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

  1. #2151
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    Quote Originally Posted by cascadethewarrior View Post
    New ability

    Magic Armor
    "Only Physical moves will hit and be used"

    -I think it's pretty self explanatory. All speciall moves are now useless to a Pokemon with Magic Armor. So the Pokemon cannot be hit by Special-based moves as well as not being able to use them, themselves.
    Quote Originally Posted by Ghosts of the Forums View Post
    Completely, utterly, and totally broken. What made you think it was fine?
    Quote Originally Posted by Divine Retribution View Post
    Completely broken, unless it's restricted to a certain Pokemon like Wonder Guard. And even then that Pokemon should have terrible Defense.

    This would be the utter death of special hyper offense.
    Thoughts on the ability for dat.

    Let's spice it up with a move!

    Litter Absorb [Poison]
    PP: 10/Power: --/Accuracy: --/Target: User's Team/Category: Status/Priority: 0
    "The user removes moves such as Spikes, Toxic Spikes, Stealth Rock and Leech Seed through absorbing them and regaining HP."
    - The amount of HP recovered will be of the following:
    Stealth Rock: 12.5% regardless of the user's type
    Spikes: 6.25% for one layer, 12.5% for two layers and 25% for three layers
    Toxic Spikes: No additional HP healed.
    Leech Seed: 6.25%
    - Distribution: Garbador Line, Muk Line, Weezing Line
    - Mini-notes: If the user is not affected by Spikes (eg Weezing), it will still absorb it and gain the HP depending on the amount of layers. Just saying.

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  2. #2152
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    Quote Originally Posted by Divine Retribution View Post
    Chaotic Blast
    Type: Psychic
    Category: Special
    Power: 180
    Accuracy: 90
    PP: 5/8
    Flavour: The user fires a reality-warping beam at the opponent. It lowers the user's Defense and Special Defense stats by 1 stage.
    Effect: Launches an extremely powerful Psychic-typed move that drops the users' defensive stats. It would be the signature move of a new Legendary I'm designing, and the only Pokemon who could use it would be said Legendary and Smeargle.

    Natural Order
    Type: Normal
    Category: Other
    Power: ---
    Accuracy: --
    PP: 10/16
    Flavour: The user becomes encloaked in a mysterious veil of light. For the next 5 turns, its Defense and Special Defense are doubled, and it recovers 12.5% of its maximum HP per turn. However, its Attack and Sp. Attack are reduced by one stage.
    Effect: ^
    Would the the signature move of the other Legendary's counterpart, and thus accessible only to that Legendary and Smeargle. It cannot be Baton Passed to prevent abuse by Smeargle.


    Also, some ordinary run-of-the-mill moves.

    Brine Bomb
    Type: Water
    Category: Physical
    Power: 85
    Accuracy: 100
    PP: 15/24
    Flavour: The user launches a chunk of violently explosive sodium at the opponent. It may cause the target to flinch.
    Effect: 30% chance to cause the opponent to flinch.

    Wildfire
    Type:Fire
    Category: Other
    Power: ---
    Accuracy: ---
    PP: 5/8
    Flavour: The user sets fire to the battlefield, causing damage to all Pokemon except Fire and Rock types at the end of each turn for 5 turns.
    Effect: For the next 5 turns, all Pokemon except Fire and Rock types lose 6.25% of their maximum HP at the end of the turn. Grass types lose 12.5% of their maximum HP, unless they have a secondary Rock or Fire typing (in which case they lose none). This is not a weather effect, and can therefore be in effect at the same time as other weather effects. Magic Guard and Flash Fire block this attack.

    Vine Bloom
    Type: Grass
    Category: Physical
    Power: 140
    Accuracy: 90
    PP: 5/8
    Flavour: The user spews forth a tangle of thorny vines to attack the opponent. Sharply lowers the user's Attack.
    Effect: A physical Draco Meteor clone that lowers Attack instead of Sp. Atk.
    !)Psychic V-Create without speed drop? I feel that would make it a tab bit on the broken side (Basically a 180, potentially STAB, Special Close Combat).

