I thought this was a competitive discussion, not to introduce completely new things lol.
Kyurem-B should have a physical ice type move. That would give it two awesome STABS and would become much more common in OU.
Well since you can't have both Stealth Rocks and Static field then maybe but still 10% of certain Pokemon's Sp.attack can still be a lot.
This thread is called "CREATE &/or Change Anything & Everything Competitive Edition!" The point of it is you can create anything you want whether it be new moves, new pokemon, new abilities, new mechanics etc. As long as it's geared toward competitive play. For example making an ability like illuminate which only has an effect outside battle really isn't viable to make here. That's what the regular Create &/or Change Anything & Everything thread is for.
Last edited by cascadethewarrior; 9th January 2013 at 3:51 PM.
Given the fact that Stealth Rock and this can't coexist, I think it's fine. It's a bit impractical, though, as the damage varies between Pokémon based on their Sp. Def in addition to their type, which means that one Pokémon could take 1 damage from this, and another could be shocked for 100 or so (given the right situations).
Anyone who says Kyurem needs more moves hasn't tried mixed Kyurem-B.
Signature edited because fundamentalism trumps freedom of speech. Oh and rules and stuff and yeah. Oh well, more room for SOCIAL DISTORTION!!!
Some in-game abilities need a huge buff...
Run Away
- Allows the user to switch out or escape from battle at all times. It is unaffected by Pursuit, Shadow Tag or Arena Trap.
Here's a new status:
Drowsy
- The Pokemon is affected at all times until it is switched. (See Attract)
- There is a 50% chance of the Pokemon dozing off (immoblised).
- The status is turned into Sleep after three turns. However, sleep will not take place if the pokemon is afflicted with another status ailment. (like Paralysis. Drowsy is more like.. a... Confusion, Attract - esque status, so it does stack with Paralysis. however if paralysis is on and 3 turns have passed, the drowsiness will be cancelled.)
- Wake-Up Slap does twice the damage to a drowsy target, but removes the status.
- Moves that cause Drowsiness: Yawn, Serenity
- Pokemon with Immosniac is unaffected.
New Move
Serenity (Flying)
PP: 10/Power: 50/Accuracy: 90/Target: Selected Single Adjacent Foe/Category: Special
The user sends out a serene breeze that might cause drowsiness (60%)
Credits to Brutaka for siggy
new item Supressor
Removes the holders ability but removes 1/16th of health each turn.
basically fairly simple idea behind this one an item to supress abilities like truant and slow start.
still not sure if this rule should be added- cannot be affected by trick or switcharoo.thoughts?
Signature edited because fundamentalism trumps freedom of speech. Oh and rules and stuff and yeah. Oh well, more room for SOCIAL DISTORTION!!!
that certainly could work.1/10th of max hp seems fair.The only reason i considered not having it trickable was because as an offensive trick(one intentinally give to the opposition) item it would remove a pokemon's ability and take damge wasn't sure if that would be too much.
Run Away - Sure. Pursuit should still affect it, though, because Pursuit's special effect is triggered by its target switching. It shouldn't do double damage, though.
Drowsiness status - Also fine, but I think it shouldn't work if a Pokémon that already has a non-volatile status ailment would be affected with this.
Serenity - Even if the status isn't too hindering, a 60% chance to inflict it is slightly too high. 40%, though, works fine for a move with such low power.
It should be able to be Tricked and Switcheroo'd to increase interactivity. If your Magic Guard Reuniclus with a Flame Orb is facing a Slaking with a Suppressor, your Reuniclus should be able to use Trick to both benefit itself and hinder the foe.
Oh yeah, and to prevent abuse, it should be 1/8 HP. Slaking, after all, has Slack Off to restore its health.
New move: Sluggish room
Type:Psychic
Effect: Moves with a lower priority move before a high priority
Example: CB Sciz vs. Bandy Terrakion under Sluggish Room, Sciz goes second when using Bullet Punch while Terrakion goes for the CC.
Get the idea?
Same as always. Higher speed moves first.
Move update (as much as I ****ing hate them):
Dig
Click dig to go underground. Click dig again to attack as normal, click any other move to end the "burrowed underground", and use that move instead.instead of the vanilla 80bp ground attack.
HAVE CLAIMED SHROOMISH!
(╯°□°)╯RAAAAAAAAAGGEEE!!!!
