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Old 11-01-2015, 03:05 PM   #50
Slash
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Charizard (Fire/Flying): Charizard are slow and cumbersome when on land but are able fliers. They are hot tempered and resistant to fear attacks. However, they are easily angered and confused. They have flaming tails, which can be used for illumination and may burn foes if there is prolonged contact. Charizard have slightly more Dragon energy than other Fire-types and, as starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health. Charizard is unique in having two Mega Formes. In its X Forme, it becomes Fire/Dragon typed whilst still retaining the flight abilities it possessed as a Charizard. Against any Pokémon that would reasonably be afraid of Charizard X, its fear-inducing attacks are more effective, and it becomes much more physical, giving attacks used with it's claws a 20% boost. Its Y Forme is slightly smaller and lighter than the X Forme, and is a nearly unparalleled fast and agile flier, able to fly with the speed and agility of a Pidgeot. It's powerful wings also grant it a 20% boost to wind moves. It also benefits greatly from the sun, the heat from its body causing sun to last two turns longer than normal.

Wrong its

Also, is there any real reason why the extra Dragon is A) not familiarity and B) only limited to Charizard?

Also also, Blaze boost is at 1/4 HP and not the standard 1/3 for... reasons?
Okay that was brought up already

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Pikachu (Electric): Pikachu are the most agile of their evolutionary line, though not the fastest. Being able to naturally store electricity within their pouches, their Charge attack is more potent than usual. They have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They cannot use the event move Fly, but may use Surf.

Raichu (Electric): Raichu are the fastest of their evolutionary line, if not as agile as their previous stage. Being able to naturally store electricity within their pouches, their Charge attack is more potent than usual. They are able to use their tail to channel Electric attacks. Direct contact with the foe using its tail will give a slight boost in the chance of paralysis for the attack and will make paralysis in the contact area far more likely. Raichu have sensitive hearing, at the expense of being more vulnerable to sound-based status techniques like Supersonic. They cannot use the event move Fly, but may use Surf.

While I love the calling out Fly in the SC as not usable, I quite dislike how Surf is mentioned. It's far from the only event move the line gets and throwing it out there specifically is a bit awkward when we have a post in FFR just for event moves. Plus there's no real reason to equate Surf and Fly. Also, if we're calling out Fly, we should also call out Pain Split and whatever the verdict was on the Cosplay chu.

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Kangaskhan (Normal): Kangaskhan come in both genders, though females are much more likely to have babies with them than males are. Along with battling, a Kangaskhan is most concerned about its child. If an opponent injures the child, Kangaskhan will go into a blind rage against them, which will last until either the offending Pokémon or Kangaskhan is unconscious. During this time, Kangaskhan's offensive stats are significantly enhanced. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy. In its Mega Forme, the child quickly matures. The joey will mimic all its mother's actions, performing the same moves that the mother does at a quarter of the power, effectively giving all its attacks a 25% boost in power, provided both hits connect. The joey is also capable of performing attacks independently of its mother, though only at 25% of their original power, though it will still cost a move. They may also stagger their attacks if using the same move without using an extra move. Kangaskhan will do anything to protect her joey from harm, so if her joey is attacked directly or in danger, she will forgo her orders to intercept any damage or prevent it from additional harm (preventing additional damage from moves like Earthquake). All energy used by the joey is pulled directly from the mother, who feeds the joey with energy to maintain its temporary matured state.

Since we can have male Kanga with joeys (I think we used to, for no real reason, disallow males from Megaing), we should probably change the pronouns here. We should also probably note you can be without a joey with a note in the bio, but that it prevents you from being able to Mega.

Which also makes me think. If one opts out of joey, this SC is basically only old Normal SC, and that's completely it. The entire SC aside from the type energy nerf is all joey-centric.

EDIT: Also, the non-Mega SC is almost entirely nerf. The blind rage comes with an offensive buff that doesn't really compensate for the fact it's a blind offensive rage, and that's the only benefit for a non-Mega.

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Scyther (Bug/Flying): Scyther are very fast and agile in the air and can use slashing attacks with daunting speed, granting them a 1.1x boost to such attacks. They are skilled at using weaker, faster blows, making all moves of Good or lower damage slightly more powerful.

Scizor (Bug/Steel): Scizor are not as fast or agile as Scyther and are not true fliers. Instead, they glide and hover. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Their powerful claws also give them a 20% boost to any attack involving them. They have slightly higher defences than other Bug-types. In its Mega Forme, its saw-like claws give any claw attacks greater cutting power, giving them a chance to inflict sore, weakened spots. Its lighter frame and fuller wings allow it to travel with the speed and agility of a Scyther, as well as giving it equivalent flight abilities.

