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Old 05-15-2009, 11:51 AM   #1
Lady Kuno
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Species Characteristics

We should get around to adding new ones so heres a post where some of em should go and my ideas on em. Also this isn't for changing existing characteristics, just new ones for Pokemon that don't have. Also none of them should be crazy broken, just stuff in line with what we got.


A
Abomasnow: (Ice/Grass)
Does this guy have auto hail in the anime? If not, no clue.
Aggron: (Steel/Rock)
Can see in the dark + no damage from recoil?
Altaria: (Dragon/Flying)
No Clue
Ambipom: (Normal)
Copy + paste aipom?
Anorith: (Bug/Rock)
No Clue
Arceus: (Normal)
LOLOLOLOL
Armaldo: (Bug/Rock)
No Clue
Aron: (Steel/Rock)
See Aggron
Azelf: (Psychic)
Can levitate/float around. Being the legend of willpower lets it fight for one more round after KOed maybe?

B
Barboach: (Water/Ground)
Limited movement out of water?
Bastiodon: (Rock/Steel)
Copy + Paste Aggron line?
Beautifly: (Bug/Flying)
Powers are more effective then normal and can see in the dark maybe?
Bibarel: (Normal/Water)
No Clue
Blaziken: (Fire/Fighting)
No Clue
Bonsly: (Rock)
Copy + Paste Sudos?
Breloom: (Grass/Fighting)
Getting hit with physical blows gives 1/4 chance of random, weaker then normal powder being release?
Bronzong: (Steel/Psychic)
Levitates and slightly less damage from fire? Cannot be poisoned along with the Beldum line
Bronzor: (Steel/Psychic)
See above
Budew: (Grass/Poison)
No clue
Buizel: (Water)
No clue
Buneary: (Normal)
Inspires furry fanfics/art
Burmy: (Bug)
Limited movement, can hang silently from trees.

C
Cacnea: (Grass)
Can battle in sandstorms like a ground type (no visibility decrease, damage etc)
Cacturne: (Grass/Dark)
See above
Carnivine: (Grass)
Levitates and more effective absorb attacks (it IS a venus fly trap thing)?
Chatot: (Normal/Flying)
No clue
Carvahna: (Water/Dark)
For some reason sharpedo has one but he doesnt. Copy/paste?
Cherrim: (Grass)
Sunny day greatly boosts its attack and special attack by 1.5x?
Cherubi: (Grass)
See above
Chimchar: (Fire)
No clue
Chingling: (Psychic)
No clue
Chimeco: (Psychic)
No Clue
Combusken: (Fire/Fighting)
No Clue
Cradily: (Rock/Grass)
Can stick to the ground to absorb nutruents. Lifting or trying to move this Pokemon will count as it having double weight. Ingrain is more effective.
Cranidos: (Rock)
No Clue
Crawdaunt: (Water/Dark)
See Krabby?
Cresselia: (Psychic)
Levitates. No clue otherwise.
Croagunk: (Poison/Fighting)
No idea. D:

D
Darkrai: (Dark)
Being asleep in its vicinity will induce nightmares automatically.
Delcatty: (Normal)
No clue
Dialga: (Water/Dragon)
Copy/paste celebi?
Drapion: (Poison/Dark)
Can rotate it's head around 360 degrees
Drifloon: (Ghost/Flying)
Same as difrblim then? "Drifblim is considered familiar with Psychic abilities."?
Dusknoir: (Ghost)
See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.

E
Electivire: (Electric)
Electrike: (Electric)
For both uhh..physical contact might paralyze? In double team or grand melee, electric attacks hitting an ally nearby has a 50% chance of being redirected towards it instead?

F
Finneon: (Water)
Useless.
Feebas: (Water)
Useless. Really good with splash, though.
Floatzel: (Water)
Useless.
Froslass: (Ice/Ghost)
See ghost rules. No clue otherwise.

G
Gabite: (Dragon/Ground)
Gallade: (Psychic/Fighting)
Garchomp: (Dragon/Ground)
Gardevoir: (Psychic)
Gastrodon: (Water/Ground)
Gible: (Dragon/Ground)
Giratina: (Ghost/Dragon)
Glalie: (Ice)
Glaceon: (Ice)
Glameow: (Normal)
Gliscor: (Ground/Flying)
Gorebyss: (Water)
Grotle: (Grass)
Grumpig: (Psychic)
Gulpin: (Poison)

H
Happiny: (Normal)
Heatran: (Fire/Steel)
Hippowdon: (Ground)
Honchkrow: (Dark/Flying)

I
Illumize: (Bug)
Infernape: (Fire/Fighting)

K
Kricketot: (Bug)
Kricketune: (Bug)

L
Lairon: (Steel/Rock)
Leafeon: (Grass)
Lickilicky: (Normal)
Lombre: (Grass/Water)
Lopunny: (Normal)
Lotad: (Grass/Water)
Lucario: (Fighting/Steel)
Ludicolo: (Grass/Water)
Lumineon: (Water)
Luvdisc: (Water)

M
Magnezone: (Electric/Steel)
Makuhita: (Fighting)
Mamoswine: (Ice/Ground)
Manectric: (Electric)
Manaphy: (Water)
Mawile: (Steel)
Marshtomp: (Water/Ground)
Medicham: (Fighting/Psychic)
Meditite: (Fighting/Psychic)
Mesprit: (Psychic)
Milotic: (Water)
Mime Jr.: (Psychic)
Mismagius: (Ghost)
Mothim: (Bug/Flying)
Mudkip: (Water)
Attract works better because everyone loves him
Munchlax: (Normal)

N
Nincada: (Bug/Ground)
Ninjask: (Bug/Flying)

P
Pachirisu: (Electric)
Palkia: (Water/Dragon)
Phanpy: (Ground)
Phione: (Water)
Piplup: (Water)
Probopass: (Rock/Steel)
Purugly: (Normal)

R
Ralts: (Psychic)
Rampardos: (Rock)
Regice: (Ice)
Regigigas: (Normal)
Regirock: (Rock)
Registeel: (Steel)
Relicanth: (Water/Rock)
Rhyperior: (Ground/Rock)
Riolu: (Fighting)
Roselia: (Grass/Poison)
Roserade: (Grass/Poison)
Rotom: (Electric/Ghost)

S
Salamence: (Dragon/Flying)
Sealeo: (Water/Ice)
Shaymin: (Grass)
Shedinja: (Bug/Ghost)
Shellos: (Water)
Shieldon: (Rock/Steel)
Shiftry: (Grass/Dark)
Shroomish: (Grass)
Skitty: (Normal)
Skorupi: (Poison/Bug)
Skuntank: (Poison/Dark)
Slakoth: (Normal)
Slaking: (Normal)
Shuppet: (Ghost)
Snorunt: (Ice)
Snover: (Ice/Grass)
Spheal: (Water/Ice)
Spinda: (Normal)
Spiritomb: (Ghost/Dark)
Spoink: (Psychic)
Solrock: (Rock/Psychic)
Staraptor: (Normal/Flying)
Staravia: (Normal/Flying)
Starly: (Normal/Flying)
Stunky: (Poison/Dark)
Swablu: (Normal/Flying)
Swalot: (Poison)
Swampert: (Water/Ground)
Swellow: (Normal/Flying)

T
Tangrowth: (Grass)
Torchic: (Fire)
Torkoal: (Fire)
Toxicroak: (Poison/Fighting)
Trapinch: (Ground)
Turtwig: (Grass)

U
Uxie: (Psychic)

V
Vespiquen: (Bug/Flying)
Vibrava: (Ground/Dragon)
Volbeat: (Bug)

W
Wailmer: (Water)
Wailord: (Water)
Walrein: (Water/Ice)
Weavile: (Dark/Ice)
Wingull (Water/Flying)
Wiscash: (Water/Ground)
Wynaut: (Psychic)

Y
Yanmega: (Bug/Flying)

Z
Zigzagoon: (Normal)




Ok this is getting tough so I'll stop here for now. Thoughts? D:
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Old 05-15-2009, 01:04 PM   #2
iAmDewgong
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Yeah, there appears to be a lot of possible c+p-to-pre-evo/new evo/lookalike-mon-cases...?
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Old 05-15-2009, 07:35 PM   #3
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Quote:
Originally Posted by Holy Emperor View Post
We should get around to adding new ones so heres a post where some of em should go and my ideas on em. Also this isn't for changing existing characteristics, just new ones for Pokemon that don't have. Also none of them should be crazy broken, just stuff in line with what we got.


A
Abomasnow: (Ice/Grass)
Does this guy have auto hail in the anime? If not, no clue.
He wasn't.
Aggron: (Steel/Rock)
Can see in the dark + no damage from recoil?
Probably.
Altaria: (Dragon/Flying)
No Clue
Maybe a sing boost?
Ambipom: (Normal)
Copy + paste aipom?
More or less.
Anorith: (Bug/Rock)
No Clue
Needs mention of ability to swim and stay underwater. Shown in anime and games.
Arceus: (Normal)
LOLOLOLOL
Armaldo: (Bug/Rock)
No Clue
Probably should be a la Anorith but with less speed and stuff. Otherwise not much is needed.
Aron: (Steel/Rock)
See Aggron
Probably.
Azelf: (Psychic)
Can levitate/float around. Being the legend of willpower lets it fight for one more round after KOed maybe?