OPPA GARCHOMP STYLE
credit to cyrius for the userbar, and trident20 for the garchomp.
link to my first battle with new team, don't click it, I just have no where to post it for now. http://www.pokemonshowdown.com/replay/ou-17364367
RECRUITING FOR MY UPCOMING CLAN. VM/PM ME.
Moves have their respective priorities for a reason, though. Flipping the priority table on its head completely defeats its purpose.
Many moves have adjusted priority to either balance their power (Roar, Counter, Avalanche) or because it's required for the move to actually work (Quick Attack, Protect, Sucker Punch). Moves that fit the former would be under a ban in conjunction with Sluggish Room; just get your lead to use Stealth Rocks, and then Roar away.
If anything, Fly should be like that, too.
But at this point, a Pokémon with Dig pretty much has five move slots. Dig would be able to both function as a Protect as well as an actual attack. And since Dig isn't Protect, a Pokémon would be able to use Dig, then Protect, then Dig, then Protect, then Dig, then Protect, and on and on and on.
Ready for more of my stuff?
Updated ability:
Unburden.
Old effect: Doubles speed when the pokemon's held item is consumed. Wears off when the pokemon switches.
New effect: Doubles speed whenever the pokemon isn't holding an item (Like in PMD).
Comments: Unburden had a narrow trigger condition with poor distribution. We also need more set-up sweeper counters, which Unburden helps in creating. However, this is likely to boot abusers like Sceptile out of RU. Also, I am a big PMD fan. If this seems broken, I can make it 1.5x speed instead of 2x.
New move:
Reverse Room(N/A BP, N/A Accuracy, 5 PP, status, affects whole field, -6 priority, Psychic type).
Flavour text: "The user employs its psychic energy to create a contradictory room that reverses the effects of items, abilities, status conditions and secondary move effects. Some abilities, moves and status are unaffected. It fades away after 5 turns."
In-depth effect: It creates a field effect that reverses the effects of most items, abilities, status conditions and secondary move effects for 5 turns. Exceptions include Confusion, Infatuation, Sleep, Freeze, Truant, moves that cause recharge recoil (Blast Burn, Roar of Time, etc...) due to their effects being unable to be reversed effectively. For example, Life Orb would recover 10% health per turn but reduce the move's power by 16.5% (the opposite of the boost that Life Orb gives). Sheer Force would result in a 16.5% drop in attack instead of a 33% increase. Paralysis would result in 4x Speed, but the chance of not moving remains.
Distribution: Same as Trick Room.
Comments: Something that I've been toying with over the past few days. ATM, I'm unsure wherever it would be broken or not.
Last edited by Orithan; 11th January 2013 at 10:29 PM.
HAVE CLAIMED SHROOMISH!
(╯°□°)╯RAAAAAAAAAGGEEE!!!!
OPPA GARCHOMP STYLE
credit to cyrius for the userbar, and trident20 for the garchomp.
link to my first battle with new team, don't click it, I just have no where to post it for now. http://www.pokemonshowdown.com/replay/ou-17364367
RECRUITING FOR MY UPCOMING CLAN. VM/PM ME.
So I've been screwing around on PMD2 with my friends AR again and I decided to turn my starter into Azelf for no apparent reason whatsoever other than that Azelf is badass. Anyways, that's not the point. The point is, in PMD Imprison is the most retardedly broken thing ever, yet in the mainstrean Pokemon games it's almost useless. It needs a buff, so I thought of this.
Name: Imprison
Type: Psychic
Category: Other
Flavour text: The user employs its psychic power to stop the opponent from moving. Fails if used in succession.
Priority: +5
Effect: The opponent cannot use its move. Like Protect/Detect, the chance of this move failing increases by 50% per successive use.
PP: 5/8
So, basically, Protect is set-up bait, Imprison stops your opponent from setting up on that turn. However, unlike Protect, Imprison's distribution is terrible, so I don't think it would be overpowered.
Signature edited because fundamentalism trumps freedom of speech. Oh and rules and stuff and yeah. Oh well, more room for SOCIAL DISTORTION!!!
Yvaltal's stats and stuff:
Typing: Psychic/Dark
Stats:
HP 100
Attack: 135
Defense: 100
Sp attack: 85
Sp defense: 100
Speed: 80
Xerneas
Typing: Grass
Stats:
HP: 100
Attack: 80
Defense: 100
Sp attack: 130
Sp defense: 100
Speed: 90
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".