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Marcello

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Post Comments posted by Marcello

  1. Hello yes it is me, a user who has definitely played Rejuv, here to make suggestions about some of the mons I like which are not very good uwu

     

    Separated helpfully by gen!

     

    Gen 1:

    • Nidoqueen/king (could work for either) - Swaps Atk. and SpAtk, and makes the secondary effects of moves still activate with Sheer Force

     

    • Wigglytuff - Sing has 100% accuracy and hits both targets in doubles, but sleep only lasts 2 turns

     

    • Alolan Dugtrio - Tangling hair procs when Dugtrio's moves make contact as well, and sets a 'layer of hair' (e.g. Sticky Webs) when Dig is used

     

    • (ALL Forms) Meowth [This is not a joke I swear I think this is a cool idea] - Regardless of regional variant, gives Meowth all the resistances of Normal, Dark AND Steel type (e.g. Ghost, Dark & Poison immune, Resists every type except Fire, Fighting, Water, Ground & Electric)

     

    • Primeape (Anger Point only) - All attacks against this pokemon are critical

     

    • Snorlax - Immune to Sleep. Double speed, but take double damage.

     

     

    Gen 2:

    • Sunflora - Petal Dance becomes like a damage over time move, e.g. Sunflora can still use other moves on subsequent turns while the hits continue to happen

     

    • Octillery - Octazooka cannot miss, and gains a metronome effect (the item, i.e. it gets stronger the more times in a row it is used)

     

     

    Gen 3:

    • Hoennian Linoone - Its normal type moves become super effective against dark type pokemon (Revenge against the Galarians being able to evolve!)

     

    • Ludicolo - Doubles the healing effect of Rain Dish, or increases the speed boost of Swift Swim by 50% based on ability. Either way, makes Rain Dance last the maximum length when used by this mon, and makes this mon immune to self-confusion from teeter dance.

     

    • Masquerain - Intimidate lowers ALL stats of the foe by one stage, but prevents Masquerain from being able to switch out.

     

    • Ninjask/Shedinja Duo Crest - As long as both pokemon are unfainted in your party with the crests, both pokemon have the effects of Speed Boost AND Wonder Guard. (I know this one is weird so if you like it enough to actually wanna use the idea I'm willing to program it in because I imagine it'll be kinda sucky to do LOL)

     

    • Grumpig - Bounce does Special damage, has an increased chance to paralyze, and hits all opponents in doubles

     

    • Spinda - Simple + Moody. That is all.

     

     

    Gen 4:

    There's nothing here all the Gen 4 mons I really like are powerful and I don't have ideas for creative ways to change their playstyles

     

    Gen 5:

    • Emboar - Increases the damage scaling on Heat Crash/Heavy slam (i.e. makes the maximum BP higher if weight difference is big enough) and double Emboar's weight

     

    • Simisage/Simisear/Simipour - If no pokemon in your party are dual typed, crest holder gains STAB and resistances of ALL pokemon types in the party.

     

    • Ferrothorn - Swaps Speed with Defense, and Special Attack with Special Defense

     

    • Galarian Stunfisk - Snap Trap now does its damage when hit with a contact move rather than when used (like the charge of Beak Blast). Sets a Snap Trap at the start of each turn

     

     

    Gen 6:

    • Greninja (ONLY with Protean) - Becomes Pure Dark type. Triple STAB bonus. Cannot use damaging moves which are not Dark Type.

     

    • Pangoro - Whole party is immune to Psychic type damage while this mon is unfainted.

     

    • Hawlucha - All Fighting and Flying type moves become Fighting/Flying moves like Flying Press. Recieve STAB twice from dual typed moves.

     

    • Avalugg - All moves gain +1 priority. Cannot use status moves. (Give the coffee table some coffee!)

     

     

    Gen 7:

    • Crabominable - Punching moves hit twice, but needs to recharge (like hyper beam) after using a punching move.

     

    • Ultra Beast (any) - Makes Beast Boost boost the TWO highest stats, but locks into the first move used like a choice item.

     

     

    Gen 8:

    • Inteleon - If opponent is KO'd with a critical hit, restore 50% of max HP.

     

    • Cramorant - Adds a new form to Gulp Missile below 25% hp which has it gulping a second Cramorant. The gulp damage has no secondary effect in this form, but it remains in this form for the remainder of the battle, staying after inflicting the damage or even if healed. (I think this is a genuinely good idea but also 95% of the reason I suggested it is I want to make Zumi sprite it.)

     

    • Mr. Rime (Screen Cleaner only) - Screen Cleaner only removes screens from the opponent's side of the field, while also removing hazards from your side of the field. Loses 1/8 of max HP on switch in.

     

    • Falinks - No Retreat no longer fails if used more than once. Falinks' PP usage is doubled.
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