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Pokemon Creation Thread!


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#21 Jesse Team XC Head Admin 5529 posts 434.00 XCB

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Posted 12 June 2014 - 11:45 AM

Mega Machamp 1
Fighting/Dragon
No Guard
90/170 (+40)/80/65/85/115 (+60)
- Learns Dragon Rush.

Mega Machamp 2
Fighting
No Guard
115 (+25)/170 (+40)/95 (+15)/65/125 (+40)/35 (-20)

Mega Gallade
Psychic/Fighting
Justified
98 (+30)/155 (+30)/95 (+30)/65/125 (+10)/80

Mega Conkeldurr
Fighting
Regenerator
175 (+70)/145 (+5)/110 (+15)/55/85 (+20)/40 (-5)

Edited by Jesse, 12 June 2014 - 11:54 AM.

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#22 Exarion Team XC Pretty Face 5159 posts 202.00 XCB

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Posted 12 June 2014 - 06:20 PM

Only Gallade deserves a Mega, imho. >.>

 
I finally got names for some of my created pokémons!
Spoiler

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#23 Jesse Team XC Head Admin 5529 posts 434.00 XCB

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Posted 26 February 2016 - 11:24 PM

Ok, well I'll start off the resurrection with a few moves.

Absolute Icicle
Ice | spec | 80 dmg | 100 acc | 10 pp
10% chance to freeze. If move is a critical hit, it will always burn.

Flutter Cyclone
Fairy | spec | 90 dmg | 100 acc | 15 pp
High critical hit ratio.

Shadow Shield Clone
Dark | status | -- | 75 acc | 30 pp
Confuses opponent. If it misses, Def and SDef are sharply raised until attacked.
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#24 Jesse Team XC Head Admin 5529 posts 434.00 XCB

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Posted 27 February 2016 - 03:18 PM

Secret Handshake

Normal | status | -- | -- | 10 pp

Increases the target's speed by 2 to 5 stages. Can't target itself.


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#25 Exarion Team XC Pretty Face 5159 posts 202.00 XCB

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Posted 28 February 2016 - 11:34 AM

Should I post my balance ideas over here as well? Or should I start another thread?

 

 edit new moves redone later~


Edited by Exarion, 02 November 2016 - 11:34 AM.

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#26 Jesse Team XC Head Admin 5529 posts 434.00 XCB

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Posted 28 February 2016 - 02:09 PM

Should I post my balance ideas over here as well? Or should I start another thread?

 

Hmm, I'd say put them here. Better to have one topic with many posts than two with little.

 

--

 

New Pokemon:

 

Hoversis

Psychic/Bug

Adaptability

70/90/90/100/100/105

Quiver Dance, U-Turn, Bug Buzz, Mental Drain, Psychic, Psyshock, Aeroblast

 

Corex

Fire/Steel

Levitate

100/65/80/135/70/80

Eruption, Fire Blast, Gear Crash, Flash Cannon, Automize, Energy Ball

 

New Moves:

 

Mental Drain

Psychic | spec | 75 dmg | 100 acc | 15 pp

The user's HP is restored by half the damage taken by the target.

 

Gear Crash

Steel | spec | 120 dmg | 90 acc | 5 pp

10% chance to raise S.Atk stat by 1. 


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#27 Jesse Team XC Head Admin 5529 posts 434.00 XCB

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Posted 02 March 2016 - 04:14 AM

Mega Torterra

Grass/Ground

Huge Power

HP 95   Atk 129+20   Def 145+40   SAtk 75   SDef 125+40   Spe 56

 

Mega Infernape

Fire/Fighting

Moxie

HP 76   Atk 144+40   Def 71   SAtk129+25   SDef 71   Spe 143+35

 

Mega Empoleon

Water/Steel

No Guard

HP 84   Atk 86   Def 113+25  SAtk 156+45  SDef 131+30  Spe 60

 

Mega Gourgeist

Ghost/Grass

Technician

HP {same}   Atk +35+35   Def 162+40   SAtk 58  SDef 100+25   Spe {same}


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#28 Yami Stomach Oldies Wut 9469 posts 691.00 XCB

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Posted 02 March 2016 - 07:59 AM

Mega Torterra

Grass/Ground

Huge Power

HP 95   Atk 129+20   Def 145+40   SAtk 75   SDef 125+40   Spe 56

 

 

 

a tad broken there? you gave it base 258 ATK. i would personally have given it sheer force or something, but not Huge Power no way. there's a reason the only pokes that have that have mediocre ATK stats (Azumarill and Mega Mawile, M-Mawile infact is Uber tier competitivley)


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#29 Jesse Team XC Head Admin 5529 posts 434.00 XCB

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Posted 02 March 2016 - 08:19 AM

I considered Sheer Force, but the moves I'd want Torterra to abuse don't have secondary effects. To be honest the idea was to make him broken but thinking about it, I may have gone a little overboard, lol.

