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Aerphal

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  1. Hello again. I have got other ideas for crests : Aggron : special attack is based on his defense. Has a 1in 5 chance to move first in a turn (essentially a quick claw) Rillaboom : grassy terrain lasts for 8 turns. Grass type attacks get a 1.1 damage boost Cinderace : Ball moves deals additional fire damage Inteleon : Shooting moves gets a 1.5 damage boost and a boosted crit ratio (making snipe shot having a +2 crit change) Moltres : once per fight, survives a K.O with 1 hp and fully recovers his hp. Zapdos : His spiky feathers causes his opponents to receive damage equal 1/8 of their max health Articuno : Upon switch-in, this pokemon is immune to entry hazards and clears them out ( using defog) Ditto : Those effects applies upon transforming Ditto speed = transformed pokemon speed× stat boost + 0.5 (-0.5 under trick room).( this effect is made so that ditto will always be faster than the pokemon is copying, even under trick room) Gains unaware. Falinks : moves with 60 or lower base power will hit 6 times each. Power of those moves are decreased by 20% upon each hit.
  2. So my ideas for the crests : Shedinja : Gives him magic guard ability Decidueye : +1 crit rate, Non-contact moves break through protect Zoroark : Illusion is never broken, Attacks with the same type as the illusion get 20% extra power (If your illusion is pikachu, you get a 20% power boost for your electric-types attacks) Wobbuffet : gives him the Innards out ability Vikavolt : Use Special attack as his attack stat. Makes moves with a charging turn be ready instantly (Essentialy it's an infinite power herb) Toxtricity : Sound-based moves gives him +1 special attack with each uses. Normal-types moves become poison-types and grants a 20% boost to those moves (Imagine poison-type Boomburst ...) Talonflame : Gives him rock head ability Slaking : +25% in Sp.def If he hasn't attacked on a turn (For example If your attack failed or you were slacking off), heals 1/5 of his hp at the end of the turn Blissey : For each not fainted ally, boosts damage by 30% and recovers 1/16 HP at the end of the Turn (Basically a reverse spiritomb crest) Sawsbuck : Gives all forms an extra effect and changes form at the end of turn (In this order : Spring -> Summer -> Autumn -> Winter -> Spring -> etc.) You start the fight with the base form of your sawsbuck Abilities : Spring = Set the sun when entering, Summer = gives a 30% damage boost to all attacks under harsh sunlight, Autumn = Restores 1/16 of your max hp under harsh sunlight, Winter = gives an additional *1.25 evasiness under harsh sunlight Muk : Gives him the gooey ability Morpeko : Add some effects to aura wheel depending the form you're in : Full Belly : Aura wheel gives 30% chance of paralysing the target Hangry : Aura wheel also boosts your attack by one stage Basculin : gives an extra 20 attack and speed Archeops : If hp < 50%, Archeops next attack will deal 4 four times the damage (Only once) Dodrio : This pokemon cannot hit himself in his confusion. Doubles Dodrio's attack when confused.
  3. Aight, so unfortunately, it's been a long time since i've played Rejuv, so please consider that my opinions might not be accurate here. The 3 mons that saved me in my playthrough were Roserade, Crobat and Magnezone. Roserade, because she was consistant throught the game, bring some valuable assets with good coverage. Magnezone, mostly because of sturdy, while he helped paralyzed the foes. Crobat was usually the one that came in clutch for me. Because he camed with brave bird, he extremely well against a lot of major battles (Namely flora and, suprisingly, both souta and rift gardvoir). I could have also talked about Alolan Muk, but i'm good with those three.
  4. The famous blacksteeple castle stairs glitch please help 288 - Raphael - 27h 33m - 4 badges.rxdata Game.rxdata
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