    2) Natural Order just sounds pretty broken. For starters, you basically create a strong wall for 5 turns that's nearly unbreakable and can stall other things to death. I would definitely nerf the passive Health regen and defense boosts from x2 to x1.5 or even x1.33.

    3) Nothing to note here. Personally, I would make Brine Bomb Special instead of Physical. To be completely honest, it makes stuff like Waterfall next to useless, so by utilizing it as a special move, it gives a stronger variation for Water-STAB or coverage offense.

    4) I really think Wildfire utilized in this way is somewhat weird. Personally, I think Wildfire should be more like a Special version of Rollout, where the damage increases each turn you use it. However, instead of having Defense Curl speeding up its damage, you can have Sunlight snowball its damage, making it an interesting move to use in a moveset.

    5) hmmm. That's a pretty interesting move. A physical Draco Meteor. Personally, I would make that sort of move a Fighting-type move just to get the trololol value.

    Quote Originally Posted by OceanicLanturn View Post
    Thoughts on the ability for dat.

    Let's spice it up with a move!

    Litter Absorb [Poison]
    PP: 10/Power: --/Accuracy: --/Target: User's Team/Category: Status/Priority: 0
    "The user removes moves such as Spikes, Toxic Spikes, Stealth Rock and Leech Seed through absorbing them and regaining HP."
    - The amount of HP recovered will be of the following:
    Stealth Rock: 12.5% regardless of the user's type
    Spikes: 6.25% for one layer, 12.5% for two layers and 25% for three layers
    Toxic Spikes: No additional HP healed.
    Leech Seed: 6.25%
    - Distribution: Garbador Line, Muk Line, Weezing Line
    - Mini-notes: If the user is not affected by Spikes (eg Weezing), it will still absorb it and gain the HP depending on the amount of layers. Just saying.
    The concept is pretty neat, but competitively, it's a bit iffy. The health regeneration literally is just healing off the damage you take from switching in, giving you pretty much minimum benefits. Furthermore, the distribution for this move are all on slow, not-so-bulky Pokemon, which means if they switch in on SR + 3 Spikes, they have a good chance of being KOed before the move even activates. The only good user of the move in its current state is Weezing, who actually can benefit from the extra healing. To make this move somewhat competitively viable, I would give it a priority of +1.
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  3. #2153
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    Name: Re-Creation
    Type: Normal
    Category: Other
    Power: --
    Accuracy: --
    PP: 1/1
    Flavor: The user causes a shock wave in a small piece of reality strong enough to create a new world, which replaces that piece of reality with the new one. All field effects disappear, and it leaves the user with a positive effect.
    Effect: Basically a stronger version of Rapid Spin, minus damage. It removes all entry hazards, all status ailments, stat boosts and decreases, certain moves (Like Gravity, Magnet Rise, Telekinesis) and weather. It increases the users best stat (minus HP) by one after the move.

    Learned by Arceus at Level 1.

  4. #2154

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    Quote Originally Posted by Scott Burgess View Post
    some fantastic theorymon here guys, love the ideas!

    anyways i had an idea while watching the ducks game yesterday, what if ferrothorn had an ability to be able to make itself fire type? that way it could absolve its one biggest weakness and adapt to enemy pokemon like heatran before surprising them with a bulldoze or even the tried and true, leech seed+protect strategy.

    so what does everybody think?
    It would have to be a move.
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  5. #2155
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    Haven't commented here for quite awhile, so here goes!

    Quote Originally Posted by Divine Retribution View Post
    Competitively, I've thought of a few things...