B
Barboach: (Water/Ground)
Limited movement out of water?
Also a mention of being naturally wet.
Bastiodon: (Rock/Steel)
Copy + Paste Aggron line?
A defense boost for the skull too.
Beautifly: (Bug/Flying)
Powers are more effective then normal and can see in the dark maybe?
I assume you mean Powders, but sounds good. Also all bugs can see in the dark.
Bibarel: (Normal/Water)
No Clue
Copy Bidoof.
Blaziken: (Fire/Fighting)
No Clue
Mention fire on wrists and possibly make that boost fire attacks. Maybe Cyndaquil-line esque?
Bonsly: (Rock)
Copy + Paste Sudos?
Increased Charm effect for babies and a possible Fake Tears boost. Otherwise, copy Sudo.
Breloom: (Grass/Fighting)
Getting hit with physical blows gives 1/4 chance of random, weaker then normal powder being release?
That or a powder boost.
Bronzong: (Steel/Psychic)
Levitates and slightly less damage from fire? Cannot be poisoned along with the Beldum line
Levitate at least and non-organic for sure. Heatproof WAS shown in the anime but that's debatable.
Bronzor: (Steel/Psychic)
See above
Budew: (Grass/Poison)
No clue
Not really sure myself. Nothing stood out in its appearance.
Buizel: (Water)
No clue
Ability to briefly levitate with tails, swims faster on the surface?
Buneary: (Normal)
Inspires furry fanfics/art
Mention Jumping and that's probably all you need.
Burmy: (Bug)
Limited movement, can hang silently from trees.
Also blends in with environment and cloak can be replaced if knocked off or ordered as a move as camo.

C
Cacnea: (Grass)
Can battle in sandstorms like a ground type (no visibility decrease, damage etc)
Maybe mention of spikiness?
Cacturne: (Grass/Dark)
See above
Carnivine: (Grass)
Levitates and more effective absorb attacks (it IS a venus fly trap thing)?
Maybe bite boost too?
Chatot: (Normal/Flying)
No clue
Sound attack boost for sure.
Carvahna: (Water/Dark)
For some reason sharpedo has one but he doesnt. Copy/paste?
Probably.
Cherrim: (Grass)
Sunny day greatly boosts its attack and special attack by 1.5x?
It's only Special stats, not physical. Mention transformation and give some boost.
Cherubi: (Grass)
See above
Probably not the boost, but mentioning the ability to eat its second head for a slight heal may work.
Chimchar: (Fire)
No clue
Flames ala Cynda.
Chingling: (Psychic)
No clue
Limited levitation. That's about it.
Chimeco: (Psychic)
No Clue
Levitation, ability to stick to things with suction cup on head.
Combusken: (Fire/Fighting)
No Clue
Better kicking?
Cradily: (Rock/Grass)
Can stick to the ground to absorb nutruents. Lifting or trying to move this Pokemon will count as it having double weight. Ingrain is more effective.
Good here.
Cranidos: (Rock)
No Clue
Head attacks get a boost, but head is more vulnerable.
Crawdaunt: (Water/Dark)
See Krabby?
Mention something about being territorial and may get pissed off if tricked or something?
Cresselia: (Psychic)
Levitates. No clue otherwise.
Fights more enthusiastically at night?
Croagunk: (Poison/Fighting)
No idea. D:
Seeps poison? I dunno, lol.

D
Darkrai: (Dark)
Being asleep in its vicinity will induce nightmares automatically.
Yes.
Delcatty: (Normal)
Cute Charm was shown to exist but it'd be a bit broken in the ASB.
Dialga: (Water/Dragon)
Copy/paste celebi?
Drapion: (Poison/Dark)
Can rotate it's head around 360 degrees
Not sure if it's shown but that's probably fine.
Drifloon: (Ghost/Flying)
Same as difrblim then? "Drifblim is considered familiar with Psychic abilities."? Psychic abilities shown in the anime.
Dusknoir: (Ghost)
See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.

E
Electivire: (Electric)
Able to channel electric attacks through tail?
Electrike: (Electric)
For both uhh..physical contact might paralyze? In double team or grand melee, electric attacks hitting an ally nearby has a 50% chance of being redirected towards it instead?
Static WAS shown, but only on Pika. Got me.

F
Finneon: (Water)
Useless.
Boost for Wind attacks?
Feebas: (Water)
Useless. Really good with splash, though.
Actually shown in the Anime to be your standard fish.
Floatzel: (Water)
CP Buizel.
Froslass: (Ice/Ghost)
See ghost rules. No clue otherwise.
Nick's got these written up.



Ok this is getting tough so I'll stop here for now. Thoughts? D:
I do watch enough of the anime to give my two cents.

EDIT: Hmm...

G
Gabite: (Dragon/Ground) - Not a whole lot to say about this. Maybe ease of digging or something. I dunno.
Gallade: (Psychic/Fighting) - Mention of sword-arms and a boost to cutting moves?
Garchomp: (Dragon/Ground) - Gliding has been shown (though Muyo wants to keep it limited). CP anything earlier, I'd say.
Gardevoir: (Psychic) - Empath so more aware of the location of its foe.
Gastrodon: (Water/Ground) - Aside from the standard Water/Ground and a mention of the two forms, there isn't much.
Gible: (Dragon/Ground) - Got me. See Gabite?
Giratina: (Ghost/Dragon) - Some mention of Origin Forme and being at home in weird places? Distortion of time?
Glalie: (Ice) - Ash had one and it showed nothing special. Maybe a biting bonus or intimidation, but it's not that remarkable.
Glaceon: (Ice) - Can't think of anything.
Glameow: (Normal) - Slight attract boost? Mention of speed?
Gliscor: (Ground/Flying) - C/P Gligar and maybe a boost to clamp moves.
Gorebyss: (Water) - Debatable familiarity with Psychic moves.
Grotle: (Grass) - C/P Squirtle. Also mention turtle-y-ness
Grumpig: (Psychic) - Maybe magnification with the pearls OR Thick Fat. No real anime evidence for any of it.
Gulpin: (Poison) - Ability to stretch its body to will should be mentioned. Also ability to swallow things.

H
Happiny: (Normal) - Happiny's strength is probably debatable and exclusive to Brock's. Something about an Oval Stone maybe? Also standard Baby Charm thing.
Heatran: (Fire/Steel) - More comfortable in lava-filled places? Boost to lava moves?
Hippowdon: (Ground) - Sand Stream was not shown but there is a lot of empty space in this 'mon so a mention of that is likely worth it.
Honchkrow: (Dark/Flying) - Influence over other Murkrow in the area? Intimidation?

I
Illumise: (Bug) - Volbeat and Illumise are attracted as if they were the same species. Also more powerful sweet scent and/or ability to glow a la Mareep line.
Infernape: (Fire/Fighting) - Open flame and whatnot.

K
Kirlia (Psychic) - Moderate empath ability. Maybe mention of dancing (though it doesn't have any "dance" moves IIRC)?
Kricketot: (Bug) - Nothing stands out.
Kricketune: (Bug) - Slight sound boost?

L
Lairon: (Steel/Rock) - Whatever Aggron gets.
Leafeon: (Grass) - Not sure here. More comfortable in sun or something?
Lickilicky: (Normal) - Rollouts faster, tongue stuff from Lickitung.
Lombre: (Grass/Water) - Rain Dish possibly. That or just boost to restoration in rain.
Lopunny: (Normal) - Maybe Attract/Charm boost. Also something about jumping.
Lotad: (Grass/Water) - See Lombre.
Lucario: (Fighting/Steel) - Aura seeing can help track foes?
Ludicolo: (Grass/Water) - See Lombre.
Lumineon: (Water) - See Finneon (actually makes more sense here)
Luvdisc: (Water) - Boost to Kisses?

M
Magnezone: (Electric/Steel) - See Magneton. Maybe something else?
Makuhita: (Fighting) - Thick Fat? Not sure if it was shown in the anime. Also boost to open-hand attacks/
Mamoswine: (Ice/Ground) - Boost to charging attacks? Tusk attacks? Not sure.
Manectric: (Electric) - Lightningrod maybe. Maybe.
Manaphy: (Water) - Ability to restore health once a battle in water, uses less energy for Heart Swap?
Mawile: (Steel) - Strong jaws, increased grip?
Marshtomp: (Water/Ground) - Standard Wet Water/Ground, maybe fin detection from Mudkip.
Medicham: (Fighting/Psychic) - Boost to meditative boosts or something.
Meditite: (Fighting/Psychic) - See Cham.
Mesprit: (Psychic) - See Azelf I guess.
Milotic: (Water) - Very captivating, radiates a calming aura, more effective attraction?
Mime Jr.: (Psychic) - Mimic uses less energy?
Mismagius: (Ghost) - Hypnosis is more effective? "Curses" are more effective?
Mothim: (Bug/Flying) - Standard bug, I guess.
Mudkip: (Water) - Fin sensing. Got mentioned ages ago but never actually put in.
Attract works better because everyone loves him
Munchlax: (Normal) - Ability to eat anything?

N
Nincada: (Bug/Ground) - Inclination to dig and better at it?
Ninjask: (Bug/Flying) - SPEEDY BUG IS SPEEDY.

P
Pachirisu: (Electric) - Who cares?
Palkia: (Water/Dragon) - Creates ripples in space that may cause unease within a certain distance of him?
Phanpy: (Ground) - O_o. Rollout boost or copy Donphan.
Phione: (Water) - Copy Manaphy but toned down.
Piplup: (Water) - Able to resist cold.
Probopass: (Rock/Steel) - Floats, can use nose-arms "psychically" with magnetic control up to a specific range, metals may cling to his 'stache?
Purugly: (Normal) - Mention of speed.

R
Ralts: (Psychic) - Mild empathic abilities. Also maybe a bit of a drop off in teleportation energy.
Rampardos: (Rock) - See Cranidos.
Regice: (Ice) - Sturdy, inorganic, under control of Regigias? Not sure.
Regigigas: (Normal) - Takes a few rounds to get at full power, but once there, all physical attacks get a good boost.
Regirock: (Rock) - See Ice.
Registeel: (Steel) - See Ice.
Relicanth: (Water/Rock) - Has limited land movement with lobed fins. Also some mention of longevity?
Rhyperior: (Ground/Rock) - Boost to charging moves that are not Rock Wrecker. Ability to conjure own rocks for Rock Blast/Throw?
Riolu: (Fighting) - Toned-down Lucario?
Roselia: (Grass/Poison) - Poison Point maybe. Nothing was ever really mentioned for her.
Roserade: (Grass/Poison) - See Roselia.
Rotom: (Electric/Ghost) - Talk about special ghost rules and add link to Rotom rules or put them on the site.

