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Old 11-02-2015, 05:18 AM   #51
TheKnightsFury
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Join Date: Jul 2015
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Only real problem I have is that some pokemon need something to separate them from their pre evos, especially those that don’t have much to begin with. I know when we were discussing it on Skype we were trying to give pokemon a slight improvement when they evolve even if it was just a boost from a 1.1 to a 1.2 SC trait. Below are the pokemon I think need just a slight tweek and some suggestions.
Spoiler: show

Marill (Water/Fairy): A Marill's hearing is more sensitive than normal, at the expense of making it more vulnerable to sound-based status moves. Marrill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. Their fur actively repels water, meaning they can swim in even the strongest of currents almost effortlessly, easily escaping traps like Whirlpool. Their tail is flexible and can be extended to improve the reach for moves, and they can use it to aid their Bounce attack, clearing slightly more distance than normal.
Azumarill (Water/Fairy): An Azumarill’s hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves. Azumarill may use their tail-balls as a floatation device, making it difficult to force one underwater if it does not wish to do so. Their fur actively repels water, meaning they can swim in even the strongest of currents almost effortlessly, easily escaping traps like Whirlpool. Their tail is flexible and can be extended to improve the reach for moves, and they can use it to aid their Bounce attack, clearing significantly more distance than normal.
(the two are exactly the same and what they have isn’t exactly something to write home about. I know this is probably pushing it but maybe give azumarill a slight physical attack boost, to reflect its ability huge power)
Chimchar (Fire): Chimchar have flames on their back. 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 the intensity of the battle, with the flames growing as the situation goes dire. Chimchar 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.
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.
(the line as a whole is quite underwhelming with no real stand out trait. A boost to punch moves maybe 1.1 for monferno and then 1.2 for infernape? Grovyle & Sceptile get something similar with slashing moves)

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.
( it gets a boost to one part of its body, an opponent can just order to attack another part, then the new blanket ancient pokemon boost. I saw that the boost to ramming attacks was already sort of pushed aside. But the main time it was used in the anime, ashs gym battle & battle with roark it was shown to have powerful ramming abilities, spamming iron head. Even just a boost to iron head, something to improve it from it from shieldon.
Drifloon (Ghost/Flying): Drifloon can inflate themselves to either provide a slight defense against physical attacks or for propulsion. Drifloon are almost always solid, but able to turn ethereal for short periods of time. They are very nimble in the air but light much like Hoppip and can be blown about easily by winds, but in ethereal, they are not influenced by winds or other similar forces. They cannot be poisoned.
Drifblim (Ghost/Flying): Drifblim can inflate themselves to either provide a slight defense against physical attacks or for propulsion. Drifblim are almost always solid, but able to turn ethereal for short periods of time. They are very nimble in the air but light much like Hoppip and can be blown about easily by winds, but in ethereal, they are not influenced by winds or other similar forces. They cannot be poisoned.
(not sure what to give them but I feel like they would appreciate a bit more)


Probably missed heaps but these are the ones i found that didnt improve on evolution and dont really get to much to begin with.
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