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Pokemon Re-Balanced: Creative Content for Game Developers


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For anyone looking to create or update their own pokemon game, I have a large quantity of new/updated items, moves, abilities, pokemon evolutions, gameplay mechanics, and concepts for you to use. These are all meticulously balanced effects designed to fix current problems and overhaul the pokemon gameplay experience. Below are just a few examples of my ideas. Feel free to PM me or comment if you are interested in more. Consider me in any future projects you undertake and I would be glad to discuss my ideas with you.

 

General:

 

Freeze: Frozen Pokemon have their Special Attack halved and have a 25% chance each turn to be fully frozen, and thus unable to take action. (this synthesizes the pre-existing burn and paralysis effects and makes freeze much more interactive)

 

Day Care: Currently, the Day Care automatically teaches your pokemon every new move they learn by level up and replaces old moves without the player's consent. This is very annoying, and can cause your pokemon to forget valuable moves you didn't want them to forget. Now, when you take a pokemon back from the Day Care, the Day Care Lady will prompt you by telling you that your pokemon has learned new moves in her care. You may then decide all at once what new moves you want to teach your pokemon after you take them out of the Day Care. 

 

Overgrow/Blaze/Torrent & Pressure: Removed from all starters and replaced with abilities that give each starter more of a unique identity (in addition to other balance changes for starters). Also replaced pressure on a number of legendaries, as well as reworking many legendaries to give them a more unique identity.

 

Updated Items:

 

Focus Band: Holder takes x.75 damage, but only when hard switching directly into an attack, or x.5 damage if the holder is below half HP.

Grip Claw: Holder deals x1.3 damage to trapped pokemon.

Wave Incense: Holder takes x.8 damage from neutrally-effective attacks.

 

New Items:

 

Terrain Boots: Holder is immune to entry hazards.

Master Belt: Holder's Non-STAB moves deal x1.3 damage.

Pure Herb: (Consumable) Fully heals the holder and cures their status after they use a 4th unique move without switching out.

 

Updated Abilities:

 

Symbiosis: After the user faints, heals the next pokemon switched in by 1/4th of the max HP of the fainted pokemon (applies before entry hazards).

Anger Point: Raises the user's Critical Hit Ratio by 1 stage when an opponent uses a status (non-attacking) move.

Unnerve: Makes the opponent unable to use any held consumable item and also prevents them from eating leftovers.

 

New Abilities:

 

Relentless: User damages pokemon switching out for 1/8th of their max HP (rapidash, primeape, dodrio, etc).

Indomitable: User takes x.5 damage from moves with a base power of 100 or more (tyranitar, aggron, bastiodon, etc).

Buzzkill: If user faints, resets all of the opponent's stat boosts (pinsir, wigglytuff, golduck, etc).

 

Updated Moves:

 

 

Razor Wind: Now flying-type and executes in one turn.

Worry Seed: Now becomes an entry hazard that changes the ability of every pokemon switching in to insomnia (does not affect grass-types).

Vicegrip: now 80 base power and traps opponents.

Aqua Ring: Now heals the active pokemon by 1/8th of their max HP at the end of each turn. Lasts for 5 turns.

Aurora Beam: Now 50 power, 90 accuracy, special; has a 70% chance to raise the user's Special Attack one stage.

 

New Moves:

 

Shock Treatment: electric-type, 80 power, 100 accuracy, physical; suppresses the opponent's ability.

Cannonball: steel-type, 60 power, 90 accuracy, special; replaces the opponent's held item with an Iron Ball (or gives them one if not holding an item).

Rejuvenate: fairy-type, status; heals a non-active party pokemon by a flat amount equal to 1/3rd of the user's max HP.

Pestilence: bug-type, 120 power, 100 accuracy, special; reduces the user's Special Attack and Special Defense by 1 stage after use.

Necromancy: ghost-type, x power, 100 accuracy, special; x = 27 multiplied by the number of fainted pokemon in your party.