    Explosion will now reduce the opponent's defense by 1 (.33%) in calculations. This means it's not as powerful as DPPt and not as useless as B/W.
    The move Dig will negate Levitate and Flying typing, allowing Pokemon with those abilities and types to be hit by Earthquake and Magnitude while using Dig.
    Certain Pokemon that are currently regarded as useless (Castform, Spinda, etc.) will have viable evolutions. These evolutions will still keep true to the original Pokemon's competitive theme (Castform as a weather check, Spinda as a Contrary abuser).
    Several new priority moves will be introduced, including some viable and well-distributed Special priority moves.
    A couple variants of the move Pursuit will be introduced.
    FAIRY WILL NOT EXIST!!!
    Several older legendaries will gain alternate forms. These include the lake trio, Heatran, the... whatever trio Entei, Suicune, and Raikou are, and Jirachi.
    Dozens and dozens of new moves will be introduced, including a much-needed accurate Fighting special attack, a Rock variant of Focus Blast, and any other moves I mentioned in my past posts that weren't deemed broken.
    Explosion and SelfDestruct - The two moves were great in gen IV. I don't get why they nerfed them so severely in gen V games. Hopefully it's not like that again in gen VI games.
    Dig's interaction with Levitate and the Flying type - Makes sense. Nothing much to say other than it should've happened a long time ago.
    Evolutions - Sure.
    Priority moves - Although I can't think of any off the top of my head, I'm a fan of special-based priority moves. Just make sure not to introduce too many physical ones, though.
    Pursuit counterparts - Why's that? Would they have identical effects to Pursuit, or would they have somewhat different effects depending on the counterpart?
    Non-existent Fairy type - I personally don't see anything wrong with the type. But seeing as many other fan stories were made well before even the gen V games, where the Fairy type wasn't even speculated, sure, I guess.
    New formes for older legendaries - Jirachi! Yay!

    By "any other moves", do you mean "every other move"? o:
    For the record, you can feel free to use some of the moves that I've posted. Just ask me first if you are.

    As for the storyline, I'm curious to see what the final draft is.

    It's a shame that this is all theoretical. I wish I knew how to code in C++.
    class User {
    char* username;
    int post_count;
    FILE* avatar;
    int rank;
    bool ability_to_code;
    bool happy;
    public:
    User();
    ~User();
    FILE* code();
    FILE* give_code(User to_user);
    }

    // Program fragment
    User Divine_Retribution = new User;
    User Wishing_Star = new User;
    FILE* game;
    if (Divine_Retribution.ability_to_code)
    game->code();
    game->give_code(Wishing_Star)
    Divine_Retribution.happy = true;
    Wishing_Star.happy = true;

    Quote Originally Posted by cascadethewarrior View Post
    Magic Armor
    "Only Physical moves will hit and be used"

    -I think it's pretty self explanatory. All speciall moves are now useless to a Pokemon with Magic Armor. So the Pokemon cannot be hit by Special-based moves as well as not being able to use them, themselves.
    Yeah... it's pretty broken, as others have already said. It doesn't matter if it can't use special-based moves itself; it can just use physical-based moves to totally circumvent that drawback. And for a "non-existent" drawback to have such an insanely good benefit is waaaaay too good.

    Quote Originally Posted by Scott Burgess View Post
    anyways i had an idea while watching the ducks game yesterday, what if ferrothorn had an ability to be able to make itself fire type? that way it could absolve its one biggest weakness and adapt to enemy pokemon like heatran before surprising them with a bulldoze or even the tried and true, leech seed+protect strategy.
    It would probably have to be a move. Part of what makes Ferrothorn so great is that it has Iron Barbs, which just makes it more of a check to physical sweepers. To get rid of Iron Barbs for a Fire typing isn't too useful for it. And making it an item would hamper its tanking ability, too; Leftovers is a great item.

    Quote Originally Posted by OceanicLanturn View Post
    Litter Absorb [Poison]
    PP: 10/Power: --/Accuracy: --/Target: User's Team/Category: Status/Priority: 0
    "The user removes moves such as Spikes, Toxic Spikes, Stealth Rock and Leech Seed through absorbing them and regaining HP."
    - The amount of HP recovered will be of the following:
    Stealth Rock: 12.5% regardless of the user's type
    Spikes: 6.25% for one layer, 12.5% for two layers and 25% for three layers
    Toxic Spikes: No additional HP healed.
    I sort of like this, I suppose. It's a great way to punish teams that rely too heavily on entry hazards, but it's not too useful, since people would start to use entry hazards slightly less often because of this move.

