Thread: Ghosts
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Old 06-24-2010, 02:28 PM   #10
ZoraJolteon
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Join Date: Mar 2007
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But "later" in this case means "a few hours" rather than true PASBL "later". Now gaze upon my Ghost rules, and think "For once, I agree with Zora."

Solid

What all other Pokémon classify as. Their bodies are solid, and can be harmed and damaged by physical blows.

Non-solid or Ethereal

The 'ghostly' state, the ghost must concentrate to a minimal degree to remain in this form. They are visible, yet all attempts at physical damage pass right through. In this form, although immune to physical, they are now much more susceptible to 'special' attacks than the solid form, and take more (about +50%) damage from them. Fire, Electricity, non-physical Grass, energy beams, etcetera. Water does not classify as such, despite the game's 'special' classification of it, and will pass through in this state. It also has the ability to pass through walls, roofs, floors, and any obstacle in the arena in this form, so long as they keep moving and are not in solid space for more than five seconds. This means Ghost Pokémon can NOT go and hide underground in the ethereal form, though they can go under momentarily, coming back out a few seconds later for perhaps a surprise attack. Going beyond this limit will result in the Ghost taking rapidly increasing amounts of damage, so it will refuse to obey any orders to do so, but could possibly get trapped in some way.

Gaseous

Not quite ethereal, a little closer to solid. Like ethereal, it can't be damaged by physical attacks, but they still produce a little effect, a 'funny feeling' that can become quite distracting if it's a large or fast 'hit'. 'Special' attacks are still more effective than solid, but not quite as bad as ethereal (about +33%). Gaseous ghosts are not capable of passing through walls, but can fit through even the tiniest of gaps, say, a crack or split in a wall. The time it takes to pass through this hole though will depend on it's size, obviously a while for a tiny crack or pinhole.

Invisible

While not a 'true' state per se, the ghost becomes invisible, and cannot be seen. Although harder to hit because it can't be targeted, it will take damage from most any hit, as it is in its solid state whilst invisible. Taking damage will cause the Ghost to become visible again. The invisible form is limited to 2 rounds per ghost per battle.

As well, attacks are restricted in some states. Invisible, the ghosts can only attack with moves that have no energy element. In ethereal or gaseous, no pure physical attacks can be used.


Each ghost has a preferred state to be in, although they may use a move to shift into one state permanantly, or as long as possible. Shifting back into 'natural' mode does not cost a move, and will also be done automatically when a ghost is instructed to perform a move that cannot be done in their current state. Ghosts in 'natural' mode will automatically shift into the form which will take the lowest amount of damage, should they get enough warning of an incoming attack. While changing states does not consume any notable amount of energy, Ghosts require a brief period of time after changing states before they can do it again.

Ghost-type take neutral damage from Normal-type and Fighting-type attacks.

The majority of Ghost types can float. Those that do so can comfortably hover a few feet off a solid or liquid surface for the duration of any battle. They may also float higher, although the energy cost of doing so rises exponentially with altitude and time.



Gastly: The only ghost that cannot maintain a permanant Solid form, Gastly can only go Solid for a few seconds at a time. However, to compensate for it's vulnerability to special attacks, it is one of the few Ghosts capable of assuming a Gaseous form, which it prefers to stay in. It can also go Ethereal.

Haunter: Capable of achieving all three states, Haunter prefers to be Ethereal. Haunter can keep its hands in a different state to its body, including Invisible.

Gengar: Capable of achieving all three states, Gengar prefers to be Solid.

Misdreavus: Misdreavus can assume an Ethereal or a Solid form, prefering the latter.

Mismagius: Misdreavus can assume an Ethereal or a Solid form, prefering the latter.

Shedinja: Shedinja are permanantly in Solid form. They also have Wonderguard, so see elsewhere (like Zora's ability thread which should be made real)

Sableye: Sableye are permanantly in Solid form.

Shuppet: Shuppet can assume an Ethereal or a Solid form, prefering the former.

Banette: Banette prefer to be in Solid form, but may go Ethereal for about 10 seconds at a time.

Duskull: Duskull can assume an Ethereal or a Solid form, prefering the former.

Dusclops: Dusclops prefer to be in Solid form, but may go Ethereal for about 10 seconds at a time.

Dusknoir: Dusknoir prefer to be in Solid form, but may go Ethereal for about 10 seconds at a time.

Drifloon: Drifloon prefer to be in Solid form, but may go Ethereal for about 10 seconds at a time. While Ethereal, they are forced to float in the Ghost sense, rather than float in the balloon sense.

Drifblim: Drifblim prefer to be in Solid form, but may go Ethereal for about 10 seconds at a time. While Ethereal, they are forced to float in the Ghost sense, rather than float in the balloon sense.

Spiritomb: Spiritomb's Keystone is permanantly Solid. Spiritomb's body is permanantly Ethereal, but may retreat into its Keystone for defense. The Keystone is indestructable, Kush is silly.

Froslass: Froslass can assume an Ethereal or a Solid form, prefering the former.

Rotom: Capable of achieving all three states, Rotom prefers to be gaseous (or plasmatic, as the case may be). Bonded to an appliance, Rotom is locked into Solid form.
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