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Outside Indoorsman

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  1. True enough. But at the same time, I find myself thinking of fighting Adrienn on the Misty Terrain and Ryland in the Desert in Rejuvenation - and those were really fun battles, at least with hindsight. Hard, but fun. I... guess I wanted fields that just emphasized overwhelming firepower less? Like with the battles against Amaria and Charlotte and Hardy - basically, if you can somehow live through their attacks, it's not too hard, but they hit harder than anything.
  2. And I got thinking on this, so... well, here we go. Mysterious Fog Field Strengthens Dark attacks by x1.2 and Ghost attacks by x1.3 Lowers accuracy for Special and ranged Physical attacks by 67%. If a Pokemon with Illuminate or Dazzling is on the field, this effect is suppressed. Keen Eye pokemon do not have the accuracy drop applied to them. Double Team’s effect is doubled. Disable can now be used twice. Anticipation and Forewarn make the pokemon holding them incapable of being hit by the move they have warning about. Supersonic also increases Accuracy by one stage when used. Dazzling Gleam deals x1.5 damage, and also reduces the Accuracy of all pokemon on the field by one stage. Cursed Body now has a 100% activation chance if the opponent isn’t disabled and reduces damage taken from moves by x0.75 Perish Body doubles Defense and reduces the time before fainting to a single turn. Shadow Shield prevents all damage from being dealt on the first hit once per battle (after the first hit, further uses of Shadow Shield activate normally). Disguise now works at all times against Special moves. Prankster now works on Dark-type pokemon. Pokemon with the ability Mummy sharply lower the speed of any pokemon who hit them. The ability Wandering Spirit removes weaknesses to the Ghost type and Dark type for any pokemon who has it. Nature Power becomes Shadow Force. Magical Seed changes user’s type to Ghost and ability to Wandering Spirit. Can be created by using Night Daze, Shadow Force, Phantom Force, or Dark Void on the Corrosive Mist Field or the Misty Terrain, or by sending in a pokemon with Dark Aura on the same terrains. Turns into the Misty Terrain if a Pokemon with Fairy Aura is sent in. Lightless Cave Field “Can’t see a thing…” Dark Type attacks are strengthened by x1.1 and always hit. Rock-type attacks are strengthened by x1.25. Keen Eye is suppressed. Sound Moves damage all pokemon and cannot be dodged. All non-Dark attacks that don’t affect the entire field have their hit chance reduced by 50%. If a Pokemon with Illuminate or Dazzling is on the field, this effect is suppressed. Supersonic increases accuracy by one stage when used. Flash affects all pokemon and has its effect doubled. Infiltrator restores accuracy to normal for Physical attacks. The Telepathy ability restores accuracy to normal for Special attacks. Inner Focus restores accuracy to normal for all attacks. Anticipation and Forewarn make the pokemon holding them incapable of being hit by the move they have warning about. Intimidate does not activate. Nature Power becomes Night Daze. Telluric Seed increases Speed stat and Accuracy stat by one each. Can be created by sending in a Pokemon with Dark Aura on a Dark Crystal Cave or Crystal Cave field, or using Night Daze or Dark Void on a Cave or Dark Crystal Cave field. Turns into a Dark Crystal Cave field when Flash is used, and reduces the accuracy of all pokemon on the field by four stages. Combat Arena/Fighting Dojo “Everyone, you are welcome!” Attack and Defense stats are treated as the same stat, now referred to as the “PHYSICAL” stat. The higher stat, whether Attack or Defense, is now used for the Physical stat. All Punch and Kick moves, as well as Seismic Toss, Cross Chop, Karate Chop, Storm Throw, Force Palm, Flying Press, Submission, and Vital Throw are strengthened by x1.2. Focus Punch’s “flinch if hit” side