S
Salamence: (Dragon/Flying) - Intimidation, maybe a bit of a boost to head-moves from Bagon.
Sealeo: (Water/Ice) - Not entirely sure. Boost to hail is possible, not much else translates.
Shaymin: (Grass) - Mention forms and restrictions (though I think Skymin is banned). Also ability to make flowers/fix an area?
Shedinja: (Bug/Ghost) - See Ghost Rules. Shedinja already has something.
Shellos: (Water) - Mention West/East and slimy.
Shieldon: (Rock/Steel) - See Bastiodon.
Shiftry: (Grass/Dark) - Leaf Fans?
Shroomish: (Grass) - See Breloom.
Skitty: (Normal) - See Delcatty
Skorupi: (Poison/Bug) - More potent poison?
Skuntank: (Poison/Dark) - More potent gases?
Slakoth: (Normal) - Mention slowness.
Slaking: (Normal) - Not sure here as Truant doesn't translate.
Shuppet: (Ghost) - See Ghost Rules. Already some.
Snorunt: (Ice) - Not much to say here.
Snover: (Ice/Grass) - Not much to say here.
Spheal: (Water/Ice) - Mention ball-ness?
Spinda: (Normal) - Confusion boost?
Spiritomb: (Ghost/Dark) - Needs Ghost Rules. Believe those have been beta'd.
Spoink: (Psychic) - Pearl is sort of like a Special Marowak's Bone or Farfetch'd's Leek. He gets weaker without it but its harder to steal.
Solrock: (Rock/Psychic) - Mention some sort of affinity for Fire?
Staraptor: (Normal/Flying) - Intimidate? Not really sure.
Staravia: (Normal/Flying) - Got me.
Starly: (Normal/Flying) - SUX
Stunky: (Poison/Dark) - See Skuntank.
Swablu: (Normal/Flying) - Not sure. Does make a cute hat though.
Swalot: (Poison) - See Gulpin.
Swampert: (Water/Ground) - See Marshtomp.
Swellow: (Normal/Flying) - I dunno, lol.

T
Tangrowth: (Grass) - Copy Tangela and add on the ability to extend arms.
Torchic: (Fire) - It's always warm? I dunno.
Torkoal: (Fire) - Mention increased defense and being turned over. C/P Squirtle I guess. Also more potent Smokescreen.
Toxicroak: (Poison/Fighting) - Increased poison chance? Slippery?
Trapinch: (Ground) - Able to burrow and catch foes off guard?
Turtwig: (Grass) - Maybe slight boost with the shell. Aside from that, not much.

U
Uxie: (Psychic) - See other faries but give a more specific boost for the emotion.

V
Vespiquen: (Bug/Flying) - Ability to control Combee/Beedrill in the area, hivemind.
Vibrava: (Ground/Dragon) - Flight abilities. Other than that not sure.
Volbeat: (Bug) - See Illumise, but definite tail light for him.

W
Wailmer: (Water) - Pudgy, slow, but has some defense boost.
Wailord: (Water) - Gigantic and awkward out of water. Decent swimmer, awesome diver. Works best in large arenas.
Walrein: (Water/Ice) - Slow but sturdy, possible defense boost?
Weavile: (Dark/Ice) - CP Sneasel.
Wingull (Water/Flying) - Er, not sure.
Whiscash: (Water/Ground) - Mention Water/Ground stuff and boost to 'quakes. Also maybe a bit of an ability to sense foes with whiskers?
Wynaut: (Psychic) - Copy Wobbles.

Y
Yanmega: (Bug/Flying) - Not too sure. Maybe some sort of sound boost. Not a whole lot show in the anime.

Z
Zigzagoon: (Normal) - The ZigZag running may be mentioned. More agile than Linnone but not as fast thing?
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Last edited by Jerichi; 05-15-2009 at 08:19 PM.
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Old 05-15-2009, 08:25 PM   #4
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We need to figure out if robotic pokemon (regis, metagross, etc) are effected by mind altering stuff too. Confuse ray etc.
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Old 05-15-2009, 09:06 PM   #5
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I was gonna suggest something like that and it's probably not a bad idea but there isn't any evidence.

Inorganic thing should be included for sure, though.
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Old 05-15-2009, 09:51 PM   #6
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While this is a blatant personal suggestion the pokedex does mention Toxicroak's poison claws.
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Old 05-15-2009, 09:54 PM   #7
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And it was shown when Team Galactic's Toxicroack smacked Brock's crogunk with its hand and causing a big reaction
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Old 05-15-2009, 10:33 PM   #8
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Quote:
Originally Posted by Treepandaone View Post
And it was shown when Team Galactic's Toxicroack smacked Brock's crogunk with its hand and causing a big reaction
You rock.
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Old 05-16-2009, 01:26 PM   #9
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Just a quick scan and realized we missed Huntail.

Huntail: (Water) - Maybe some sort of boost to bites or mention of ability to swallow. Possibly something about being more comfortable in high-pressure environments, and apply that to Relicanth and Gorebyss too.

Also, all Eeveelutions should have the sensitive hearing clause as well.
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Old 05-16-2009, 07:58 PM   #10
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Theres no RuSa legends on there. We need these too:

Deoxys
Latios
Latias
Groudon
Kyogre
Rayquaza
Jirachi
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Old 05-16-2009, 08:26 PM   #11
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You'd only need the fightable ones.
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Old 05-16-2009, 08:27 PM   #12
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Ok. So that means we can take Acerus and the other DP ones that got on there off.
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Old 05-16-2009, 09:54 PM   #13
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[email protected] - In the odd event they meet up in a battle, Attract works as if they were the same species.
Jirachi - Wish is more effective?
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Old 05-16-2009, 09:58 PM   #14
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Arnt the Latis supposed to be empathic or something? Weren't there movies on em + Jirachi too?
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Old 05-17-2009, 12:22 AM   #15
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Yes, and that would probably work.

Jirachi may have a quasi-future sight thing a la Xatu as well. Depends on how you interpret the wish thing.
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Old 05-18-2009, 02:48 AM   #16
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Some of my two cents.


A
Aggron: (Steel/Rock)
Can see in the dark + no damage from recoil?
The former is plausible. Although the latter hasn't been shown, it's possible due to the games.
Altaria: (Dragon/Flying)
Song boosts, and perhaps cloud camouflage.
Arbok: (Poison)
Shown in A Poached Ego! to be capable of detecting location of foes by pressing against the ground and sensing vibrations, similar to how real snakes "hear".
Aron: (Steel/Rock)
See Aggron, probably.

B
Banette: (Ghost)
See Shuppet, possibly.
Barboach: (Water/Ground)
In addition to natural wetness, it's likely also slimy after the real-life animal it was designed after, making it difficult to hold on for too long with techniques such as Wrap.
Bastiodon: (Rock/Steel)
Reduced damage performed by attacks done with its skull in exchange for increased defence.
Bibarel: (Normal/Water)
The teeth of a Bibarel probably have similar characteristics to those of the Rattata line; in its debut episode (Bibarel Gnaws Best!) a Bibarel is seen to be able to pare stone blocks down to specification (latter point due to training).
Bidoof: (Normal)
See Bibarel for teeth, although it's likely to be restricted to weaker materials such as wood.
Blaziken: (Fire/Fighting)
Superior jumping ability possibly shown by Harrison's Blaziken fighting against Ash's Charizard.
Bonsly: (Rock)
Likely to have Rock Head. See Sudowoodo as mentioned below.
Budew: (Grass/Poison)
Other than its bud opening up to reveal a blue petal and red petal, nothing.
Buizel: (Water)
Shown to have the Swift Swim ability in A Triple Fighting Chance!.
Burmy: (Bug)
The spiralling appendage on its head can extend to grab onto objects or others, shown in Some Enchanted Sweetening!.

C
Carvanha: (Water/Dark)
Carvanha was not shown to have Rough Skin, but it's plausible. Perhaps add a fang boost, also to Sharpedo.
Cherubi: (Grass)
Not so much eating as opposed to absorbing.
Chimchar: (Fire)
The flame on a Chimchar's backside only go out when it's sleeping. Chimchar is also seen to have Blaze in which its posterior flame burns with explosive ferocity. (See Glory Blaze!, Chim-Charred!.)
Chinchou: (Water/Electric)
It can actually walk on land, but definitely without as much skill and finesse as in water. Like all aquatic, fish-based Pokemon they run a risk of dehydration when they're on land for too long.
Clamperl: (Water)
When its shell is shut it takes extreme jarring force to open Clamperl against its will, shown in Clamperl of Wisdom!.
Crobat: (Poison/Flying)
Using its four wings it can fly at twice its normal speed but tires out more easily when it does. I think so.

D
Dusclops: (Ghost)
Unless I'm mistaken, not shown to levitate.
Dusknoir: (Ghost)
Can levitate unlike Dusclops(?) but likely not on par with Duskull. Spirit realm connections, but...

E
Electrode: (Electric)
As seen in Current Events, in addition to rolling it seems to be capable of levitation, possibly due to electromagnetism.
Empoleon: (Water)
See Piplup.
Exeggutor: (Grass/Psychic)
Adding to its characteristic of eyes everywhere, it might be more susceptible to visual effects such as Flash and Hypnosis.

F
Froslass: (Ice/Ghost)
If memory serves Muyo mentioned camouflage against snow. In its debut episode, however, Froslass is seen to be capable of convincing illusionism.

G
Gastrodon: (Water/Ground)
Possibly a squishy, more pliable form.
Geodude: (Rock/Ground)
Capable of slight levitation.
Glalie: (Ice)
Levitation.
Gliscor: (Ground/Flying)
Enthusiasm at night?
Gorebyss: (Water)

H
Hariyama: (Fighting)
Shown to have Thick Fat in At the End of the Fray!; explained by Brock as Ash's Torkoal fights Tyson's Hariyama.
Huntail: (Water)
Not shown in the anime much to justify this, but its design and classification as the Deep Sea Pokemon seem to suggest vision in pitch-black darkness and natural, self-activated luminescence for distracting prey.