    Quote Originally Posted by MidnightFennekin View Post
    Name: Re-Creation
    Type: Normal
    Category: Other
    Power: --
    Accuracy: --
    PP: 1/1
    Flavor: The user causes a shock wave in a small piece of reality strong enough to create a new world, which replaces that piece of reality with the new one. All field effects disappear, and it leaves the user with a positive effect.
    Effect: Basically a stronger version of Rapid Spin, minus damage. It removes all entry hazards, all status ailments, stat boosts and decreases, certain moves (Like Gravity, Magnet Rise, Telekinesis) and weather. It increases the users best stat (minus HP) by one after the move.
    I think the fact that it gets rid of not only entry hazards, but also all field effects and weather, makes the one-stage stat increase a bit too powerful, even for Arceus. I say this because Arceus already has the best base stat total, and it shouldn't need too much help in the stats department to begin with.




    And while everybody's posting new mechanics, I might as well post one, too!

    New Move: Bullet Storm
    Type: Steel / Power: 20 / Accuracy: 90 / PP: 20 / Category: Physical / Target: Single adjacent Pokémon / Priority: 0
    "The user rapidly blasts the target with dense, metal bullets. Each individual bullet is fired independently."
    - So yeah, the accuracy check is performed individually for each bullet. So if a Cinccino uses this and the game calculates that five bullets are to be fired, each bullet would individually have a 10% chance of missing, rather than the entire move.





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    Ability : Prescience
    The user will dodge any offensive moves or damge-dealing entry hazards on the first turn of battle. This excludes moves like Swift and Aura Sphere and is negated by No Guard and Mold Breaker.

    Free switch-ins for everybody! Of course the opponent can still inflict status, send out hazards or setup on the switch like normal so I think most of its value lies in revenge-killing. Bear in mind that those with Prescience are still vulnerable to Toxic Spikes since it doesn't directly cause damage like other hazards. Provided the pokemon that get it don't also get Swords Dance, Nasty Plot(or Belly Drum I guess).

    One big problem with Prescience is that the opponent can simply keep switching between 2 Prescience users and never take any damage as a result unless you can inflict Poison/Burn or have moves that ignore Prescience.

    Out of curiosity, are their any moves that have a Mold Breaker effect?
    Quote Originally Posted by Huspoel View Post
    You're saying some really smart stuff there.

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    Quote Originally Posted by Aurath8 View Post
    Ability : Prescience
    The user will dodge any offensive moves or damge-dealing entry hazards on the first turn of battle. This excludes moves like Swift and Aura Sphere and is negated by No Guard and Mold Breaker.

    Free switch-ins for everybody! Of course the opponent can still inflict status, send out hazards or setup on the switch like normal so I think most of its value lies in revenge-killing. Bear in mind that those with Prescience are still vulnerable to Toxic Spikes since it doesn't directly cause damage like other hazards. Provided the pokemon that get it don't also get Swords Dance, Nasty Plot(or Belly Drum I guess).

    One big problem with Prescience is that the opponent can simply keep switching between 2 Prescience users and never take any damage as a result unless you can inflict Poison/Burn or have moves that ignore Prescience.

    Out of curiosity, are their any moves that have a Mold Breaker effect?
    I think the closet thing is Gastro Acid, but that just nulifies a Pokemon's ability(not sure for how long either).

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    Quote Originally Posted by Aurath8 View Post
    Ability : Prescience
    The user will dodge any offensive moves or damge-dealing entry hazards on the first turn of battle. This excludes moves like Swift and Aura Sphere and is negated by No Guard and Mold Breaker.

    Free switch-ins for everybody! Of course the opponent can still inflict status, send out hazards or setup on the switch like normal so I think most of its value lies in revenge-killing. Bear in mind that those with Prescience are still vulnerable to Toxic Spikes since it doesn't directly cause damage like other hazards. Provided the pokemon that get it don't also get Swords Dance, Nasty Plot(or Belly Drum I guess).

    One big problem with Prescience is that the opponent can simply keep switching between 2 Prescience users and never take any damage as a result unless you can inflict Poison/Burn or have moves that ignore Prescience.

    Out of curiosity, are their any moves that have a Mold Breaker effect?
    Erm... avoiding damage on the first turn that a Pokémon is out on the battlefield is already a pretty broken effect. Damage is the main way to defeat the opposing team, and getting rid of that is like getting rid of being able to use 85% or so of all moves against that Pokémon for the turn. And given the nature of the Pokémon games, that one turn often times makes a big difference. I'm alright with the Spikes and Stealth Rock avoidance, though.