effect is removed. Priority remains the same. Rage locks the user into the move and raises Attack every turn. Psychic moves deal Normal damage instead. All Punches, Kicks, Fighting, and Normal type moves act as if Foresight was applied to them. Detect can be used twice in a row before failing (it will fail without fail on the third attempt). Anger Point only raises Attack by one stage but activates whenever a hit lands. Competitive raises Special Attack by one stage when entering the battlefield. Defiant raises Attack by one stage when entering the battlefield. RKS System becomes Fighting type. No Guard affects all pokemon on the field. Iron Fist raises the damage of all physical moves by x1.2 Nature Power becomes Focus Punch. Vital Spirit prevents the holder from being affected by any status (statuses can be placed on them, but the pokemon acts as if there is no effect). Synthetic Seed applies Mat Block. Recycle cannot recover the Seed. Field turns into the Glitch Field if Conversion2 is used. Can be created on the Glitch Field if Conversion is used. Hive Field "Everything is buzzing..." Swarm is active at all times. Pokemon with Swarm gain the effects of Parental Bond on all Bug-type moves. First Impression can be used at all times. Tail Glow raises both Attack and Special Attack sharply. Sticky Web sharply lowers speed. String Shot lowers speed drastically. Defend Order raises Special Defense and Defense by two each. Heal Order and Pollen Puff fully heal the target. Pokemon with Honey Gather heal 1/8 of their health and their allies’ health every turn. Shield Dust raises Special Defense upon entering the battlefield. Compound Eyes raises Accuracy upon entering the battlefield. Tinted Lens ensures all moves are either of normal effectiveness x1.1 (x1.1 minimum base power damage to the enemy) or greater. Pokemon who use Rock, Fire, and Flying moves or AOE moves that hit all pokemon get hit four times by Twinneedle, acting as if it was used by a Beedrill. This effect cannot be avoided or dodged, and applies to both teams. If Explosion or Self-Destruct is used, the effect of String Shot is applied instead. Elemental Seed applies Sticky Web to the enemy team, Protect to the user, and makes the Seed pokemon have to recharge. Field cannot be created or destroyed.
  3. I was thinking about this yesterday, and it sort of dawned on me how few fields have a true "defensive" theme to them, instead of boosting just pure offense for the specific type(s) that field favors. And of the ones that do, they really stuck out to me a lot as being more difficult or interesting than the usual battles. For instance... The Mirror Arena Serra uses for both evasion and accuracy boosts, as well as the handicap that physical moves hurt their user if they miss. The Desert Field used by the Ground Gym Leader in Pokemon Rejuvenation. The Grassy Field, while not as prevalent as the others, gives all grounded pokemon a Leftovers like healing effect, and weakens some ground moves and water moves. The Wasteland makes using AOE Ground moves a lot less effective. The Misty Field, which gives a 50% boost in Special Defense to fairy types. And the Flower Garden Field, when we finally get to Laura, is going to be an utter nightmare if it's fully set up to Stage 5 (in which case, you're probably doomed). Just an observation, what do you think?
  4. While I haven't played Sword or Shield myself yet, one of the things that I intend to think on in the future is potential ideas for how the pokemon of said generation could be made more impressive. Especially in the Crest style of Rejuvenation. Here we go. Greedent: This pokemon applies Recycle whenever it uses its held item and has both Cheek Pouch and Gluttony. Theivul: Stakeout's effect applies whenever Thief or Knock Off is used. Also applies Unburden at all times. Eldegoss: After Eldegoss is damaged, all friendly pokemon entering the battlefield gain a Leftovers-like effect. Cotton Down only affects enemy pokemon.