 

New Pokemon Evolutions:

 

Parastrain: (use dusk stone on parasect) Bug/Dark with Poison Heal/Effect Spore/Damp

75 HP, 115 ATK, 85 DEF, 80 Sp. ATK, 85 Sp. DEF, 40 SPE   480 BST

 

Rumbell: (use shiny stone on Chimecho) Psychic/Electric with Levitate

95 HP, 60 ATK, 90 DEF, 105 Sp. ATK, 100 Sp. DEF, 80 SPE   530 BST

 

Philosiphowl: (from Noctowl at level 40) Psychic/Flying with Insomnia/Keen Eye/Tinted Lens

110 HP, 55 ATK, 71 DEF, 94 Sp. ATK, 106 Sp. DEF, 81 SPE   517 BST

 

Previous Pokemon Changes:

 

Luxray becomes Electric/Dark and has its Special Attack and Speed switched.

Dragonite becomes Seraphair, complete with new art patterned after Dragonair, becomes pure dragon-type, and gets Cloud Nine instead of Inner Focus.

Wailord gets multiscale instead of water veil, evolves at level 50 instead of 40, and both Wailmer and Wailord gain +15 Speed.

 

New Field Effects:

 

#--------------------------- Imperial Palace [IP] --------------------------------#
"All hail her Imperial Majesty..."
*    Embargo lasts 8 turns
*    Frisk lowers the opponent's Accuracy
*    Imprison and Pursuit deal Super-effective damage to Dark types
*    Track Down does 1/4th Max HP (from 1/8th)
*    Pokemon with Overcoat take x.75 damage from neutrally-effective attacks
*    Battle Armor raises both Defense and Sp. Defense on switch-in
*    Items cannot be stolen
*    Foul Play always fails
*    Stockpile heals for 1/8th Max HP
*    Substitute and Swords Dance have Priority +1
*    Entrainment makes the target's ability Truant
*    Frustration always hits with max power
*    Torment additionally damages the opponent at the end of each turn for 1/6th of their Max HP
*    King's Shield protects against status
*    Beggar's Cup and Leftovers items are confiscated
*    Heal Order restores 66% Max HP (from 50%)
*    Harsh Rod's damage becomes x1.5 (from x1.3)
*    Guillotine becomes a 100 power, 100 acc physical Steel type move with a high Critical Hit Ratio
*    Pokemon with Serene Grace and Queenly Majesty deal x1.25 and x1.5 damage, respectively
*    Infiltrator, Magician, and Illusion increases Evasion on switch-in
*    These moves increase in base power x1.25:
*        Take Down        Punishment        Assurance        Judgment        Noble Roar
        Attack Order        Round            Uproar            Sacred Sword        Secret Sword
        Saber Strike
*    These moves increase in base power x1.5:
        Pursuit            Power Trip        Rage            
*    These moves increase in base power x2:
        Pay Day            Imprison        Justice Hammer        Disarming Voice
*    The accuracy of these moves becomes 100:
        Take Down        Cut-in-Two        Light of Ruin        Saber Strike
*    The following moves' and abilities' stat-changing effect is amplified:
*        Competitive        Defiant            Captivate        Justified        Defend Order
        Confide            Leer            Iron Defense        Riot Shield        Barrier            
*    Nature Power becomes Sacred Sword
*    Camouflage changes the user's type to Steel
*    Secret Power may lower Attack

Edited by Octavius
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While I really like some of your ideas a couple of them have the potential to be game breaking. Like the move rejuvenate if blissey uses that with its hp it can basically heal up most of your team in a couple of terms. Buzzkill has the potential to completely ruin all of your set-up in one turn and if an opponent uses it it will a pain and it would game breaking in multiplayer. Indomitable basically makes tyranitar much harder to kill as one thing to deal with it is earthquake which a lot of pokemon can learn and other moves like hydro pump and hi jump kick lose their effect on it as well and those are just the moves I thought of the top of my head. A lot of your ideas are really good but I think they would make some pokemon over powered.

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Thanks for the comments, but like I said, these have already been balanced! Namely, the pokemon that have access to such strong moves/abilities is a huge factor. I'm not trying to make premium clerics like Blissey even better, and therefore Blissey would not be able to learn rejuvenate. And while buzzkill is potentially very powerful in stopping setup sweepers, the pokemon that get it aren't very good competitively. Furthermore, indomitable only turns earthquake from an OHKO to a 2 hit KO (which something like sturdy already does), but indomitable, unlike sturdy, makes players consider using different moves other than earthquake and close combat on every mon, ever (although T-Tar is still OHKO'd by pretty much anything using close combat, even with indomitable). And if T-tar is running indomitable, he can't also run sand stream, which also makes T-tar more difficult to kill by upping its Sp. DEF and is a pretty darn good ability in its own right.

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