Maybe Adaptability.
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#30 Exarion Team XC Pretty Face 5159 posts 202.00 XCB

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Posted 02 March 2016 - 07:39 PM

Solid Rock, bro.

And it could be Grass/Rock. <.<

 

 

I need to update my "balancing pokémon" sheet...

 

Meanwhile, new Pokémon:

 

Wyrmeon (species: wyrm)

Dragon
65-95-130-65-110-60
Clear Body [Trace]
Trade Eevee holding a Dragon Scale.

Dragon Dance, Dragon Pulse, Outrage, Dragon Claw


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#31 Jesse Team XC Head Admin 5529 posts 434.00 XCB

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Posted 02 March 2016 - 08:13 PM

I like the idea of Mega Torterra being offensive as opposed to defensive. I agree, Solid Rock would be nice if he was Grass/Rock, but I love the Grass/Ground typing. Even if it is 4x weak to Ice.
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#32 RiverShock Ancient One XC's Official Setmaker 4564 posts 86.00 XCB

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Posted 03 March 2016 - 01:44 AM

Eh, I'm bored.

 

Mega Wigglytuff

Normal/Fairy

Inflate (Randomly increases Defence or Special Defence 1 stage at the end of each turn, but decreases Speed. Loses all of these stat changes if it's hit by a Critical Hit.)

HP 140 - ATK 80 (+10) - DEF 65 (+20) - SA 145 (+40) - SD 70 (+20) - Sp 40 (-10)

 

 

Mega Girafarig

Dark/Psychic

Defiant

HP 70 - ATK 140 (+60) - DEF 85 - (+20) SA 70 (-20) - SD 85 (+20) - Sp 105 (+20)

(The second head took over somehow. :P)

 

 

Mega Relicanth

Rock/Water

Filter

HP 100 - ATK 110 (+20) - DEF 160 (+30) - SA 45 - SD 125 (+60) - Sp 45 (-10)

(Also add Aqua Ring and Curse to its movepool.)

 

 

Mega Regigigas

Normal/Fighting (t gets STAB Drain Puncn now :P)

Slow Start

HP 110 - ATK 190 (+30) - DEF 150 (+40) - SA 80 - SD 150 (+40) - Sp 90 (-10)

 

 

Mega Eelektross

Electric/Poison

Levitate

HP 85 - ATK 145 (+30) - DEF 100 (+20) - SA 135 (+30) - SD 100 (+20) - Sp 50

 

 

Mega Noivern

Flying/Dragon

Amplifier (Boosts the power and accuracy of Sound Moves by 30%.)

HP 85 - ATK 70 - DEF 90 (+10) - SA 117 (+20) - SD 90 (+10) - Sp 183 (+60) (Making it the fastest Pokemon in the game.)


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#33 Exarion Team XC Pretty Face 5159 posts 202.00 XCB

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Posted 03 March 2016 - 07:52 PM

Hmm, that ability for Mega Wigglytuff is so unreliable...

Mega Relicanth should get Solid Rock for more flavor. x)

 

Awesome job on Eelektross and Noivern!

 

I also would just reduce the number of turns for slow start on Regigigas. <.<

Speaking of which:

 

 

Updated Abilities! Updates noted by striking through the current text, or between *asterisks* if it's only an addition.

 

Analytic - Attack power increases by 30% 50% if the Pokémon is the last Pokémon to attack this turn

Big Pecks - Its defense cannot be lowered. The Pokémon's Defense stat is doubled while it has this ability. (Vullaby and Mandibuzz get another ability to replace this.)

Blaze/Overgrow/Swarm/Torrent - When HP is below 1/3rd half its maximum, power of Fire/Grass/Insect/Water-type moves is increased by 50% doubled.

CoumpoundEyes - Raises the Pokémon’s accuracy by 30% 50%.