I

K
Kecleon (Normal)
Has long tongue several times its body length but hardly on par with the Lickitung family's in strength (and possibly versatility?).

L
Lairon: (Steel/Rock)
See Aron as above.
Lapras: (Water/Ice)
As demonstrated by Ash riding Lapras in Fit to be Tide, it moves faster on ice than in water.
Luvdisc: (Water)
Boost to Attract and Sweet Kiss; maybe less affected by anger moves. Shown to have Swift Swim in Eight Ain't Enough!
Luxray: (Electric)
Can use one move to use x-ray vision. Energy usage on par with Mean Look for this?

M
Makuhita: (Fighting)
Thick Fat debatable.
Medicham: (Fighting/Psychic)
In Pros & Con Artists, shown to have decent levitating ability, but this is unconfirmed if it's through usage of Psychic.
Meditite: (Fighting/Psychic)
As seen in Crossing the Battle Line!, shown to have slight levitating ability.
Milotic: (Water)
When it uses Safeguard, anyone who looks at it loses some of their fighting will due to its radiant beauty. As seen via Robert's Milotic in Win, Lose or Drew!.
Mismagius: (Ghost)
In Malice in Wonderland!, it used Confuse Ray to drag targets into a dream realm where it controlled whatever its victims were dreaming. Limit usage of this.
Mothim: (Bug/Flying) - Standard bug, I guess.

O
Oddish: (Grass/Poison)
Burrowing ability to hide itself?
Onix: (Rock/Ground)
Shown to have Rock Head. Explained by Brock about Roark's Onix in A Gruff Act to Follow!.

P
Piplup: (Water)
Tends to be proud (as is in its Pokedex entry) but this may be exclusive to Dawn's Piplup. May experience rivalry with others of its evolutionary family(?).
Prinplup: (Water)
See Piplup.
Probopass: (Rock/Steel)
Moves about exclusively by levitation.

R
Raichu: Electric
Lack-of-groundedness recoil seemingly not shown in anime.
Rotom: (Electric/Ghost)
Ability to possess devices (dictated by Alternate Formes in the game?) and use their powers as its own in possession.

S
Shellos: (Water)
See Gastrodon; slimy in addition to pliable, though not on levels of Swalot and Muk.
Shieldon: (Rock/Steel)
See Bastiodon.
Shiftry: (Grass/Dark)
Notable jumping ability.
Shuppet: (Ghost)
Possibly has experience with Psychic; in Take this House and Shuppet it was seen to be capable of controlling merry-go-round mechanisms through Psychic usage.
Skuntank: (Poison/Dark)
Can naturally release a gas that's incredibly stinky. Parameters possibly along the line of Poison Gas in usage; percentage of unnerving (flinching?) anyone who smells it.
Slakoth: (Normal)
While Truant isn't really seen, as seen in The Garden of Eatin'! it seems to lose motivation to battle easily, especially if facing prospects of immensely stronger foes. Otherwise its battle capabilities seem normal.
Slaking: (Normal)
Truant doesn't seem to be seen, or lowered motivation from Slakoth.
Slowking: (Water/Psychic)
Perhaps mention intelligence; boost to Calm Mind and Psychic moves.
Snover: (Ice/Grass)
Grows small white berries with a sweet taste at the ridges along its body.
Spiritomb: (Ghost/Dark)
Levitates. Once fainted it goes back into its keystone (lol).
Solrock: (Rock/Psychic)
In Taking the Lombre Home! it is seen to be capable of generating vast amounts of heat by spinning, enough to vaporise a Water Gun of considerable magnitude.
Steelix: (Steel/Ground)
Possibly has Rock Head; see Onix. As seen in Playing With Fire!, it uses Sandstorm by rotating its segmented body and releasing sand from between its segments; this possibly also applies for Onix.
Stunky: (Poison/Dark)
See Skuntank.
Sudowoodo: (Rock)
Revealed by Brock to have the Rock Head ability, and thus recommended in Ash's training for rematching with Roark in Wild in the Streets!.

T
Taillow: (Normal/Flying)
Possibly tone down the percentages of staying conscious?
Toxicroak: (Poison/Fighting)
Increased poison chance likely with attacks that involve the claws.

U
Ursaring: (Normal)
Tendency to rage and have a strong sense of territory?

V
Vespiquen: (Bug/Flying)
Attack Order seems to involve Combee in the area firing Psybeamesque lasers. Defend Order/Heal Order not shown but likely visually similar.
Vigoroth: (Normal)
Stated to have the ability Vital Spirit in The Garden of Eatin'!. (The ability Insomnia is also mentioned in the same episode, although no more beyond that.)
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Old 05-18-2009, 08:19 PM   #17
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Just a note: Hippowdon and Hippopotas are full of sand and can use Sandstorm like the Tyranitar line and the Sandslash line.
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Old 05-19-2009, 07:44 AM   #18
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Graveler

Vibrava: (Dragon/Ground) - When this Pokemon uses a move requiring the movement of its wings, there is a 10% chance that the opponent will get confused due to the supersonic-esque vibrations.

:o?
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Old 07-31-2009, 03:23 PM   #19
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Reviving this thread.

Also on Vibrava - I think a Flinch chance would make a little more sense.
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Old 09-13-2009, 10:22 PM   #20
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Muyo gave me the OK to continue this. Also changing a few that are already in place if that's ok, changes should be bolded.


I put stuff into 3 groups. However they are not all sorted yet, I'm gonna type em and put them into place when they're all done.





Stuff that is ready:

Aggron: (Steel/Rock)
Aggron can see in the dark. Due to it's exceptional hardness, it will not take recoil damage from attacks it uses.

Altaria: (Dragon/Flying)
Altaria's sings are much more effective then normal, and thus are quicker to perform and more difficult to interupt. On a cloudy day it can be sightly difficult to see in the air as well.

Ambipom: (Normal)
Ambipom are more nimble, particularly with their tails. They can anchor themselves to something with their tails, leaving their limbs free to do other things. They are also more likely to stop from falling if there’s something within grabbing distance of their tail. They prefer to use their hands on their tails for hand attacks.

Anorith: (Bug/Rock)
Anorith is an adept swimmer. Despite its weakness to water, can swim without taking damage. As a deep sea Pokemon, it can see in the dark. It can also hold its breath for a long time.

Arbok: (Poison)
An Arbok is a fairly intimidating Pokemon. Against a Pokemon that would reasonably be afraid of an Arbok, an Arbok’s fear-inducing attacks are more effective. Its poisons are also slightly more potent than normal. Arbok can see in the dark. It is capable of detecting location of foes by pressing against the ground and sensing vibrations, similar to how real snakes "hear". Finally, Arbok can hold their breath under water for up to half an hour, and are adept diggers.

Armaldo: (Bug/Rock)
Armaldo is an adequate swimmer, losing it's ability to swim as well with its evolution. Like its earlier form, it can swim without taking damage despite its typing. As a deep sea Pokemon, it can see in the dark. It can also hold its breath for a long time.

Aron: (Steel/Rock)
Aron can see in the dark. Due to it's exceptional hardness, it will not take recoil damage from attacks it uses.

Barboach: (Water/Ground)
Barboach is naturally wet. It's slime makes it difficult to hold onto and grab, although its movements are akward out of water.

Bronzong: (Steel/Psychic)
Bronzong may levitate itself a short distance above the ground. Being inorganic, Bronzong cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.

Bronzor: (Steel/Psychic)
Bronzor may levitate itself a short distance above the ground. Being inorganic, Bronzor cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.

Cradily: (Rock/Grass)
Cradily can stick to the ground to absorb nutruents. Lifting or trying to move this Pokemon will count as it having double weight. Cradily's Ingrain is more effective then normal. While it is capable of movement when not rooted down, it is quite slow, as it must hop around to get around. It is capable of seeing in the dark.

Crawdaunt: (Water/Dark)
Crawdaunt can swim, but prefers to walk along the bottom of the water instead of swim in it. It's claw attacks are stronger then normal.

Finneon: (Water)
As a water butterfly, it's wind attacks are more effective then normal. Finneon have more type energy then normal for all of its "wind" based attacks, such as Silver Wind, Gust, Icy Wind etc.

Gastrodon: (Water/Ground)
Gastrodon has two different forms, although they are not different from each other other then looks. Gastrodon move at a decent speed on land, and a respectable pace in the water, though they prefer shallow, slow water to deep, fast currents. Gastrodon are coated with a slimy substance, which makes them harder to grab. They are also able to stick to the ground. Any weight attack used against them will when stuck will have them considered to be double their weight.

Glaceon: (Ice)
Glaceon have sensitive hearing, at the expense of being more vulnerable to sound attacks.

Glalie: (Ice)
Glalie can naturally levitate, and can keep it up indefinantly. It's appearence makes it slightly indimitating. Biting attacks are also somewhat stronger then normal.

Gliscor: (Ground/Flying)
Gliscor are not true fliers: instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Upon evolving, their claws got quite stronger and attacks that use it are 15% stronger then normal. Gliscor can see in the dark, and fight more enthusiastically at night.

Grotle: (Grass)
Grotle are vulnerable if knocked on their backs, as they have a hard time getting up. However in exchange attacks on their shell do slightly less damage.

Hippowdon: (Ground)
Hippowdon is capable of creating sand from its body when using Sandstorm, as opposed to relying on the arena for the attack.

Lairon: (Steel/Rock)
Lairon can see in the dark. Due to it's exceptional hardness, it will not take recoil damage from attacks it uses.

Lileep:
Lileep can stick to the ground to absorb nutruents. Lifting or trying to move this Pokemon will count as it having double weight. Lileep's Ingrain is more effective then normal. While it is capable of movement when not rooted down, it is quite slow, as it must hop around to get around. It is capable of seeing in the dark.

Lumineon: (Water)
As a water butterfly, it's wind attacks are more effective then normal. Lumineon have more type energy then normal for all of its "wind" based attacks, such as Silver Wind, Gust, Icy Wind etc.