  5. For Victoria, I actually think that Sirfetche'd might be fitting for her, y'know? A Galarian Stunfisk would be pretty fitting for Terra, too (???/Bird type). Cramorant might be good for Amaria, since I think that the Gulp Missile ability would probably interact with the Water Surface and Underwater fields to some degree. And probably a Dracovish or Arctovish. Aya would totally have a Toxtricity. Luna might go for a Grimmsnarl, I think? And she seems sort of like the kind of person who would take in a Morpeko. Shade would have a Cursola, and maybe a Dragapult. And a Runerigus, too. Serra would likely have a Mr Rime (without Screen Cleaner, unless it changes what it does on the Mirror Field). Frosmoth would fit her too, and Galarian Darmanitan, perhaps. She got a lot of potential teammates from Sword and Shield. Hardy might get a Stonjourner... but the absurdly low special defense the poor thing has means that it might not be much good without something like Guard Split on a teammate. Rock got screwed again, it seems. Titania could have either Zacian or Zamazenta, in the postgame. Maybe Cain will have a Galarian Weezing... Adrienn totally has a Galarian Rapidash. Shelly might have an Orbeetle, do you think? Noel may or may not have a Dubwool, but it might run into competition from Bewear. Julia could have a Boltund... Cal has a Coalossal, I think. Laura has an Appletun or a Flapple, probably. I gave this a lot of thought.
  6. 1: Well... yeah, PULSE Mime is going to be weak to at least one form of "cheesing it", one way or another. I shouldn't have tried to fight that... but yeah, Steel/Fairy, Steel/Psychic, or Fairy/Dark seem like the most possible combinations for the typing. Not sure what the ability will be, but the general consensus seems to be it's either Magic Guard, or Magic Bounce with something like the Safety Goggles (I'm still sort of hoping for Wonder Guard, twisted as that may be). 2: Didn't think that a Mirror Field could be generated by the PULSE Mime itself, but now that you bring it up it makes way too much sense. Also, maybe the PULSE-Mime can like, renew the field or something if it's broken? If it does have Magic Guard, actually, would it theoretically be immune to the damage from the field breaking? Oh dear... okay, if that's the play, then we're going to have problems. That might be going against the rules of the game too much, though... and Mr Mime doesn't have any moves that shatter the Mirror Arena, I think. So if we are going to worry about that, it will have backup... which isn't too much comfort. 3: Oh yeah, Life Orb and Sheer Force together mean that the effect from the Life Orb's hp drain doesn't happen. I either didn't know about that or I forgot... okay, yeah. That makes sense, but it and the Water Surface together mean that mon is going to pretty much be oneshotting pokemon left and right. And the speed boost of sorts from the field for non-Water pokemon isn't going to help...
  7. I was thinking that the PULSE Mr/Mrs Mime might be Fairy/Dark, perhaps? It's not a type combo you see often - or maybe Steel/Fairy. For fields... well, maybe PULSE-Mime's on the Factory Field again? That's sort of the go-to PULSE pokemon field, it seems. To provide all the power that is needed for the PULSE itself, unless it's like PULSE Swalot and is in an "off region". But what fields would benefit Mime-PULSE the most... The water surface idea above got me thinking, what if we do fight PULSE-Clawlitzer on the Water Surface? Maybe Team Meteor put it in one on purpose so that it wouldn't have to draw on itself to fire off the probably-water "artillery shots." Not sure about a Life Orb for an item (considering the already-insane special attack it will likely have), but it will probably have one.
  8. Remember, everything here has to more or less work within the abilities and movesets of canonical pokemon games, so we can't invent new abilities whole cloth. Tell me what you think of the following theories... PULSE Mrs/Mr Mime: General agreement is that it will be an absurdly tough Tank pokemon, probably with defenses and HP out the wazoo. It will likely also have backup, since the last PULSE pokemon, Hypno, was never directly battled (and if we had fought it, it would have likely fought alongside the mind-controlled Gauntlet, so the last PULSE we fought was Magnezone). Also, as a theory that will likely get me the hate of the entire community if Ame reads this and wasn't already planning it, I am betting it will have Wonder Guard. And likely a type change. PULSE Clawlitzer: As befitting an artillery piece, Clawlizter likely has more special attack than PULSE Abra, and is also likely more capable of taking hits - but it is just as likely very slow. Might get an extra type, I think - Water/Steel, maybe? I am thinking its ability will be either Sheer Force or Mega Launcher. PULSE Arceus: Likely going to be fought on the New World Field - and as such, it will probably have Multitype. Not sure what changes are necessary beyond that, but Arceus's stats will probably get a boost as well. However, unless Arceus is Flying type it is grounded - so a Flying or Levitate pokemon can probably outspeed it to hit with Toxic or a similar move. And not all of its moves are likely to be field boosted.