Cute Charm - The opponent has a 30% chance of being induced with Attract when using an attack, that requires physical contact, against this Pokémon. *This Pokémon has also a 30% chance of inducing Attract on the foe when using an attack that requires physical contact.*
Filter/Solid Rock - Damage by super-effective moves is reduced by 25% 1/3.
Flower Gift - Ally’s Attack and Special Defense stats (except Speed) are multiplied by 1.5 during strong sunlight.
Flower Veil - Prevents lowering of ally Grass-type Pokémon's stats *including when self-inflicted.*
Forecast - This Pokémon’ changes its form and type if Harsh Sunlight, Heavy Rain, *Sandstorm* or Hail is in effect.
Forewarn - Reveals the foe’s strongest *and weakest* moves.
Friend Guard Circle - In Double & Triple battles, the damage that ally all your Pokémon receive from attacks is reduced by 25%.
Healer - At the end of the turn, there is a 30% 50% chance of either Ally being healed from a status condition.
Illuminate - If the Pokémon is in the lead spot, chance of encountering a wild Pokémon increases to 200%. *Damaging moves have a 10% chance of making the foe flinch*
Normalize - All moves known by the Pokémon turn into Normal-type. All moves and all Pokémon in battle become Normal-type.
Rivalry - Attack & Special Attack is increased by 25% if the foe is of the same gender; Attack & Special Attack is decreased by 25% if the foe is of the opposite gender.
Run Away - Except for trainer battles, can always run from battle. Cannot run during Mean Look or Block or when the opponent is trapping with the Arena Trap, Magnet Pull, or Shadow Tag ability. It also enables switching even when trapped by moves and abilities.
Shed Skin - Every turn, it has a 1 in 3 50% chance of healing from a status condition (BURN, PARALYZE, SLEEP, POISON, FREEZE).
Slow Start - Attack and Speed is halved during the first five two turns since sent out.
Solar Power - During sunshine, the Pokémon’s Special Attack raises to 1.5 times but HP decreases by 1/8th the maximum HP every turn.
Strong Jaw - Increases the power of biting moves by 50% *Bug Bite added to the list*
Symbiosis - Passes the Pokémon's hold item to its adjacent ally when that ally consumes its hold item. The effect of a consumed item is applied to adjacent allies as well.
Tangled Feet - Pokémon’s evasion *and Speed* raise one level when Confused, *chance to damage itself from Confusion lowered to 20%*.

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#34 Exarion Team XC Pretty Face 5159 posts 202.00 XCB

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Posted 05 March 2016 - 06:47 PM

Updated Type Chart!
 
You might remember this had its own thread, but the discussion didn't work so well.
Now I came back to it, trying to follow some guidelines:
  • each type ending with 1 more resistance than weakness;
  • each type being "not very effective" against 1 more type than being "super effective";
  • immunities are left as currently (mostly counting as resistances for the math above).

This is the result.
L5HZilO.png
x = super effective (SE)
\ = not very effective (NVE)
o = immunity
 
Now, commenting the editions for each type defensively and offensively:
  • Normal - buffed offensively (neutral on Steel);
  • Fire - nerfed defensively (neutral from Bug), and offensively (NVE on Ground);
  • Water - nerfed defensively (NVE on Ice instead of Water), and offensively (neutral on Rock);
  • Electric - not changed;
  • Grass - buffed defensively (neutral from Flying, resistance to Rock instead to Grass), and offensively (neutral on Grass and Flying);
  • Ice - buffed defensively (resistance on Ground and Water, neutral from Fight and Rock), nerfed offensively (neutral on ground);
  • Fight - buffed defensively (resistance on Ground and Ghost), neutral on Ice and Poison;
  • Poison - nerfed defensively (neutral from Fight), buffed offensively (neutral on Ghost)
  • Ground - buffed defensively (resistance on Fire), nerfed offensively (NVE on Ice and Fight);
  • Flying - nerfed both defensively and offensively (neutral on and from Grass);
  • Psychic - buffed defensively (neutral from Fairy), NVE on Fairy instead of Steel;
  • Bug - resistance from Fairy instead of Grass, buffed offensively (neutral on Fairy and Fire);
  • Rock - buffed defensively (neutral from Water), nerfed offensively (neutral on Ice, NVE on Grass instead of Steel);
  • Ghost - nerfed defensively (neutral from Poison), and offensively (NVE on Fight);
  • Dragon - not changed;
  • Dark - not changed;
  • Steel - nerfed defensively (neutral from Normal, Psychic and Rock);
  • Fairy - NVE from Psychic instead of Bug, nerfed offensively (NVE on Bug).

 

I'm also strongly considering the following changes:

  1. Grass being SE on Electric and NVE on Grass;
  2. Poison being neutral on Ground;

 

I also really wanted to Steel being weak to Poison instead of immune, but I know that would be too drastic (what was GameFreak thinking back then? "Let's nerf this type that is super-effective to only 1 other type, so the new tanks won't die to Toxic!"). =/

 

Of course, some moves would change to follow the new, balanced type chart.