Marshtomp: (Water/Ground)
Being a wet and slimy Pokemon, attacks involving grabs or holds are difficult to execute. It may also use its fin to detect things happening in the arena.

Mudkip: (Water)
Being a wet and slimy Pokemon, attacks involving grabs or holds are difficult to execute. It may also use its fin to detect things happening in the arena.

Phanpy: (Ground)
Its leathery skin acts as treads for when Phanpy is performing a Rollout, thus giving it better traction (and accuracy) when using a Rollout attack. Like all elephants, Phanpy are sure-footed, even though they cannot see their own feet.

Swampert: (Water/Ground)
Being a wet and slimy Pokemon, attacks involving grabs or holds are difficult to execute. It may also use its fin to detect things happening in the arena.

Torkoal: (Fire)
Attacks on its shell will deal reduced damage, as it is quite sturdy. Smokescreen produced by Torkoal are much more potent then normal. However they are vulnerable if knocked on their backs.

Turtwig: (Grass)
Attacks on its shell will deal slightly reduced damage, as it is quite sturdy. However they are vulnerable if knocked on their backs.

Vigoroth: (Normal) Vigoroth always want to be active, and find it impossible to remain still. A Vigoroth has more energy than normal, but uses it at a quicker rate. Because of their active nature, Vigoroth are immune to effects that cause Sleep.

Weavile: (Dark/Ice)
A Weavile can retract or extend its claws at will. When moving and trying to be stealthy, a Weavile will retract its claws. When attacking or moving on slippery surfaces, they will be extended. Weaviles can move as quietly as a Meowth or Persian can. Weavile can see in the dark.



-----------------------------

Stuff that still needs work:


Azelf: (Psychic)
Can levitate with ease. Due to being the spirit of willpower, will stay around for one round after it should have been KOed.

Beautifly: (Bug/Flying)
Beautifly’s powders are slightly more effective than normal.

Bidoof: (Normal)
A relatively simple minded Pokémon, Bidoof is more likely to misinterpret conditional commands, but is immune to confusion. Bibdoof also have powerful teeth, and so any biting attack will deal 25% more damage.

Bibarel: (Normal/Water)
A relatively simple minded Pokémon, Bidoof is more likely to misinterpret conditional commands, but is immune to confusion. Bibdoof also have powerful teeth, and so any biting attack will deal 25% more damage.

Blaziken: (Fire/Fighting)
Blaziken is a very good jumper, and can leap upto 50 feet. In additon kicking attacks will do 15% more damage then normal. Blaziken has flames on its wrists and can control whether their flames are ignited at any one time. When not ignited, they take less damage from water attacks, as there is no flame for the water to hit. However, they cannot use any fire attacks if their fire is not ignited. Igniting gives them their normal weakness to water, but allows them to use fire attacks. Igniting does not count as a move, and happens automatically when the Pokemon is ordered a fire attack. However, de-igniting counts as a move. They will automatically de-ignite if they fall asleep.

Bonsly: (Rock) it is capable of holding perfectly still, which makes it almost impossible to detect if it’s hiding in forested or woody areas. It does not take damage from recoil attacks. Bonsly is very good at using Mimic, and can Mimic attacks with less energy and is more flexible the type energy for the attacks Mimiced.

Buneary: (Normal)
It's attract and related attacks are slightly more effective. It is capable of jumping in the air higher then normal.

Burmy: (Bug)
It can blend into the enviornment with ease, and is capable of staying perfectly still to avoid detection. It can hold onto things with its appendage on its head. It is also able to take camouflage from the environment when its coat is knocked off.

Cacnea: (Grass)
Due to its spikes, physical attacks will deal a small amount of recoil (1/5th) and pain if its opponent has skin that can be pierced. Having Sandstorms as its natural enviornment, it is not as effected by it as normal Pokemon would be.

Cacturne: (Grass/Dark)
Due to its spikes, physical attacks will deal a small amount of recoil (1/5th) and pain if its opponent has skin that can be pierced. Having Sandstorms as its natural enviornment, it is not as effected by it as normal Pokemon would be. It is also capable of standing perfectly still to reduce detection.

Carnivine: (Grass)
Carnivine may levitate itself a short distance above the ground by expending minor energy for each round it remains levitated. Its bites and absorbs are 10% more effective then normal.

Carvahna: (Water/Dark)
Being a piranha, Carvahna bites are quite strong and will do 10% more damage then normal.

Chingling: (Psychic)
Chingling have a natural levitation ability, and move rather well in the air, although they are not the fastest.

Chimchar: (Fire)
Its flames on its back only go out when it is sleeping. They will increase and decrease in size depending on how intense the battle is, with more flames as the situation goes dire.

Chimeco: (Psychic)
Chimeco have a natural levitation ability, and move rather well in the air, although they are not the fastest. It may stick to things with the suction cup on its head. If a throwing move dependent on the opponent’s weight is used, Chimeco is considered to weigh 100 pounds for the duration of the attack, if it is stuck to something.

Cherubi: (Grass)
Cherubi is capable of absorbing energy from its second head. This counts as an attack, and Cherubi will recover a Thunderbolt worth of energy in doing so. However this is only usable once per battle.

Clamperl: (Water) Clamperl lacks legs, so its movement on land consists of hopping about a foot at a time. While swimming, Clampearl opens and closes its shell to move through the water. A Clamperl’s shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Clamperl is its face, where its defense is considered to be halved. When its shell is shut it takes extreme jarring force to open Clamperl against its will.

Dusknoir: (Ghost)
See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle. Dusknoir may also levitate itself a short distance above the ground.

Empoleon: (Water/Steel)
Empoleon is a very proud Pokemon. May experience rivalry with others of its evolutionary family. The Empoleon family have a layer of fine down covering them, enabling to easily survive freezing and even hot temperatures.

Feebas: (Water)
Feebas is an excellent swimmer in the water. However, it is basically helpless out of water.

Heatran: (Fire/Steel)
Being a fire type, although it is neutral to it's own type is capable of staying in lava indefinately. It is also quite adept at moving inside of it and lava based attacks are slightly stronger then normal.

Honchkrow: (Dark/Flying)
Honchkrow is fairly intimidating, and attacks intended to intimidate will do so with boosted effectiveness. Similarly, any intimidation attack against it will be less effective. It can also control wild and friendly Murkrow. However it has limitations similar to attract, where they will not fight to the death, but rather for their best interests.

Huntail: (Water)
Being a deep sea Pokemon, it can see in the dark. Its lures prey with its tail, and if ordered can distract a Pokemon with it once per battle. Its usage is limited like Attract in which the opponents mental state is considered and will wear off similarly as well.

Illumise: (Bug)
Volbeat and Illumise are attracted as if they were the same species. Their scent and lighting based attacks are boosted.


Jirachi:
It's ability to Wish is much more effective then normal, restoring more energy as well as some health. Also, once every 5 rounds, Jirachi may use a move to see into the past and recall what has happened in a particular area during the battle, relaying what it sees psychically to its trainer. The last ability only works during a Grand Melee.

Kecleon: (Normal)
As noted in the move description, Kecleon performs Camouflage more quickly, and expends less energy while doing so, however, Kecleon’s stripe remains visible, so it can still be tracked, although it is much harder. Has long, sticky tongue several times its body length but hardly on par with the Lickitung family's in strength.

Kirlia (Psychic)
It's empathy makes it very in touch with its opponent. Attacks that deal with the opponents mental state are slightly more effective.

Leafeon: (Grass)
Leafeon have sensitive hearing, at the expense of being more vulnerable to sound attacks.

Lickilicky: (Normal)
Lickitung has a long tongue, which it can extend out to 30 feet to hit enemies. Any attack a Lickitung does with its tongue does additional damage equal to Lick, with a 10% chance of paralysis. Its Rollout is faster then normal as well.

Lopunny: (Normal)
It's attract and related attacks are slightly more effective. It is capable of jumping in the air higher then normal.

Lucario: (Fighting/Steel)
Although not a psychic type, it can use an attack to close its eyes and find the true location of its opponent. While it requires an attack to use, it can be used indefinately.

Luvdisc: (Water)
Attract, Sweet Kiss and similar attacks are greatly boosted. It is less effected by emotion, and attacks attempting to change its emotional state are less effective. Its movement is also helped in the rain, causing it to gain a slight boost in speed.

Magnezone: (Electric/Steel)
Being inorganic, Magnezone cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally. It is capable of indefinate levitation.

Medicham: (Fighting/Psychic)
Is capable of slight mediation, although will require minor energy use each round. Mediate will boost attack more then normal. Medicham is also more resistant to mind altering moves then normal.

Meditite: (Fighting/Psychic)
Is capable of slight mediation, although will require minor energy use each round. Mediate will boost attack more then normal. Meditite is also more resistant to mind altering moves then normal.

Mesprit: (Psychic)
Can levitate with ease. As the spirit of emotion, it is not effected by any mind alterting attacks, and will remain calm in any situation.

Onix: (Rock/Ground)
Onix are large Pokemon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). Onix can see in the dark, and will take no damage from recoil attacks. Onix are also capable of creating their own sand for Sandstorm.

Piplup: (Water)
Piplup is a very proud Pokemon. May experience rivalry with others of its evolutionary family. The Piplup family have a layer of fine down covering them, enabling to easily survive freezing and even hot temperatures.

Prinplup: (Water)
Prinplup is a very proud Pokemon. May experience rivalry with others of its evolutionary family. The Prinplup family have a layer of fine down covering them, enabling to easily survive freezing and even hot temperatures.

Relicanth: (Water/Rock)
Relicanth is able to move around on ground with limited movement. Can see in the dark due to it being a deep sea Pokemon.

Riolu: (Fighting)
Is able to find the true location of the opponent by closing its eyes, however this is usable only once per battle and requires an attack to do so.

