be pretty OP. But such a powerful item is limited to only Marowak, thus balancing its effect.
    If we're talking about signature items and moves for one or two Pokémon in an evolutionary line, that's fine, to make the Pokémon in that evolutionary line more unique and different.

    The classic example is Shell Smash. Many people think that a net +4 boost in stats is insanely broken, and I agree. But just because it's been made doesn't mean that people should start making tons of moves at the same power level.

    Anyway, what're your opinions on those moves that were posted?





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  24. #2124
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    Fairy Dust should have a set chance (10%) of giving the opponent a random status. Automatic status moves are broken if they have perfect accuracy AND deal damage. I don't really understand Changeling... Why not just carry a weather move? Fairy Beam and Magic Slayer are just plain broken.

    And Shell Smash would be pretty broken if you could put it on anything you want, but as it stands Cloyster and Omastar are pretty much the most threatening users.

    SmashPass on the other hand... SmashPass to a Kyurem-B and your opponent can kiss his *** goodbye. There's pretty much nothing you can do about it.


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

  25. #2125
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    Quote Originally Posted by Divine Retribution View Post
    Fairy Dust should have a set chance (10%) of giving the opponent a random status. Automatic status moves are broken if they have perfect accuracy AND deal damage. I don't really understand Changeling... Why not just carry a weather move? Fairy Beam and Magic Slayer are just plain broken.
    Changeling literally does nothing, as Fairy-type Pokémon are already able to change weather with weather-inducing moves, as you've already said. I think a 10% chance for Fairy Dust to give either paralysis, sleep, poison, or confusion is pretty good, as it's 2.5% per status ailment, which, given its versatility, is nothing to scoff at.

    And Shell Smash would be pretty broken if you could put it on anything you want, but as it stands Cloyster and Omastar are pretty much the most threatening users.

    SmashPass on the other hand... SmashPass to a Kyurem-B and your opponent can kiss his *** goodbye. There's pretty much nothing you can do about it.
    Haze! Or... Unaware... neither of which are run much... :/

    New Move: Shift Zone
    Type: Steel / Power: -- / Accuracy: --% / PP: 10 / Target: Single non-user / Category: Status / Priority: -2
    "The target's beneficial stat boosts are reversed. The more boosts the target has, the less accurate this move is."
    - It flips the sign of all stat boosts from positive to negative. So if a Scizor used Swords Dance three times to achieve +6 Attack, and then the foe Magnezone used Shift Zone, Scizor would then get -6 Attack. It doesn't change negatives to positives, though.
    - The accuracy of the move depends on how many boosts there are. It never misses if the target has one boost, but then at two boosts, the accuracy starts at 100% (which can miss, much like a Pound missing after the user has been Sand-Attacked), and decreases by 10% from then on for every boost afterward, with a minimum accuracy of 30%.

    Is it too good? It's mainly for Shell Smash and Quiver Dance abusers.





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