    It should also stop Toxic Spikes, only because it's rather unintuitive to specify "damage-dealing entry hazards" rather than "entry hazards".

    Yeah, the interaction between two Pokémon with Prescience on the same team poses a pretty big problem. People would start abusing the ability like no tomorrow. o:

    Quote Originally Posted by Astral Shadow View Post
    I think the closet thing is Gastro Acid, but that just nulifies a Pokemon's ability(not sure for how long either).
    Gastro Acid negates the target's ability for as long as it's on the battlefield. It'll revert back to having its ability function as normal once it switches out. I have no idea how it interacts with Natural Cure and Regenerator, though.





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    Quote Originally Posted by Wishing Star View Post
    Gastro Acid negates the target's ability for as long as it's on the battlefield. It'll revert back to having its ability function as normal once it switches out. I have no idea how it interacts with Natural Cure and Regenerator, though.
    It will stop those abilities from activating, but if you switch the Pokemon back in and switch it out, the ability will activate.


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    2 New abilities!What should have been Xerneas and Yevltal's signature abilities!

    Fairy Re-birth
    "Has a chance of reviving a Pokemon"

    -There is a 10% chance that when a Pokemon with "Fairy Re-birth" is sent in after one of your own Pokemon just fainted, that the fainted Pokemon will be revived but only to 25% health.

    Distribution: Xerneas



    Dark Reaper
    "Has a chance of fainting a weak Pokemon"

    -There is a 10% chance that at the end of every turn a Pokemon with 25% or below health will faint when a Pokemon with "Dark Reaper" is out(This applies to your own pokemon as well in Double and Triple battles).

    Distribution: Yevltal


    FC: 4699-6505-4258

    IGN: Diva

  11. #2161

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    Quote Originally Posted by cascadethewarrior View Post
    2 New abilities!What should have been Xerneas and Yevltal's signature abilities!

    Fairy Re-birth
    "Has a chance of reviving a Pokemon"

    -There is a 10% chance that when a Pokemon with "Fairy Re-birth" is sent in after one of your own Pokemon just fainted, that the fainted Pokemon will be revived but only to 25% health.

    Distribution: Xerneas



    Dark Reaper
    "Has a chance of fainting a weak Pokemon"

    -There is a 10% chance that at the end of every turn a Pokemon with 25% or below health will faint when a Pokemon with "Dark Reaper" is out(This applies to your own pokemon as well in Double and Triple battles).

    Distribution: Yevltal
    They seem a little op IMO.
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  12. #2162
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    Quote Originally Posted by cascadethewarrior View Post
    2 New abilities!What should have been Xerneas and Yevltal's signature abilities!

    Fairy Re-birth
    "Has a chance of reviving a Pokemon"

    -There is a 10% chance that when a Pokemon with "Fairy Re-birth" is sent in after one of your own Pokemon just fainted, that the fainted Pokemon will be revived but only to 25% health.

    Distribution: Xerneas



    Dark Reaper
    "Has a chance of fainting a weak Pokemon"

    -There is a 10% chance that at the end of every turn a Pokemon with 25% or below health will faint when a Pokemon with "Dark Reaper" is out(This applies to your own pokemon as well in Double and Triple battles).

    Distribution: Yevltal
    These are examples of the very same thing that evasion increases are an example of: Chance effects that the opponent can do absolutely nothing about and just has to deal with barring corner-case mechanics that not every team will run.

    Dark Reaper in particular doesn't look very useful, but Fairy Rebirth is much more problematic when you consider the fact that many battles can last a very long time.





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    Quote Originally Posted by Wishing Star View Post
    These are examples of the very same thing that evasion increases are an example of: Chance effects that the opponent can do absolutely nothing about and just has to deal with barring corner-case mechanics that not every team will run.

    Dark Reaper in particular doesn't look very useful, but Fairy Rebirth is much more problematic when you consider the fact that many battles can last a very long time.
    Really? I thought you would think Dark Reaper more problematic than Fairy Rebirth. In any case what would you advise to them?