  9. Since "best-suited legendaries" was brought up, here's my thoughts on the same. Julia: Zeraora: Best said by Erucion. Florinia: Tapu Bulu, Celebi, or if we want to go with the Musketeers idea? Virizion. Corey: Nihilego, I would think? The Ground weakness might fit better on Aya's field, but "nihi" in the name could be a reference to "Nihilism" (Corey's definitely the "Straw Nihilist" of the Leaders). Shelly: Pheromosa, I have to admit. Shade: Hoopa, actually - the whole "teleportation" thing Shade does could actually be connected to Hoopa, do you think? Or possibly Blacephalon, given the "fake head"/Mind Blown thing it has. Kiki: Marshadow - Fighting/Ghost. Fitting... Aya: Naganadel, given it is the only Poison legendary left - and also appeared first in USUM, sort of like how she's the Reserve Leader? Serra: Articuno - it has Snow Cloak, which is activated both on the Mirror Field and also the Frozen Field (where Rock attacks become Ice, to boot). Noel: Meloetta or Regigigas... I'd have to go with Meloetta. Also, it makes for a nice contrast to his stoic personality (and a connection to his family). Radomus: Deoxys - suggested elsewhere a while ago, can't remember where. The "form changes" fit with his hats. Luna: Darkrai, for the reasons above. Samson: Buzzwole, again for the reasons above. Charlotte: Victini (given she's overall apparently the hardest leader). Terra: Landorus or Groudon, Landorus for the Glitch Field and Groudon for the Desert or Big Top. Ciel: Celesteela - the Heavy Slam it has triggers the Slammer, I believe. And Beast Boost with Attack would be insanely powerful here. Adrienn: Magearna, for the reasons above. Titania: I'd say Kartana, given her swords preference. Or Cobalion, since the "musketeers" theme she could have with Florinia, Hardy, and Amaria could be present there. Amaria: Keldeo ("musketeers"), or Tapu Fini (given the Surf spam she often does in Doubles and Tapu Fini's Telepathy secondary ability). Hardy: Kind of surprised no one thought of Diancie, specifically Mega Diancie - it is very fitting for his battle style. Saphira: Reshiram, as said above - and here, it's no duplicate. Heather: Zapdos, Thundurus, or Tornados would be best, I think. Bennett: Genesect, as said above. Laura: Shaymin - either form. Elias: Arceus, or specifically Ditto-Arceus. Anna: Jirachi. Ame: Latias was apparently on her team, as said above? Well, it's certainly fitting.
  10. Hi again. Trying to maybe give the thread a jump start... Tell me what you think. New Crest Ideas Cacturne: Swaps Attack stats with Defense stats and removes Grass weaknesses. Carbink: Cannot be Taunted, Guard Split cannot lower Carbink’s defense. Carnivine: Gives (all Grass and) bite/fang moves STAB ((Another Grass STAB ?)and Strong Jaw) and also gives all attacks a x2 Shell Bell like effect (healing double the damage a Shell Bell would). Delibird: Increases Speed by 50%, and strengthens Present (Present never misses, deals 150 base damage when targeting enemy Pokemon, and deals type damage based on the other moves Delibird has. Gunk Shot means Present can deal Poison damage, Dream Eater allows Present to deal Psychic damage, Destiny Bond allows Present to deal Ghost damage. Present chooses between them depending on which will be most effective (A normal/flying pokemon would get an Ice Present). Present also heals up to 50% of max health when targeting friendly Pokemon). Octillery: Gives first attack that Octillery uses after coming out STAB and Lock-On. (Meant to take advantage of Octillery’s huge move pool between types. STAB (but not Lock-On) remain on that move as long as Octillery remains in the field, and resets if Octillery faints or is recalled). Probopass: Grants Levitate ability, reduces damage taken from Fighting attacks by 1/2. Rapidash: Boost Attack stats, Defense stats, or Speed and Accuracy, each by x1.4. These stat boosts are based on Rapidash’s current Ability (Flash