Not really a problem, but going a multiplier and then later a percent increase for the same line, for similar boosts (both for claws), is a bit awkward

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Pinsir (Bug): Pinsir's short, stubby legs make it difficult to run long distances. To compensate, their pincers are fairly powerful, and any attack requiring them is 1.2x as powerful as normal. They are familiar with the Fighting type. In addition, when they fall below 1/3 health, they become empowered, their STAB attacks dealing 10% extra damage. In its Mega Forme, Pinsir gains the Flying type as well as wings and flight capabilities similar to that of Heracross. In addition, when performing XX or NO moves, they may choose to cloak them in an aura of Flying energy, causing them to become Flying typed.

Small thing here, but should we really be comparing its flight to the thing that loses flight upon Megaing?

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Forretress (Bug/Steel): Forretress are almost completely covered by a hard, steely shell, reducing the damage from all attacks. The most vulnerable spot of a Forretress is its fleshy interior in the gap between its shell halves, where it will take a little more damage than usual. However, they are slowed by their bulk and move mostly by rolling. They can levitate as well, but are slow, not particularly agile and possessed of a lower flight ceiling than most levitating Pokémon.

This wording seems odd. Perhaps "possess a lower flight ceiling than most levitating Pokémon"? This wording as it is just makes my mind hurt. It seems like they're owned by their mediocre levitation. Or something.

EDIT: Okay apparently having looked it up it's a really awkward idiom. My bad. So it's not wrong, although it does still feel horribly awkward.

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Sceptile (Grass): Thanks to the small hooks on their feet, Sceptile are able to scale most vertical surfaces. Sceptile cannot be intimidated easily, and are therefore more resistant to fear-inducing attacks. Their slashing attacks are 1.2x more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/3 health. In its Mega Forme, it becomes Grass/Dragon type and adopts a number of new traits. Firstly, it may use its tail as a missile of sorts, firing it at foes in order to use physical Grass moves at a distance, or to augment moves such as Razor Leaf, Leaf Storm or Leaf Tornado. Firing moves this way increases their power by x1.2. Mega Sceptile must wait one round to regenerate its tail before it can perform moves this way again. Mega Sceptile's anatomy also becomes somewhat conductive to electricity, drawing in Electric attacks.

Sceptile does not get either of the bolded moves. It gets Razor Wind and Magical Leaf, but not Razor Leaf or Leaf Tornado.

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Slaking (Normal): Slaking are quite lazy and unmotivated. They are unlikely to react to attacks unless directly ordered to do so. In a dire situation where it seems unlikely Slaking can win, they might lose motivation and do what it wants. Slaking are very strong, however, and store up energy. Physical attacks deal slightly more damage in any round immediately after a round in which they used less than a decent amount of energy. When using Slack Off and Rest, they gain more energy than usual. They are excellent climbers. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy.

Small thing, it turns "they" into "it" in a single sentence. Suddenly all Slaking is now one Slaking.

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Shedinja (Bug/Ghost): Shedinja are largely solid, but can achieve ethereal for short periods of time. They levitate by default. Unlike the games, Shedinja are not immune to all neutral and resisted attacks. They count as being doubly resistant to all non super effective attacks in the same way that a Dragonite type resists Grass type moves. Super effective moves affect them as normal. Shedinja have 3/4 of the health that a normal Pokémon has. They are immune to Poison.

Poison is a type as well as a status. This needs to clarify they are immune to the status, but not the type.

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Sableye (Dark/Ghost): While Sableye are usually solid, they can go invisible for a short amount of time, though the glint of their eyes remains visible to a keen eye. Sabelye can also go ethereal for a few seconds to lessen damage from physical attacks. They cannot levitate at all but are excellent climbers, possessing dexterous limbs and a strong grip. Due to Ghost not providing immunity, they are considered weak to the Fighting type. Due to their keen eyesight, Sableye's accuracy cannot be lowered. They cannot be poisoned. In its Mega Form, Sableye dons a giant red ruby, using it to block attacks. The gem is rather large and heavy, and can be used to defend against attacks. Using a move, it use it to absorb energy from an attack, but due to its connection to the gem, it still takes 50% damage. It also has reflective properties, reflecting light from light-based attacks.