Sharpedo: (Water/Dark)
Any Pokemon that strikes Sharpedo with a physical attack will suffer ¼ recoil damage from Sharpedo’s rough skin (Unless unique traits says otherwise). During a Grand Melee, this will also apply to any trainer that touches Sharpedo, unless the trainer is the Sharpedo’s, or a known ally. Its bites are quite strong and will do 10% more damage then normal.

Skuntank: (Poison/Dark)
Skuntank is capable of producing very bad odors. Twice per battle it can release a terrible odor which can flinch the opponent, and uses two Poison Gases worth of energy to do so.

Solrock: (Rock/Psychic)
Solrock is capable of generating vast amounts of heat by spinning, enough to vaporise moderate and weaker water attacks. Energy use is equal to Rollout and is usable twice per battle. It has slightly more fire energy then normal and can levitate indefinatly.

Steelix: (Steel/Ground) Steelix are large Pokemon, and are able to burrow through hard materials with their Dig attack easily (such as concrete). They are also more resistant to extreme pressures. Steelix can see in the dark, and will not take recoil from their own attacks. Steelix are also capable of creating their own sand for Sandstorm.

Stunky: (Poison/Dark)
Stunky is capable of producing very bad odors. Once per battle it can release a terrible odor which can flinch the opponent, and uses two Poison Gases worth of energy to do so.

Sudowoodo: (Rock)
It is capable of holding perfectly still, which makes it almost impossible to detect if it's hiding in forested or woody areas. Its hard body makes it immune to its own recoil attacks.

Uxie: (Psychic)
Can levitate with ease. As the spirit of knowledge, Uxie will have a permanant boost of Cosmic Power, raising defense and special defense. However like other boosting moves, attempts to further boost defense will be reduced.

Vespiquen: (Bug/Flying)
Vespiquen is capable of controlling Combee in the area. If they are present, it can use its "order" attacks with them instead, requiring much less energy to do so. Vespiquen also shares a hivemind with its bees, and thus one cannot be surprised unless they all are, and one cannot be affected mentally unless they all are.


----------------------


Stuff that needs a lot of work or where Im not sure:
Abomasnow: (Ice/Grass)
No clue yet. Auto-hail is out.

Bannette: (Ghost)
Bannette is considered to be slightly familiar with Psychic attacks. See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.

Bastiodon: (Rock/Steel)
Bastiodon deals reduced damage with attacks that involve its skull. However in exchange attacks dealt to its front are reduced 10%.

Breloom: (Grass/Fighting)
Although they have small arms, Breloom can stretch their arms out to deliver punches.

Budew: (Grass/Poison)
Budew may open up it's bud to reveal a blue and a red petal. As a baby Pokemon it gains a bonus to cute attacks such as Charm and Attract.

Buizel: (Water)
Buizel feel much more comfortable in the rain, and are capable of moving faster during it. It is a very good swimmer, and faster in the water then out.

Chatot: (Normal/Flying)
Sound attacks are 10% more effective then normal.

Cherrim: (Grass)
It opens up during sunny weather, making it more enthusiastic to battle. In addition, its special attack and defense are boosted.

Combusken: (Fire/Fighting)
It's kicks are more effective then normal, doing 10% more damage.

Cranidos: (Rock)
Attacks involving the skull do 25% more damage, however he also recieves that much more damage from attacks directed there.

Cresselia: (Psychic)
Cresselia have a natural levitation ability, and move rather well in the air. Cresselia also fight more enthusiastically at night. Additionally it is more resistant to being put to sleep, and will usually not do so against its will.

Croagunk: (Poison/Fighting)
It has toxin sacs inside of its mouth. Poison attacks spat out will use 25% less energy then normal because of it.

Darkrai: (Dark)
Being asleep in its vicinity will induce nightmares automatically.

Delcatty: (Normal)
Attract, Charm and similar attacks are more effective then normal. It prefers to use its tail for slapping and similar attacks.

Drapion: (Poison/Dark)
Can rotate its head around 360 degrees.

Drifloon: (Ghost/Flying)
Drifloom is considered familiar with Psychic abilities. It can inflate its body to propel itself.

Electivire: (Electric)
Electrive is able to channel electric attacks through tail. It is filled with electricity, and physical attacks have a 10% chance of dealing slight paralysis as recoil.

Electrike: (Electric)
It is filled with electricity, and physical attacks have a 5% chance of dealing slight paralysis as recoil.

Floatzel: (Water)
Floatzel feel much more comfortable in the rain, and are capable of moving faster during it. It is a very good swimmer, and faster in the water then out.

Froslass: (Ice/Ghost)
Froslass is seen to be capable of convincing illusionism? Can hide easier in snow? I don't want to write too much here due to my attachment to this particular Pokemon lol. Need 2nd opinion.

Gabite: (Dragon/Ground)
Gabite is capable of seeing in the dark.

Gallade: (Psychic/Fighting)
Its arms are quite sharp, and any cutting type attack deals more damage then normal.

Garchomp: (Dragon/Ground)
Garchomp is capable of limited gliding, which works similar to agility in regards to speed and manuvering. It can see in the dark.

Gardevoir: (Psychic)
It's empathy makes it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective.

Gible: (Dragon/Ground)
Gible is capable of seeing in the dark.

Glameow: (Normal)
No clue at all.

Gorebyss: (Water)
It is considered familiar with Psychic attacks. Being a deep sea Pokemon, can see in the dark as well.

Grumpig: (Psychic)
Grumpig is excellent at using Bounce. It will use the attack much quicker then normal, and can Bounce much higher then normal as well. This boost also treats Grumpig as if though it is 100lbs heavier than normal in regards to additional strength.

Gulpin: (Poison)
Gulpin is quite strechy, and can make itself larger or smaller as needed. It enjoys eating things and will do so if ordered to.

Happiny: (Normal)
All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective. It's physical attacks are quite weak, and will do slightly less damage then normal.

Infernape: (Fire/Fighting)
Its flames on its head only go out when it is sleeping. They will increase and decrease in size depending on how intense the battle is, with more flames as the situation goes dire.

Kricketot: (Bug)
Kricketune: (Bug)
Sound based attacks and Metronome will take 25% less energy to use then normal.

Latias:
Latios:
The Lati family is capable of flight and are fairly fast at that. They are also able to keep themselves stationary in the air as if though they are levitating.


Lombre: (Grass/Water)
Lombre are capable of restoring more health and energy then grass Pokemon normally get in the rain.

Lotad: (Grass/Water)
Lotad are capable of restoring more health and energy then grass Pokemon normally get in the rain.

Ludicolo: (Grass/Water)
Ludicolo are capable of restoring more health and energy then grass Pokemon normally get in the rain.

Lunatone:
It can levitate indefinatly and is capable of seeing in the dark. It has slightly more ice energy then normal.

Makuhita: (Fighting)
Makuhita are slow and lack agility, but are sturdy and difficult to knock over. Makuhita have powerful hands, and any attacks performed by use of their hands (Arm Thrust, Knock Off, possibly Rock Slide) do 25% more damage.

Mamoswine: (Ice/Ground)
It is fairly large and sturdy, and attempts to knock it over are unlikely to work. When it charges it is difficult to make it stop.

Manectric: (Electric)
It is filled with electricity, and physical attacks have a 10% chance of dealing slight paralysis as recoil. In situations where an electric attack not originating from Manectric are used, there is a 50% chance it will be redirected to it, if it is within 10 feet of the attack.

Manaphy: (Water)
Manaphy can restore health from clean water or rain once per battle, restoring up to 1/4th of its maximum health. Heart Swap, as its signature move, uses only a small amount of energy.

Mawile: (Steel)
Its metal jaw is very strong and exceptionally difficult to force open. Attacks involved with it are 25% stronger then normal.

Milotic: (Water)
Attract and similar attacks are much more effective then normal. When it uses Safeguard, anyone who looks at it loses some of their fighting will due to its radiant beauty. As an attack once per battle, it can calm down an opponent with a calming aura. Doing so can get rid of any mental boosting moves the opponent might have.

Mime Jr.: (Psychic)
Mime Jr. is very good at using Mimic, and can Mimic attacks with less energy and is more flexible the type energy for the attacks Mimiced.

Mismagius: (Ghost)
Confuse Ray is much more effective then normal.

Mothim: (Bug/Flying)
While it can see in the dark, Mothim also has a heightened sense of smell. Its smell can help find the true location of an opponent.

Munchlax: (Normal)
Being quite hungry, it can eat anything. Munchlanx will recover a slight amount of energy for things eaten.

Nincada: (Bug/Ground)
Nincada are very good diggers, and can do so with speed and ease.

Ninjask: (Bug/Flying)
Ninjask is an exceptionally fast Pokemon.

Pachirisu: (Electric)
...

Phione: (Water)
Phione can restore health from clean water or rain once per battle, restoring up to a Thunderbolt worth of health.

Probopass: (Rock/Steel)
Moves about exclusively by levitation. The mini-noses can be controlled as if psychically and can be moved to the edge of its magnetic field (about 10 feet), allowing Probopass to use punching attacks from a distance. It has more electric energy then normal.

Purugly: (Normal)
Purugly is resistant to any sort of intimidation from its foes. In addition it is also slightly intimidating, and gains a boost to indimitation attacks.

Ralts: (Psychic)
It's empathy makes it very in touch with its opponent. Attacks that deal with the opponents mental state are slightly more effective. Teleporting also requires slightly less energy as well.

Rampardos: (Rock)
Attacks involving the skull do 25% more damage, however he also recieves that much more damage from attacks directed there. Its reckless charging is also quite difficult to stop against its will.

Regice: (Ice)
Being inorganic, Regice cannot be affected by Poison in any way. Its body creates a small cold aura around it, slightly reducing fire damage.

Regigigas: (Normal) - Being inorganic, Regigigas cannot be affected by Poison in any way. It requires 3 rounds before it can operate at full power, and so for the first three rounds all attacks will do 80% regular damage but afterwards attacks will do 120% damage.