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    Quote Originally Posted by cascadethewarrior View Post
    Really? I thought you would think Dark Reaper more problematic than Fairy Rebirth. In any case what would you advise to them?
    Just saying, reviving a Pokemon with no deficit is completely wrong. Lunar dance is only balanced because it faints the user.
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    Quote Originally Posted by cascadethewarrior View Post
    Really? I thought you would think Dark Reaper more problematic than Fairy Rebirth.
    Most Pokémon don't have access to any sort of healing other than Leftovers. A Pokémon with 25% HP is weak enough to the point where they're easily KO'd with a relatively weak move anyway, so accelerating that process just a bit is much less problematic when compared to Fairy Rebirth.

    All the Fairy Rebirth Pokémon has to do is survive long enough so that a vital Pokémon is revived, at which point your team can sweep again with minimal compensation of strategy with the other Pokémon in the team.

    Keep in mind, still, that the opponent has no say whatsoever with either of these.

    In any case what would you advise to them?
    Ally-reviving mechanics don't really have a fix, unfortunately. The value of reviving a fainted Pokémon with any amount of HP is about the equivalent of healing up an alive Pokémon to full HP. This is because of the fact that the revived Pokémon can help turn the tables efficiently, whereas working with existing Pokémon only means needing to improvise strategy.

    As for the other ability, maybe it could deal slightly more damage to a Pokémon with 25% or less HP remaining, but as I've already said, a Pokémon with such low HP is almost low enough to be KO'd without the extra boost in power, so I don't really know about that, either.





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  16. #2166

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    If pangoro has at least 70 speed he will be fun. I hope for 75. Or 80 if we're lucky.

    New Move:

    Reforge

    | Steel | Status | Power: -- | Acc: -- | Pp: 10 |

    The user regains half its maximum hit points, but becomes a fire type until the end of the round. (or next round you tell me.)

    Distribution: Steel types. Arceus. Mew. cuz they get all da tm's.
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    Quote Originally Posted by Ghosts of the Forums View Post
    If pangoro has at least 70 speed he will be fun. I hope for 75. Or 80 if we're lucky.

    New Move:

    Reforge

    | Steel | Status | Power: -- | Acc: -- | Pp: 10 |

    The user regains half its maximum hit points, but becomes a fire type until the end of the round. (or next round you tell me.)

    Distribution: Steel types. Arceus. Mew. cuz they get all da tm's.
    If you ask me, a type rehash isn't really a drawback. It's just something that's tacked onto a move that doesn't really have any inherent benefit. I say this because each type has its own resistances and weaknesses, and it's bad mechanic design to say that turning the user into one type is less of a drawback than another just because the type it turns into has more weaknesses.

    That being said, because it does have an added effect like that, I think it could do with restoring 33% of the user's health or something like that.





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    Name: Phoenix Burst
    Type: Fire
    Category: Other
    Power: --
    Accuracy: --
    PP: 5/8
    Flavor: The user bursts into a thousand flames, and channels its life force into a fainted Team Member. The user faints, switches with a chosen (fainted) ally, and all Pokemon on the field that turn have a chance of burn.
    Effect: The Pokemon faints, and its remaining HP is sent to the next team member. (Let's say for example, user has 170 HP left. The Pokemon out next will have 170 HP, unless that's higher than its max HP, then it'd fill it completely.) Entry Hazards will still affect the Pokemon switched in. All Pokemon on the field, including the one switched in, your allies, and all opponents, have a 50% chance of burn, so it may not work like you want it too... Stopped by Taunt, and can be Snatched.
    Learned By: Moltres, Mew, Ho-oh and Reshiram

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    I hope 6th gen brings an item that negates ability. Slaking and Regigigas will instantly become OU... maybe even Uber. It would be really interesting to see the effect it would have on the meta.

  20. #2170

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    Quote Originally Posted by Rising Star View Post
    I hope 6th gen brings an item that negates ability. Slaking and Regigigas will instantly become OU... maybe even Uber. It would be really interesting to see the effect it would have on the meta.
    Slaking and regi would hit über, and trick would be abound. Pretty much it. Anything with a bad ability that cripples them becomes better, trickers ruin good abilities.
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    Quote Originally Posted by Rising Star View Post
    I hope 6th gen brings an item that negates ability. Slaking and Regigigas will instantly become OU... maybe even Uber. It would be really interesting to see the effect it would have on the meta.
    I'd say no. If it was an ability that disabled other abilities, then that would be fine. If it has to be an item, then it should give a 20% drop in stats when held to reduce its brokeness.