Okay, so Sableye stood out before as one of the only Ghosts that could be poisoned. With these SC changes, Ghosts like the Misdreavus line can be poisoned as normal. Why is Sableye suddenly immune? It's arguably the best candidate for being poisonable, very solid and organic, not based on a (normally) inanimate object.

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Aggron (Steel/Rock): Aggron can see in the dark. Due to their exceptional hardness, they will not take recoil damage from attacks they use and are highly resistant to physical moves, taking only 80% damage. In its Mega Forme Aggron's body hardens ito a carapace of high strength metal, becoming a pure Steel type. It is fairly resistant to physical strikes, and only powerful physical attacks will deal noticeable damage to them. Due to having a wide variety of energy available, it is less proficient at maximising the use, resulting in suffering from slightly less type energy in this forme.

Okay, so this really bugs me. SCs changing type energy values mid-battle is always awkward (ask Castform), but I think this is the only case of a Pokemon losing off-type mid-battle due to these. And it's got questions that come with it. If you have the standard 2 Flamethrowers of Fire and then Mega, I'd assume of course you're lowered to the 1 HB of those with the type energy nerf. But what if you use a Flamethrower before Megaing? Do you go from having enough spare to Flamethrower to not, just like that? Or do you not lose any extra if you've gone below the 1 HB point by then, like it leeches off just the surplus? These are real issues that there needs to be a definitive answer for. And I honestly don't like the Megaing slapping on the nerf like that, for these reasons and more. Also I'd argue Rock should not be subject to the reduced type energy.

Oh, also, the 80% from physical attacks thing, stacking with type characteristics that also reduce damage (or just the Steel one and Mega bonuses), seems kinda an insane defense boost after it's all factored.

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Roselia (Grass/Poison): As a rose plant, Roselia emanate a soothing scent constantly that acts much the same way as Sweet Scent. Its effects are more potent in close quarters, but quickly lose strength. Inorganic Pokémon and members of the Budew line are unaffected but Pokémon with sensitive smell will be more heavily affected. Their Petal Blizzard attack is slightly more forceful, able to break through resistance with greater ease, but will deal no extra damage.

Roserade (Grass/Poison): As a rose plant, Roserade emanates a soothing scent constantly that acts much the same way as Sweet Scent. Their effects are more potent in close quarters, but quickly lose strength. Inorganic Pokémon and members of the Budew line are unaffected but Pokémon with sensitive smell will be more heavily affected. Roserade's special attacks deal slightly more damage than normal for no additional energy. Their Petal Blizzard attack is significantly more forceful, able to break through resistance with greater ease, but will deal no extra damage.

I think we should extend this to Petal Dance as well, or just state "all petal moves"

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Anorith (Rock/Bug): Anorith are adept swimmers. Despite their weakness to water, they can swim without taking damage. As deep sea Pokémon, they can hold their breath for a long time, about as long as the average Water-type. Though still weak to Water attacks, they are somewhat less vulnerable than other Rock-types and take somewhat less damage. Being fossils, their Ancient Power attack will boost slightly more often.

Armaldo (Rock/Bug): Armaldo are adequate swimmers, though not as maneuverable as Anorith. They have no problem with watery environments. As a deep sea Pokémon, they can hold their breath for a long time, about as long as the average Water-type. Though still weak to Water attacks, they are somewhat less vulnerable than other Rock-types and take somewhat less damage. Their claw based moves deal 1.2x damage. Being fossils, their Ancient Power attack will boost slightly more often.

(obligatory bid for the Water familiarity they're begging for)

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Shuppet (Ghost): Shuppet are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Their Curse attack only cuts a quarter of their health as opposed to half, but the target will take the damage it would have taken if Shuppet had sacrificed half of their health. Shuppet's Curse does not fade away at all if Shuppet is KOed or far from their target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. They are immune to Poison.

Banette (Ghost): Banette are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Their Curse attack only cuts a quarter of their health as opposed to half, but the target will take the damage it would have taken if Banette had sacrificed half of their health. Banette's Curse does not fade away at all if Banette is KOed or far from its target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. They are immune to Poison. In its Mega Forme, Banette transforms into a spiteful trickster spirit, capable of manipulating its foe without them even noticing. Any non-offensive move executed by Banette will be more potent, but this will not have an effect on Curse.