Regirock: (Rock)
Being inorganic, Regirock cannot be affected by Poison in any way. Its body can be repaired with rocks, allowing upto a maximum of 10% of its health to be restored this way. Its repairing attempt counts as an attack and can be used multiple times until it reaches the 10% maximum.

Registeel: (Steel)
Being inorganic, Registeel cannot be affected by Poison in any way. Its body is made of solid steel and cannot be scratched.

Rhyperior: (Ground/Rock)
Rhyperior can create rocks from its hands for any rock based attack requiring some from the arena. Its charging based attacks do slightly more damage then normal as well.

Roselia: (Grass/Poison)
Roserade: (Grass/Poison)
As roses, physical contact may result in being hit by a poisonous thorn. Opponents touching this Pokemon have a 25% chance of taking a Poison Sting worth of damage as well as being poisoned. It also has a 1 foot aura of permanant Sweet Scent around it.

Rotom: (Electric/Ghost)
Rotom is very fast and can turn corners sharply. Always in Plasma mode. More information is in the ghost rules thread.

Salamence: (Dragon/Flying)
Salamence look fairly intimidating, and any attack meant to intimidate the foe will have a higher chance of suceeding.

Sealeo: (Water/Ice)
No clue

Shedinja: (Bug/Ghost)
See Ghost Rules.

Shellos: (Water)
Its body is quite slimy, making it difficult to grab and hold onto. They are also able to stick to the ground. Any weight attack used against them will when stuck will have them considered to be double their weight.

Shieldon: (Rock/Steel) - See Bastiodon.
Shieldon deals reduced damage with attacks that involve its skull. However in exchange attacks dealt to its front are reduced 10%.

Shiftry: (Grass/Dark)
Shiftry are quite adept jumpers, and can jump higher then normal. It is considered familiar with wind based attacks.

Shroomish: (Grass) - See Breloom.
If breloom is no good then no idea here.

Shuppet: (Ghost)
Shuppet is considered to be slightly familiar with Psychic attacks. See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.

Skitty: (Normal)
Attract, Charm and similar attacks are more effective then normal. Skitty prefer to use their tails for slapping.

Skorupi: (Poison/Bug)
No clue

Slakoth: (Normal)
Slakoth is quite lazy and unmotivated. In a dire situation where it seems unlikely Slakoth can win, it might lose motivation and do what it wants.

Slaking: (Normal)
Slaking is quite lazy and unmotivated, although less so then its previous form. In a dire situation where it seems unlikely Slaking can win, it has a small chance to lose motivation and do what it wants.

Snorunt: (Ice)
Uhh....

Snover: (Ice/Grass)
See above.

Spheal: (Water/Ice)
See above.

Spinda: (Normal)
See above.

Spiritomb: (Ghost/Dark)
Spiritomb is capable of levitation, although when KOed or asleep will return into its keystone.

Spoink: (Psychic)
Spoink's pearl boosts its Psychic abilities, and will be weakened when it is away from it. The pearl can be lost or broken, and will require a 1 SP fee to purchase a new one.

Staraptor: (Normal/Flying)
Intimidate? Not really sure.

Staravia: (Normal/Flying)
Got me.

Starly: (Normal/Flying)
SUX

Swablu: (Normal/Flying)
Not sure

Swalot: (Poison)
Swalot is quite strechy, and can make itself larger or smaller as needed. It enjoys eating things and can do so with ease if ordered to.

Swellow: (Normal/Flying)
I dunno, lol.

Tangrowth: (Grass)
The thick mass of vines surrounding Tangrowth cushion it from blows somewhat, so physical attacks do less damage than normal. Its arms can be extended 10 feet as well to reach or to attack.

Torchic: (Fire)
It's always warm? I dunno.

Toxicroak: (Poison/Fighting)
Attacks dealt with the claws will have an additional 10% chance of poisoning. It has toxin sacs inside of its mouth. Poison attacks spat out will use 25% less energy then normal because of it.

Trapinch: (Ground)
Trapinch is an exceptional digger and can do so with much speed and ease. It is capable of seeing in the dark.

Vibrava: (Ground/Dragon)
Vibrava is capable of flying in the air with much ease. It flaps its wings quite fast, and any physical attack involving its wings will have a chance to make the opponent flinch. It can see in the dark.

Volbeat: (Bug)
Volbeat and Illumise are attracted as if they were the same species. Their scent and lighting based attacks are boosted. Its tail light can let it see in the dark, and light the arena for other Pokemon.

Wailmer: (Water)
Pudgy, slow, but has some defense boost?

Wailord: (Water)
Gigantic and awkward out of water. It has a decent swimming ability, but is excellent at diving. Works best in large arenas where it can fit and move around with ease.

Walrein: (Water/Ice)
Slow but sturdy, possible defense boost?

Wingull (Water/Flying)
Er, not sure.

Whiscash: (Water/Ground)
These Pokemon can set off earthquakes with ease, and any earth based ground attacks are quicker to use and will require less energy. Its whiskers can also help locate a real opponent if it is nearby.

Wynaut: (Psychic)
(Description reserved for Mozz over nine thousand years ago)

Y
Yanmega: (Bug/Flying)
Not too sure. Maybe some sort of sound boost. Not a whole lot show in the anime?

Z
Zigzagoon: (Normal)
The ZigZag running may be mentioned. More agile than Linnone but not as fast thing?
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Old 09-13-2009, 10:46 PM   #21
Jerichi
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Quote:
Originally Posted by Holy Emperor View Post

Stuff that is ready:
Ambipom: (Normal)
Ambipom are more nimble, particularly with their tails. They can anchor themselves to something with their tails, leaving their limbs free to do other things. They are also more likely to stop from falling if there’s something within grabbing distance of their tail.

If this is CP'd directly from Aipom it's fine, but if not I'd recommend adding something about preferring the use of the tail for hand-attacks. Not really needed but could be somewhat important.

Aggron: (Steel/Rock)
Aggron can see in the dark. Due to it's exceptional hardness, it will not take recoil damage from attacks it uses.

Aron: (Steel/Rock)
Aron can see in the dark. Due to it's exceptional hardness, it will not take recoil damage from attacks it uses.

Good and I believe there is at least some anime evidence of seeing in the dark too.

Glaceon: (Ice)
Glaceon have sensitive hearing, at the expense of being more vulnerable to sound attacks.

S'fine.


Stuff that still needs work:

Altaria: (Dragon/Flying)
Altaria's sings are much more effective then normal, and thus are quicker to perform and more difficult to interupt. On a cloudy day it can be sightly difficult to see in the air as well.

Good.

Anorith: (Bug/Rock)
Anorith is an adept swimmer. Despite its weakness to water, can swim without taking damage. As a deep sea Pokemon, it can see in the dark.

Also mention something about being able to hold it's breath. I know it seems repetitive but it's relevant.

Armaldo: (Bug/Rock)
Armaldo is an adequate swimmer, losing it's ability to swim as well with its evolution. Like its earlier form, it can swim without taking damage despite its typing. As a deep sea Pokemon, it can see in the dark.

See Anorith.

Azelf: (Psychic)
Can levitate with ease. Due to being the spirit of willpower, will stay around for one round after it should have been KOed.


Good.

Barboach: (Water/Ground)
Barboach is naturally wet. It's slime makes it difficult to hold onto.


You could probably just C/P directly from Wooper. Also maybe the fish thingy would fit here.

Beautifly: (Bug/Flying)
Beautifly’s powders are slightly more effective than normal.


Good. Remember to change the name though. :P

Bidoof: (Normal)
A relatively simple minded Pokémon, Bidoof is more likely to misinterpret conditional commands, but is immune to confusion. Bibdoof also have powerful teeth, and so any biting attack will deal 25% more damage.

Bibarel: (Normal/Water)
A relatively simple minded Pokémon, Bidoof is more likely to misinterpret conditional commands, but is immune to confusion. Bibdoof also have powerful teeth, and so any biting attack will deal 25% more damage.

Both good.

Bronzong: (Steel/Psychic)
Bronzong may levitate itself a short distance above the ground. Being inorganic, Bronzong cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.

Bronzor: (Steel/Psychic)
Bronzor may levitate itself a short distance above the ground. Being inorganic, Bronzor cannot be affected by Poison in any way, unlike other Steel types who could be affected if the Poison is ingested internally.

Both good.

Carvahna: (Water/Dark)
Being a piranha, Carvahna bites are quite strong and will do 10% more damage then normal.


Good otherwise.

Chingling: (Psychic)
Chingling have a natural levitation ability, and move rather well in the air, although they are not the fastest.

Good.

Chimeco: (Psychic)
Chimeco have a natural levitation ability, and move rather well in the air, although they are not the fastest. It may stick to things with the suction cup on its head.

Specify the weight thing ala Caterpie.

Cherubi: (Grass)
Cherubi is capable of absorbing energy from its second head. This counts as an attack, and Cherubi will recover a Thunderbolt worth of energy in doing so. However this is only usable once per battle.

The recovery seems a bit much but this one is probably up to Muyo.

Cradily: (Rock/Grass)
Cradily can stick to the ground to absorb nutrients. Lifting or trying to move this Pokemon will count as it having double weight. Cradily's Ingrain is more effective then normal. While it is capable of movement when not rooted down, it is quite slow, as it must hop around to get around.

Good.

Finneon: (Water)
As a water butterfly, it's wind attacks are more effective then normal. Finneon have more type energy then normal for all of its "wind" based attacks, such as Silver Wind, Gust, Icy Wind etc.

Good.

Glalie: (Ice)
Glalie can naturally levitate, and can keep it up indefinitely. It's appearance makes it slightly intimidating. Biting attacks are also somewhat stronger then normal.

Good.

Huntail: (Water)
Being a deep sea Pokemon, it can see in the dark. Its lures prey with its tail, and if ordered can distract a Pokemon with it once per battle. Its usage is limited like Attract in which the opponents mental state is considered and will wear off similarly as well.

Good.

----------------------


Stuff that needs a lot of work:
Abomasnow: (Ice/Grass)
No clue yet. Auto-hail is out.