Fire, Flame Body, or Run Away, respectively). Seaking: Grants a Focus Sash like effect - Seaking, when receiving a hit that would knock it out, will retain one HP, and Seaking gains +1 priority on any move used at one HP. (Seaking has Flail). OR Seaking: Seaking’s Special Attacks now deal damage based on Seaking’s normal Attack stat. Lightning Rod, if active, increases Attack instead of Special Attack. Regigigas: While Slow Start is activate, Regigigas’s Defense and Special Defense are both increased by x1.5. Regice: Regice’s Defense stat is overridden by its Special Defense stat. Raticate: Revenge, Retaliate, Bide, Final Gambit, and Reversal all deal x1.5 damage and activate even if Raticate was knocked out before they could be used (like Aftermath), and Counter also has the effect of Mirror Coat. Shiinotic: Summons the Enchanted Forest field as long as Shiinotic is active. Sawsbuck: Changes Sawsbuck’s ability and typing depending on the Season form it’s in (Like a Mega Evolution?) Also, all Normal moves become the new non-Grass type and gain STAB (like Normalize or Refrigerate). Spring: Grass/Water: Ability becomes Drizzle. Normal moves become Water. Summer: Grass/Fire: Ability becomes Drought. Normal moves become Fire. Fall: Grass/Rock: Ability becomes Sand Stream. Normal moves become Rock. Winter: Grass/Ice: Ability becomes Thick Fat or Fur Coat. Normal moves become Ice. OR Sawsbuck: Increases defenses by x1.3 and “head” moves (Headbutt, Horn Leech, or Megahorn) by x1.3. Poliwrath: Special Attacks now run off Attack stat. Every other turn, Mind Reader is activated. Shiftry: Ability becomes Aerilate, Flying attacks and Ominous Wind/Silver Wind/Leaf Storm/Leaf Tornado/Razor Wind/Twister/Hurricane/Icy Wind all are strengthened by x1.2.
  11. Very likely, now that you mention it! And Alice might want to be a gym leader, but she doesn't have much actual experience with Pokemon battles. Neither does Allen, really.
  12. Even more crest ideas! Slaking: Raises special defense base stat by x1.3, and gives all attacks a Feint-like ability, meaning that they bypass Protect/Detect, and also can hit Pokemon in the "invincibility" stages of Dig, Dive, or Shadow Force. (Basically, even if Truant isn't removed, it can take hits a little better and also the enemy can't just spam moves or pokemon to ignore Slaking's attacks). Abomasnow: Gains Fighting, Ground, and Rock type resistances and STAB. (Not even sure what this might do). Gastrodon: At the end of every turn, sets Stockpile level to 2 automatically (or 3, if Stockpile was used that turn). Eelektross: Activates Coil when Eelektross enters the battlefield, halves damage taken from Ground attacks (if someone brings in a pokemon with Mold Breaker). Jellicent: Constrict lowers speed, affects all enemy pokemon, and afflicts enemies with Poison status. Bind deals 1/6 of max health as damage and lowers speed every turn. (Jellicent's a jellyfish, so I focused on the tentacles). Lurantis: Activates Contrary and Simple. All stat lowering moves are redirected to this pokemon.
  13. Jan is hardly above creating fakemon or twisting around actual pokemon in this game, as we have seen already. Maybe she'll get "Group" Unown and create pokemon from them, like the Lunatone/Solrock fusion pokemon. But yeah, she isn't much of a fighter from what we have seen so far. Of course, she's undergoing character development at the moment, so is Allen. So maybe that will change? But either way, it'll have to wait.
  14. As we see in E12 and the first time we meet her and Allen, her "signature pokemon" are the Unown, in a sense. So that got me thinking, would it be possible that if we ever fight her, she would have a team composed of souped-up Unown? I mean, Unown who have actual attacks beside Hidden Power, actual stats, Unown who pose an actual threat instead of being just a gimmick. Come on, we have been waiting for a long time anyways for something like that...