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#35 Exarion Team XC Pretty Face 5159 posts 202.00 XCB

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Posted 28 July 2016 - 09:33 PM

So, following the full balancing of the game, I present you how the moves should be changed.

 

Sadly, since there are hundreds of moves, I couldn't do a complete analysis. Even more sadly, I was going to copy-paste my stuff from my super sheets, but the format got terrible after all the work I had.

Nevertheless, splitting them into groups makes it easier to work and explore the possibilities.

So I'm going to post ALL THE MOVES in each group, with my proposed changes denoted with "→", but only 1 group or a couple of them in each post, 1 post per day or so.

 
Let's get started with those of 2-5 hits. Note: all of them are Physical and have their PP changed to 15.
(Basically all of them would have base damage 20 and 100% accuracy, besides some typing changes.)
Spoiler
move | type | damage | accuracy
Double Slap | Normal → Fairy | 15 → 20 | 85% → 100%
Fury Attack | Normal | 15 → 20 | 85% → 100%
Spike Cannon | Normal → Steel | 20 | 100%
Barrage | Normal → Psychic | 15 → 20 | 85% → 100%
Fury Swipes | Normal → Dark | 18 → 20 | 80% → 100%
Bone Rush | Ground | 25 → 20 | 90%* → 100%
Arm Thrust | Fighting |  15 → 20 | 100%
Bullet Seed | Grass | 25* → 20 | 100%
Icicle Spear | Ice | 25* → 20 | 100%
Rock Blast | Rock | 25 → 20 | 90%* → 100%
Tail Slap | Normal | 25 → 20 | 85% → 100%
Pin Missile | Bug | 25* → 20 | 95%* → 100%
Water Shuriken | Water | 15 → 20 | 100%
Comet Punch | Normal | 18 → 20 | 85% → 100%
 
In order to get more discussion material in this first of many posts, I'm also sharing my idea for Stealth Rock: now an entry hazard that damages the pokémon by 20% of its current HP (or 1 HP, whichever is higher). Less damage on already damaged pokémon and those weak to Rock, but more damage on any other case. And still different enough from Spikes.

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#36 Gerdat14 Oldies Some Dude 2688 posts 159.00 XCB

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Posted 28 July 2016 - 10:43 PM

Okay, i get the buffing of accuracy on them, because fuck missing for no reason, but why some of these type changes and changes from Special to Physical? DoubleSlap makes way more sense as a normal move, even if a majority of the pokemon that learn it are fairy, because there's nothing "mystical" about it. Changing barrage to psychic i get, but only because the only pokemon to be able to use barrage is still Exeggcute. I don't see the need to switch fury swipes. Yes, it would be COOL to have a dark type move with multi-hit, but we already do. And why go for nerfs on Tail Slap and Icicle Spear? They are the moves that make Skill link worth while.


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#37 RiverShock Ancient One XC's Official Setmaker 4564 posts 86.00 XCB

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Posted 29 July 2016 - 03:03 AM

I strongly disagree that all similar moves should be identical. Especially signature moves. Why shouldn't Bone Rush or Tail Slap be better than Spike Cannon or Fury Attack? Also, you really should've made Barrage Special if your goal was balancing them, since it being Physical is rather useless, even as a Psychic-Type move.

 

I also disagree with a lot of your type choices. Doubleslap is the only one I actually agree with, since a good chunk of the Pokemon that get it are Fairy-Type or closely thematically related to them (such as Delcatty), but man would it be weird for Garbodor to have a Fairy move. (I also agree with Barrage I guess.) Spikes is a Ground-type move, and Spike Cannon's learned by Rock-Types more than anything else. (Of the types that would influence its Typing anyway. Obv. all of them are also Water.) Spike Cannon being Steel makes zero sense. Fury Swipes I kinda understand, but also disagree with. It's thematically just a multi-hit version of Scratch. There is no logical reason why it shouldn't be Normal aside from balancing reasons. (Which I don't feel is a strong enough argument to change the type of a move.) It would also, incidentally, be pretty redundant since pretty much every Pokemon that learns Fury Swipes also learns a better Dark move like Crunch, Sucker Punch or Knock Off.