Maybe something about being able to hide well in forests just to fill it? I dunno, lol

Arbok: (Poison)
An Arbok is a fairly intimidating Pokemon. Against a Pokemon that would reasonably be afraid of an Arbok, an Arbok’s fear-inducing attacks are more effective. Its poisons are also slightly more potent than normal. Arbok can see in the dark. It is capable of detecting location of foes by pressing against the ground and sensing vibrations, similar to how real snakes "hear". Finally, Arbok can hold their breath under water for up to half an hour.

Thought this one was already done. Mentioning digging ability is also worthwhile.

Bannette: (Ghost)
Bannette is considered to be slightly familiar with Psychic attacks. See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle.

Good, I suppose, but proof for the familiarity would be best.

Bastiodon: (Rock/Steel)
Bastiodon deals reduced damage with attacks that involve its skull. However in exchange attacks dealt to its front are reduced 10%.

Good.

Blaziken: (Fire/Fighting)
Blaziken is a very good jumper, and can leap upto 50 feet. In additon kicking attacks will do 15% more damage then normal.

Needs a mention of the wrists as they work like Cyndaquil's quill fire.

Bonsly: (Rock) it is capable of holding perfectly still, which makes it almost impossible to detect if it’s hiding in forested or woody areas. It does not take damage from recoil attacks.

A boost to Mimic might be a good idea. Also a Fake Tears boost.

Breloom: (Grass/Fighting)
Breloom contains many various spores all over its body. Physical contact has a 10% chance of releasing a random spore onto the opponent.

A little iffy about this one.

Budew: (Grass/Poison)
Budew may open up it's bud to reveal a blue and a red petal.

Got me.

Buizel: (Water)
Buizel feel much more comfortable in the rain, and are capable of moving faster during it. It is a very good swimmer, and faster in the water then out.

Minor hovering with the tails has been shown but I'm not sure if it's really worth including.

Buneary: (Normal)
It's attract and related attacks are slightly more effective. It is capable of jumping in the air higher then normal.

Good.

Burmy: (Bug)
It can blend into the enviornment with ease, and is capable of staying perfectly still to avoid detection. It can hold onto things with its appendage on its head.

Being able to take camouflage from the environment when it's coat is knocked off is probably worth noting. Also the appendage should give some level of stick but the springy nature of it might cancel that out.

Cacnea: (Grass)
Due to its spikes, physical attacks will deal a small amount of recoil (1/5th) and pain if its opponent has skin that can be pierced. Having Sandstorms as its natural enviornment, it is not as effected by it as normal Pokemon would be.

Good.

Cacturne: (Grass/Dark)
Due to its spikes, physical attacks will deal a small amount of recoil (1/5th) and pain if its opponent has skin that can be pierced. Having Sandstorms as its natural enviornment, it is not as effected by it as normal Pokemon would be.

Good. Also maybe being able to stand perfectly still?

Carnivine: (Grass)
Carnivine may levitate itself a short distance above the ground by expending minor energy for each round it remains levitated. Its bites and absorbs are 10% more effective then normal.

Good.

Chatot: (Normal/Flying)
Sound attacks are 10% more effective then normal.

Good.

Cherrim: (Grass)
It opens up during sunny weather, making it more enthusiastic to battle. In addition, its special attack and defense are boosted.

Good.

Chimchar: (Fire)
Its flames on its back only go out when it is sleeping. They will increase and decrease in size depending on how intense the battle is, with more flames as the situation goes dire.

Good.

Combusken: (Fire/Fighting)
It's kicks are more effective then normal, doing 10% more damage.

Good.

Cranidos: (Rock)
Attacks involving the skull do 25% more damage, however he also receives that much more damage from attacks directed there.

Good.

Crawdaunt: (Water/Dark)
Crawdaunt can swim, but prefers to walk along the bottom of the water instead of swim in it. It's claw attacks are stronger then normal.

Good.

Cresselia: (Psychic)
Cresselia have a natural levitation ability, and move rather well in the air. Cresselia also fight more enthusiastically at night.

Good.

Croagunk: (Poison/Fighting)
Still no idea. Is it's body covered in poison?

Possibly slippery? Increased chance of poison?

Clampearl: (Water) Clampearl lacks legs, so its movement on land consists of hopping about a foot at a time. While swimming, Clampearl opens and closes its shell to move through the water. A Cloyster’s shell is hard, reducing the damage from all attacks. The most vulnerable spot of a Clampearl is its face, where its defense is considered to be halved. When its shell is shut it takes extreme jarring force to open Clamperl against its will.

Good.

Darkrai: (Dark)
Being asleep in its vicinity will induce nightmares automatically.

Good. Possible boost to sleep-related attacks. (Not like it matters though.)

Delcatty: (Normal)
Attract, Charm and similar attacks are more effective then normal.

Good.

Drapion: (Poison/Dark)
Can rotate its head around 360 degrees.

Good.

Drifloon: (Ghost/Flying)
Drifloon is considered familiar with Psychic abilities.

Good. Also maybe something about inflation to propel?

Dusknoir: (Ghost)
See ghost Pokemon rules, all ghosts fight more enthusiastically at night, though light does not hinder their ability to battle. Dusknoir may also levitate itself a short distance above the ground by expending minor energy for each round it remains levitated.

Dusknoir -should- be able to levitate naturally. Also it's hands should work similarly to Haunter's.

Electivire: (Electric)
Electrive is able to channel electric attacks through tail. It is filled with electricity, and physical attacks have a 10% chance of dealing slight paralysis as recoil.

Good.

Electrike: (Electric)
It is filled with electricity, and physical attacks have a 5% chance of dealing slight paralysis as recoil.

Good.

Empoleon: (Water/Steel)
Empoleon is a very proud Pokemon. May experience rivalry with others of its evolutionary family.

Mention increased resistance to cold?

Feebas: (Water)
Feebas is an excellent swimmer in the water. However, it is basically helpless out of water.

Good.

Floatzel: (Water)
Floatzel feel much more comfortable in the rain, and are capable of moving faster during it. It is a very good swimmer, and faster in the water then out.

See Buizel.

Froslass: (Ice/Ghost)
Froslass is seen to be capable of convincing illusionism? Can hide easier in snow? I don't want to write too much here due to my attachment to this particular Pokemon lol. Need 2nd opinion.

Muyo has some rudimentary rules for her that should end up in the new Ghost rules if they're ever written. Froslass apparently can't go entirely Invisible or Ethereal and leaves a little glimmer of Ice in both states. Or something. Snow hiding might work though.

Gabite: (Dragon/Ground)
Gabite is capable of seeing in the dark.

Good.

Gallade: (Psychic/Fighting)
Its arms are quite sharp, and any cutting type attack deals more damage then normal.

Good.

Garchomp: (Dragon/Ground)
Garchomp is capable of limited gliding, which works similar to agility in regards to speed and manuvering.

Good.

Gardevoir: (Psychic)
It's empathy makes it very in touch with its opponent. Attacks that deal with the opponents mental state are more effective.

Good.

Gastrodon: (Water/Ground)
Gastrodon has two different forms, although they are not different from each other other then looks. It is also slimy, making it difficult to grab and hold.

Copy/paste Quaggy and possibly mention ability to hold to the ground.

Gible: (Dragon/Ground)
Gabite is capable of seeing in the dark.

Good.

Glameow: (Normal)
No clue at all.

Something about tricks? I dunno.

Gliscor: (Ground/Flying)
Gliscor are not true fliers: instead, they glide. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. Upon evolving, their claws got quite stronger and attacks that use it are 15% stronger then normal. Gliscor can see in the dark, and fight more enthusiastically at night.

Good.

Gorebyss: (Water)
It is considered familiar with Psychic attacks. Being a deep sea Pokemon, can see in the dark as well.

This one is up for debate based on the anime but it makes sense to me.

Grotle: (Grass)
Grotle are vulnerable if knocked on their backs, as they have a hard time getting up. However in exchange attacks on their shell do slightly less damage.

Good.

Grumpig: (Psychic)
Grumpig's pearl boosts its Psychic abilities, and will be weakened when it is away from it. However he is always aware of it's location.

More relevant for Spoink as Grumpig's pearls are pretty much stuck to his face.

Gulpin: (Poison)
Gulpin is quite strechy, and can make itself larger or smaller as needed. It enjoys eating things and can swallow anything.

Good, but needs a bit of rewording.

Happiny: (Normal)
All baby Pokemon’s Charm attacks, if the Pokemon can be Charmed, are twice as effective. It's physical attacks are quite weak, and will do slightly less damage then normal.

Actually the anime suggests otherwise but I'm not sure if that's unique to Brock's Happiny or what.

Heatran: (Fire/Steel)
Being a fire type, although it is neutral to it's own type is capable of staying in lava indefinately. It is also quite adept at moving inside of it and lava based attacks are slightly stronger then normal.

Good.

Hippowdon: (Ground)
Hippowdon is capable of creating sand from its body when using Sandstorm, as opposed to relying on the arena for the attack.

Good.

Honchkrow: (Dark/Flying)
Honchkrow is fairly intimidating, and attacks intended to intimidate will do so with boosted effectiveness. Similarly, any intimidation attack against it will be less effective.

Good, may be of note to mention ability to control neutral (ie wild) or friendly Murkrow.
Jeri input, will edit as Kuno edits.
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Old 09-13-2009, 10:56 PM   #22
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I meant post it in LO discussion, Kuno xd.
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Old 09-13-2009, 11:36 PM   #23
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Silly Kuno.
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Old 09-13-2009, 11:51 PM   #24
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I figured I'll post it here since my help is from non-LOs, also it helps alot to have everyone see the process.

Also I made up something for the Regis. Not sure if it's in anime but it was in their 'dex. And while that doesn't really count, I am of the opinion all legends sould have something somewhat cool, and those 3 just seem so bland. Sure it's kinda biased since I like legends but they should all have some special ability other then nice movesets (although some don't even have that much).
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Old 09-14-2009, 08:51 AM   #25
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Edited my post with the proper groupings and every characteristic more or less.
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