Same as with Shedinja. It needs to be specified that they are immune to the status and not the type

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Monferno (Fire/Fighting): Monferno have flames on their tail. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. When threatened, Monferno increase the size of their flame to appear larger than they really are in order to intimidate their opponent. If a Pokémon would reasonably be afraid of Monferno, said Pokémon will be slightly less effective in battle. Monferno are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

Infernape (Fire/Fighting): Infernape have flames on their head. These only go out when sleeping and can be used for illumination and to burn the foe if there is prolonged contact. They will increase and decrease in size depending on how intense the battle is, with a larger plume as the situation goes dire. Infernape are extremely good climbers, allowing them to scale most walls and surfaces and swing from vines and branches with ease. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/3 health.

I know you wanted to make sure a lot of fully-evolved SCs weren't just a carbon of their earlier forms. But there's little difference here, and Monferno actually might have the better SC because it has innate intimidation and Infernape's gives a better target for the foe. So I suggest a psudo-Iron Fist (its Hidden Ability) to balance that.

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Shieldon (Rock/Steel): Shieldon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage. Being fossils, their Ancient Power attack will boost slightly more often.

Bastiodon (Rock/Steel): Bastiodon's face plates are thick and extremely sturdy. Physical hits done to them will deal only 80% damage. Being fossils, their Ancient Power attack will boost slightly more often.

Same as one of the Aggron points. The stacking damage reduction is pretty insane

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Cottonee (Grass/Fairy): Cottonee are very light and fluffy and has a body which allows them to be picked up by the wind, allowing them to ride wind currents. When attacked, they release a light puff of cotton, which may cause light symptoms similar to the effects of Cotton Spore. Their Cotton Spore and Cotton Guard attacks are slightly more effective than normal.

Plural to singular inconsistencies again

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Golett (Ground/Ghost): Golett are inorganic. Though slow and robotic, they are quite heavy and bulky for their size, allowing them to deal slightly more damage from physical attacks. They are more or less permanently solid and cannot change in to the other states for extended periods, though they can become ethereal for a few seconds to lessen damage from attacks. They cannot levitate or fly in any way. Their invisible state is not true invisibility, but they can use Ghost energy to make themselves less visible for a short period of time. They cannot be poisoned.

Golurk (Ground/Ghost): Golurk are inorganic. Though slow and robotic, they are quite heavy and bulky for their size, allowing them to deal slightly more damage from physical attacks. Despite being very large and extremely heavy, Golurk have the astounding and mysterious ability to fly at high speeds through the air, though this can burn energy very swiftly. They are more or less permanently solid and cannot change in to the other states for extended periods, though they can become ethereal for a few seconds to lessen damage from attacks. Their invisible state is not true invisibility, but they can use Ghost energy to make themselves less visible for a short period of time. They cannot be poisoned.

This should probably state how much energy

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Phantump (Grass/Ghost): Phantump can levitate. Their body is considered to be ethereal, but the wooden stump is always solid. Being denizens of the forest, their Forest's Curse is slightly more potent. Their Ingrain technique heals more health than usual. In addition, the vines they create using Leech Seed are made of petrified wood, making them much more sturdy than normal. They can be poisoned.

Trevenant (Grass/Ghost): Trevanant have a strange ability to control trees and other plants. Using a move, they can pump good Grass energy into the ground, using it to cause any trees or plants around to spontaneously grow to snag or tie up a foe similar to Grass Knot. Being protectors of the forest, their Forest's Curse is significantly more potent. Their bodies are entirely solid. Their Ingrain technique heals more health than usual. In addition, the vines they create using Leech Seed are made of petrified wood, making them much more sturdy than normal. They can be poisoned.

Should this be extended to Magic!Grass Knot, too?

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Pumpkaboo (Grass/Ghost): Pumpkaboo come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Pumpkaboo's size will carry over when evolving. Pumpkaboo have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Pumpkaboo to light searchlights. Their Trick-o-Treat attack is slightly more potent than usual. They can be poisoned.

Gourgeist (Grass/Ghost): Gourgeist come in four sizes, Small, Average, Large and Super. The Small size has somewhat less HP than average but is much faster than the larger sizes, where the Super size has a good deal more HP than average, but is very slow. Gourgeist have the ability to create searchlights from their eyes. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a them to light searchlights. Their Trick-o-Treat attack is significantly more potent than usual. They can be poisoned.

(Obligatory bid for the Pokemon based on that thing you fill with fire and have a sizeable Fire movepool extremely uncharacteristic for a Grass to get the Fire familiarity that just makes sense)


Last edited by Slash; 11-01-2015 at 04:00 PM.
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