  15. Here are some ideas for me... I specifically went to the Untiered mons, I think. Though it is very possible that I am unconsciously taking ideas from previous Crest threads... Mr/Mrs Mime Crest: All Light Screens/Reflects/Safeguards/Lucky Chants on this pokemon's side of the field are permanent and cannot be ignored by critical hits/abilities or destroyed by Brick Break/Psychic Fangs. This pokemon also has the Filter ability activated for all attacks. (Creates a "tank" mon). Basculin Crest: Gains all four of Basculin's abilities simultaneously (Reckless, Rock Head, Adaptability, and Mold Breaker). Bibarel Crest: Overwrites current ability for both Moody and Simple. Bouffant Crest: Gains the Fur Coat ability. Corsola Crest: Corsola loses its Rock weaknesses but retains Rock resistances and STAB, and also gains an effect like Ingrain. Delcatty Crest: Activates Rainbow Field and increases attack stats by 15 each. Dewgong Crest: Reverses resistances and weaknesses, also gives Dewgong the Thick Fat or Ice Body ability twice over if it has one of those abilities already, or gives it one randomly if Dewgong has Hydration. Dunsparce Crest: Doubles speed, then boosts Attack/Defense or Special Attack/Special Defense, depending on whether Attack or Special Attack is higher. (Dunsparce and Delcatty are meant to fight on the Rainbow Field, I think). Exeggutor Crest: Activates Chlorophyll (Normal Exeggutor) or applies Curse twice (Alolan Exeggutor). Hypno Crest: Dream Eater and Nightmare affect all pokemon as if they were asleep. (Found out it already has a crest, never mind) Leavanny Crest: Swaps Attack and Special Attack, reduces Fire and Flying damage taken to 0.25. Ninjask Crest: The turn after this pokemon enters the battle, Ninjask's ability becomes Moxie. Oricorio Crest: Dancer activates twice, and also for this Pokemon's own attacks. (Found out it already has a crest, never mind) Persian: Technician affects abilities up to a base power of 90. Sandslash Crest: Activates both abilities and summons Hail or a Sandstorm depending on Form.
  16. Currently, as I can recall they are there as a sort of cosmetic award for defeating a Master battle. Also, if you have enough of them (12 total, if I remember right), you can challenge an even harder version of the Glass Gauntlet.
  17. (Suggestions on the complaint above about Hardy's master fight, and Commander's response) Maybe you should switch the field for the Master fight to Cave, or Desert, or Mountain, then? I mean, the Rocky field can be kind of... well, I guess it's just not the best field. Actually, Florinia might be able to make better use of it strategically, I think, than Hardy did. Suggestions! A Desert field composed of Rock-Ground types (Double 50% Special Defense increase, maybe more with items) and a Sandstorm plus bulky pokemon would be a pretty tough nut to crack defensively, I think. The Mountain also boosts Flying types (Almost Hardy's second specialty type) and boosts Tailwind, and the Cave collapsing could be a good way of knocking only your pokemon out, with the right setup and pokemon abilities (Rock Head. Plus the Sound moves boost is fitting for Hardy's rockstar theme). If you actually gave Amaria a full 30 pokemon army and those videos on Youtube weren't just jokes, then (aside from the "Dear God this is going to be horrible when/if I get there..." exclamation (seriously, did you?)) well, giving Hardy Stealth Rock and Sandstorm at the start of the battle against you might not be the worst start, I guess. Or having Trick Room set up automatically for him, or something?
  18. (Cut and Pasted because I realized this would work better here, rather than in the general bug reports, since I can't progress because of it). This has been showing up recently for me, as I've been playing through V12 of Rejuvenation, and sometimes, the game shuts down and I have to reload because it's slowing down too much. Recently, after clearing the Mysterious Figures fight, and defeating Ryland, then having Adam fight the woman (Freya?) the game shut down because it was taking too long for the cutscene. And as it turns out, I'm now stuck inside the cutscene itself. I cannot move, or seemingly do anything except save. The animation is working fine. But I can't even open the menu. EDIT: Happy to announce that this has started working again! The issue is still there, but I got through the cutscenes without having to restart and getting stuck.