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#38 warrain Ancient One The Force is here 2446 posts 157.00 XCB

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Posted 29 July 2016 - 04:05 AM

And also to mention that these multi hit moves vary in accuracy to give them balance. It does make the moves more over powered by giving them such high percentage of hitting the max number of hits every time. That's exactly why the skill link ability is there. Balance.
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#39 Exarion Team XC Pretty Face 5159 posts 202.00 XCB

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Posted 30 July 2016 - 12:37 PM

Okay, i get the buffing of accuracy on them, because fuck missing for no reason, but why some of these type changes and changes from Special to Physical? DoubleSlap makes way more sense as a normal move, even if a majority of the pokemon that learn it are fairy, because there's nothing "mystical" about it. Changing barrage to psychic i get, but only because the only pokemon to be able to use barrage is still Exeggcute. I don't see the need to switch fury swipes. Yes, it would be COOL to have a dark type move with multi-hit, but we already do. And why go for nerfs on Tail Slap and Icicle Spear? They are the moves that make Skill link worth while.

 

Changing types increases type coverage, specially on those pokémons that prefer to use multi-hit moves. But there haven't been changes from Special to Physical, they all were Physical already.

Fairy-Type isn't about being "mystical", see Play Rough.

And even with the nerfs, Skill Link is still worthy.

 

I strongly disagree that all similar moves should be identical. Especially signature moves. Why shouldn't Bone Rush or Tail Slap be better than Spike Cannon or Fury Attack? Also, you really should've made Barrage Special if your goal was balancing them, since it being Physical is rather useless, even as a Psychic-Type move.

 

I also disagree with a lot of your type choices. Doubleslap is the only one I actually agree with, since a good chunk of the Pokemon that get it are Fairy-Type or closely thematically related to them (such as Delcatty), but man would it be weird for Garbodor to have a Fairy move. (I also agree with Barrage I guess.) Spikes is a Ground-type move, and Spike Cannon's learned by Rock-Types more than anything else. (Of the types that would influence its Typing anyway. Obv. all of them are also Water.) Spike Cannon being Steel makes zero sense. Fury Swipes I kinda understand, but also disagree with. It's thematically just a multi-hit version of Scratch. There is no logical reason why it shouldn't be Normal aside from balancing reasons. (Which I don't feel is a strong enough argument to change the type of a move.) It would also, incidentally, be pretty redundant since pretty much every Pokemon that learns Fury Swipes also learns a better Dark move like Crunch, Sucker Punch or Knock Off.

 

Why non-legendary signature moves should be so much better than other moves? I agree the most common moves may be weaker, but multi-hit moves already are uncommon enough. And non-legendary signature moves eventually become common (see Leaf Blade).

Hmm, I might revert Fury Swipes and make Barrage go Special, but I'm still not sure about Spike Cannon. I actually think Spikes should be Steel instead of Ground. >.>

 

And also to mention that these multi hit moves vary in accuracy to give them balance. It does make the moves more over powered by giving them such high percentage of hitting the max number of hits every time. That's exactly why the skill link ability is there. Balance.

 

Uh, I don't think you got the point here. The accuracy shown is meant for the first hit, so I made them all equal to Icicle Spear and Bullet Seed in this aspect. The chance to get 3, 4 and 5 hits is still lower than 100% as originally were.

 

 

 

Another idea is to nerf the FROZEN status so it can be treated more equally with the other special conditions:

"A FROZEN Pokémon cannot move for 2 turns. It moves last on the turn it thaws."

 

Very similar to SLEEP (specially Rest), but with the priority change. Most special conditions are harsher for slower pokémons, so this one would hit faster pokémon more. (My other idea to make it more different than SLEEP would be resetting the counter on switches, but such mechanics was removed from SLEEP for a good reason).


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#40 RiverShock Ancient One XC's Official Setmaker 4564 posts 86.00 XCB

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Posted 30 July 2016 - 04:41 PM

Signature moves don't always get given to anything. Bone Club and Bonemerang have never been given to anything else, for instance. I'll point out Volt Tackle, Kinesis, Barrage and Lovely Kiss as other long-standing examples.

 

Signature moves can be stronger because they're inherently balanced by what Pokemon they're given to. A widespread move like Doubleslap needs to be more conservative since so many Pokemon get it. Tail Slap is only learned by 1. If they wanted to buff Cincinno, they could easily buff Tail Slap without breaking anything, which they couldn't necessarily do with a more widespread move like Fury Attack. And some moves, like Sketch and Seed Flare, would obviously be extremely dumb on any other Pokemon. They also give niches to specific Pokemon, like Cresselia's Lunar Dance, and Klinklang's Shift Gear.


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