    Since I've been out for a while, I shall post a new pokemon soon. Here's a move for now:

    Regal burst (100 BP, 95 Accuracy, 5/8 PP, Special, Adjacent Pokemon, 0 priority, Dragon type):

    Flavour text: "The user exhibits its overwhelming power of authority and fires a violent pulse of energy at the target. It is likely to reduce the target's Attack stat."

    In-Depth effect: Deals damage and has a 50% chance of lowering the opponent's Attack stat by 1 stage. Nuff said.

    Notable users: Kingdra, Salamence, Hydregion, Reshiram.
    Current IV hunt:
    - Perfect IV w/ Anticipation. Current progress: 31/31/31/??/31/31 IV w/ Anticipation.

    Previous hunts:
    - 31/31/31/??/31/31 IV w/ Huge Power and Adamant Nature.




  22. #2172
    Join Date
    Jul 2012
    Location
    Deep Ocean
    Posts
    2,100

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    New Moves:

    Prayer (Psychic)
    PP: 5/Power: --/Accuracy: --/Category: Status/Target: Self/Priority: 0
    "The user faints itself to trap and continuously damage the opponent."
    - Distribution: Lake Pixies, Gardevoir, Lati@s
    - This move is in the same vein of Healing Wish etc, except it's different. When a Pokemon faints from using Prayer, it will immediately trap the said Pokemon and continuously be damaged by 6.25% and one of its stats will drop by one stage every turn for three turns. Here's how it works:
    Turn 1: Uxie uses Stealth Rock. Scrafty uses Crunch, it's super effective! (Scrafty is at full health)
    Turn 2: Uxie uses Prayer, Uxie fainted! Scraggy uses Crunch, but there was no target... Scrafty is hurt by Uxie's Prayer! Scrafty's Special Attack Fell! (93.75%, -1 SAtk)
    Turn 3: Heracross is sent out! Heracross uses Substitute. Scrafty uses Zen Headbutt! Heracross's Substitute faded. Scrafty is hurt by Uxie's Prayer! Scarfty's Speed Fell! (87.5%, -1 SAtk, -1 Spe)
    Turn 4: Heracross is withdrawn, Scizor is sent out! Scrafty uses Zen Headbutt! It was not very effective... Scarfty is hurt by Uxie's Prayer! Scrafty's Attack Fell! (81.25%, -1 SAtk, -1 Spe, -1 Atk). Uxie's Prayer Ended!

    And to go with it, a similar in vein ability...

    My Prayer
    "When below one-eighth of the total HP, the Pokemon will faint immediately. The next Pokemon will receive a power boost."
    - A Torrent-esque move, except it's slightly different. Upon hitting below 12.5%, the Pokemon immediately faints. The Pokemon coming in will receive a +1 attack and special attack boost if the said Pokemon faints from the ability.

    Credits to Sworn Metalhead

    ASB Squad

  23. #2173

    Default

    New ability:

    Corrosive

    "The user's poison-type attacks may hit steel types for full damage."
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  24. #2174
    Join Date
    Aug 2012
    Location
    Location
    Posts
    494

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    New status condition that hampers sp.atk.
    A version of blaze,torrent, etc for all types
    A sp.atk form of intimidate
    A sp.atk form of defiant
    A version of ancient power,and ominous wind for all types


    Cred to Astral Shadow for banner
    ASB TL 1, 17 TP
    Play MLG Smash Bros? Contact me @Tythaeus to schedule a match. :]

  25. #2175

    Default

    Quote Originally Posted by zombieoverkill12 View Post
    New status condition that hampers sp.atk.
    A version of blaze,torrent, etc for all types
    A sp.atk form of intimidate
    A sp.atk form of defiant
    A version of ancient power,and ominous wind for all types
    I believe your first, third and possibly fourth items have been suggested before. I don't really see the point in the last one, though.
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