  19. This has been showing up recently for me, as I've been playing through V12 of Rejuvenation, and sometimes, the game shuts down and I have to reload because it's slowing down too much. Recently, after clearing the Mysterious Figures fight, and defeating Ryland, then having Adam fight the woman (Freya?) the game shut down because it was taking too long for the cutscene. And as it turns out, I'm now stuck inside the cutscene itself. I cannot move, or seemingly do anything except save. The animation is working fine. But I can't even open the menu. Game.rxdata
  20. Bored again. Here's new ideas, this time for fields. Prison Field (For areas where Team Meteor is, sometimes). Hustle also applies the effects of Pressure. Pressure applies the effect of Intimidate. Immunity Pokemon take x.67 reduced damage from all attacks. Prankster gives all moves +1 priority. Run Away doubles Speed. Stakeout boosts Attack at all times. Dark and Steel attacks are both strengthened by 1.3 Imprison affects all enemies, also has the effects of Disable, and harshly lowers Speed. Justified increases Defense when switching in. Disable’s effect is extended to 6 turns. The Telluric Seed increases Attack sharply. Nature Power becomes Imprison. Pokemart (An item-based field, mostly just for fun). Pickup Pokemon, if they don’t have any items at the start of the battle, will pick up two random X items, boosting two random stats sharply. Pickpocket Pokemon steal a random one-use item every turn, applying that item’s effect to themselves (Some Berries, Potions, X Items, Burn or Toxic Orbs) Honey Gather pokemon gain up to 100% of their max health at the end of every turn. Gluttony Pokemon heal 1/8 of their max health every turn by stealing berries. Klutz Pokemon knock random items off the shelf every turn, curing any status conditions and dealing 1/8 of max health as damage to all Pokemon without Wonder Guard or Magic Guard. If Fling is used and the Pokemon who used it is carrying no Item, a random Item is used as the base. Fling damage increases by x2. The Synthetic Seed sharply raises two random stats. Nature Power becomes Fling. Pokemon Center (Healing-centric field). Healing moves besides Heal Pulse and HP-draining moves are powered up x1.5. Heal Pulse restores up to 100% of max health and removes status conditions. All pokemon are healed by 20% of their max health and of any status conditions when switching in. Healer Pokemon regain 1/16 of their max health every turn, and restore the same amount to all active friendly Pokemon. Natural Gift Pokemon are not affected by the adverse effects of Status Conditions (like Magic Guard), and have all attacks boosted by x1.25, and take x.75 reduced damage. Comatose Pokemon regain 1/8 of their health every turn and are cured of status conditions. Triage Pokemon regain 1/8 of their max health every active turn and have their attack power and healing moves boosted by x1.3. Regenerator restores 1/2 of max health instead of 1/3. Flower Veil Pokemon and adjacent friendly pokemon are all protected from Status Conditions. Serene Grace Pokemon are protected from critical hits, and regain 1/16 of their max health every turn. The Synthetic Seed prevents the user from having their stats lowered or being affected by critical hits. Nature Power becomes Heal Pulse.
  21. Well, that's half the reason we play this game, isn't it? Seemingly-impossible challenges that we take the time and effort to figure out - and beat the shit out of anyways, whether through tactics or just cheesing it with stat boosts and weather (or both). I don't think the Reborn team has created any unique abilities or moves in the game, though - there's already plenty to work with. Though considering some of the stuff I have seen and what Mr. Mime is supposed to be doing, I'm expecting that the screens on the Mr Mime will be there at the start of the battle... and renew themselves every turn or something. Or that Mr Mime has a team consisting of backup Mr Mimes or such. If this is one of the last PULSES, there's no way it won't be hard... we have every non legendary potentially at our disposal, now.
  22. Yup, it probably would. The game's more or less supposed to be something you can't just brute force through for most of it, and all. I was doing a challenge tun recently - I beat Hardy, but I still had to use tactics. And having psuedo legendaries for, say, Serra, Noel, and Radomus would probably wreck their difficulty levels. Those three are more or less the fifty-sixty percent mark of the game, and where most of the psuedo legendaries hit their last form. Throwing in the "infinity minus one" mons at that point might make the fights too easy. Before that they probably wouldn't be much good, it's true. But after that, it's different. Also, Ame might be convinced to move Beldum back up, but there's no way in hell she's going to do all the legwork needed to make the other psuedo legendaries accessible early on when she's likely happy with them in the hard as heck to access locations that they are in. And also when Sandbox Mode exists. You can just get your own Pokemon in that way if you want a psuedo legendary early on.
  23. Leader Postgame Field Matches Notes: -Some of the entries are less detailed because I just didn’t want to go into all the effort that would be needed to give perfect fits and movesets for every pokemon and every field. -Legendaries aren’t always added. -The pokemon listed below a certain field are pokemon that seem to fit that field in particular. -Arceus and Silvally can be added to any team on any field. -Aces must be used, no type deviations allowed (that’d be way too much work). -Brackets around a word either describe the reason that Pokemon is used on that field in particular -Suggestion for Luna’s Umbreon - to make it a genuinely good Ace, Cheshire’s given the stat boosts that Eevee from Let’s Go got, as well as the moves from said Eevee. (+10 HP, +20 to all other stats, and the moves Glitzy Glow, Baddy Bad, etc). The same could potentially be done for Julia if she decided to use a Pikachu or Raichu, but it might not be as fitting considering that Raichu isn’t her Ace. I don't even remember how much time typing this took from my life. This is nowhere near complete - but I'm sharing what I have now, in the hopes of new ideas, somebody telling me what a good job I did (I'm not above being praised), or to just get this incomplete mess out there for good and forget it. I'll admit that maybe I originally started this to get people to admire how smart I was - but now, I just want it to get out of my head. Every leader is in separate spoilers so you don't have to scroll forever, and there are a lot of fields. Here we go. Julia (Ace: Electrode) Florinia (Ace: Cradily) (Her teams make heavy use of Nature Power) Shelly (Ace: Yanmega/Volbeat) (Her two Aces, from her gym battle/the League, and later in the game). Shade (Ace: Mimikyu/Chandelure) (Shade’s two Aces from different points in time, either can be used). Aya (Ace: Dragalge/Seviper) (Seviper was her original Ace, I think?) Serra (Ace: Froslass) Noel (Ace: Clefable) Radomus (Ace: Gardevoir) Luna (Ace: Umbreon). Samson (Ace: Conkeldurr) Charlotte (Ace: Ninetails) Terra (Ace: Garchomp) Ciel (Ace: Altaria) Adrienn (Ace: Florges/Floette - Eternal) (Floette - Eternal as an Ace is something I came up with a while ago for Adrienn). Titania (Ace: Aegislash) (Really only realized how many strong pokemon the Steel type has as I was typing these entries up). Amaria (Ace: Lapras) Hardy (Ace: Lycanroc/Gigalith) (Gigalith was his Ace in the online league, if I remember what I was told correctly). Saphira (Ace: Dragonite)
  24. My crazy one minute ideas on this! The Lake Trio - Amaria, Florinia, and Julia are trying to find them to get additional help recovering their - (will to live, ability to normally feel emotions, knowledge on what she should do with life). As for where that'd happen... I have no idea. The Musketeers: The Fairy Tale Field boosts their signature move Sacred Sword. So... Maybe they'll show up at a place with that field, like Adrienn's or Titania's gyms. And their fighting type, well, maybe if they do go to the coral ward they'll take an interest in Victoria? She's in Reborn a lot and Apophyll could fit them. Victini: the Victory Star ability is fitting for the Starlight Arena we will probably fight Anna on. Maybe Anna will give us a lead on Victini?
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