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zerobreaker
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Post by zerobreaker on Aug 3, 2016 14:39:03 GMT 12
I personally love the Aloha formes no that's totally not because I did Delta Pokemons in Insurgence, with them taking an old pokemon and giving it a new theme it can make some more boring and less-loved pokemon more popular. And the competitive possibilities. So much possibilities. Yesssssss.
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zerobreaker
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Post by zerobreaker on Jul 19, 2016 15:58:26 GMT 12
I kind of... PMed the ones I like to Tao a while ago, lol
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zerobreaker
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Post by zerobreaker on Jul 15, 2016 19:46:27 GMT 12
Glitter Ball: 40 BP, 100% Accu., 25 PP, Fairy, Special; hits any opponent, no secondary effects Light Burst: 65 BP, 90% Accu., 20 PP, Fairy, Special; hits all adjacent opponents, 10% chance to lower Accuracy by 1 stage Fairy Tail: 60 BP, 100% Accu., 20 PP, Fairy, Physical; hits any adjacent opponent, no secondary effects Aero Force: 80 BP, 100% Accu., 10 PP, Flying, Special; hits any adjacent opponent, calculates damage with opponent's Defense instead of Special Defense Diamond Claw: 75 BP, 85% Accu., 10 PP, Rock, Physical; hits any adjacent opponent, 50% chance to lower Defense by 1 stage Eerie Mist: -- BP, -- Accu., 10 PP, Ghost, Status; affects all targets on field, sets Eerie Mist terrain for 5 turns, boosting Ghost-type moves by 50% and doubling flinch chance Polar Crash: 50 BP, 100% Accu., 20 PP, Ice, Physical; hits any adjacent opponent, boosts user's Speed by 1 stage Ultra Noise: 60 BP, 95% Accu., 20 PP, Normal, Special; hits all adjacent targets, no secondary effects Mega-Hug: 50 BP, 90% Accu., 10 PP, Fairy, Physical; hits any adjacent target, traps target for 4-5 turns, dealing 1/8 HP damage each turn Geo-Sphere: 100 BP, 95% Accu., 10 PP, Ground, Special; hits any opponent, requires 1 turn to charge up, lowers Attack and Special Attack by 1 stage Battle Cry: -- BP, -- Accu., 15 PP, Fighting, Status; affects all allies, boosts self and allies' Attack by 1 stage Supernova: 250 BP, 90% Accu., 5 PP, Fire, Physical; hits all adjacent targets, 30% chance to burn, user faints regardless of whether the move hits Razor Blade: 90 BP, 100% Accu., 15 PP, Steel, Physical; hits any adjacent opponent, +1 critical hit ratio Magic Wand: -- BP, -- Accu., 10 PP, Fairy, Status; hits any adjacent opponent, Transforms target into a random pokemon on the opposing trainer's team. Fails if used against trainers with only one pokemon or wild pokemons Roulette: -- BP, 90% Accu., 20 PP, Normal, Special; hits any targets, has an equal chance of causing the following effects to happen: reduces a random stat by 2 stages, inflicts a random status effect, heals the user by 25%, inflicts confusion or execute an attack with 60 BP Power Surge: 120 BP, 100% Accu., 10 PP, Electric, Special; hits all adjacent targets, requires 1 turn to charge up, boosts user's Special Attack on first turn; Does not require a turn to charge if Charge is used beforehand Darkness Wave: 75 BP, 85% Accu., 10 PP, Dark, Special; hits all adjacent targets, 30% chance to lower Defense and Special Defense by 1 stage Water Bomb: 60 BP, 100% Accu., 20 PP, Water, Special; hits any adjacent opponent, lowers Speed by 1 stage Rust Flake: 70 BP, 100% Accu., 20 PP, Steel, Special; hits any adjacent opponent, Super Effective against Steel-type Lullaby: -- BP, 100% Accu., 15 PP, Fairy, Status; hits any adjacent targets, lowers Attack, Special Attack and Speed Night Wing: 70 BP, 90% Accu., 25 PP, Dark, Physical; hits any adjacent opponent, 10% chance to boost user's Speed by 1 stage Deceit Dash: 40 BP, 100% Accu., 10 PP, Dark, Physical; hits any adjacent opponent, +2 priority, ignores Protect and clones
Slippery: multi-hit moves only hit once. Bouncy: reduces damage of Physical moves by 30%; opponent receives 1/16 HP recoil. Ice Cold: 20% chance to induce freeze when hit by a Physical move. Fire-Up: boosts Attack by 1 stage when hit by a Fire type move; immune to Fire type moves. Karma: lowers the opponent's Attack and Special Attack by 1 stage when hit by a Super Effective move.
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zerobreaker
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Post by zerobreaker on Jul 14, 2016 16:38:04 GMT 12
So I finally spent some time to take a look over the newer moves. Keep in mind that adding too many moves isn't always a good thing, because where are you going to fit all those moves in?
Glitter Ball: I'm actually okay with this move as a more generic Fairy-type move than Fairy Wind, but it being physical is kind of weird.
Light Burst: Seems to be a bit similar with Dazzling Gleam, but eh, why not.
Pixie Pulse: The secondary effect doesn't make much sense to me: why would it make the user slower but more capable of taking physical hits?
Fairy Tail: (insert obvious joke here) I'd say it's a bit too weak for a tail move, but then I remembered about Poison Tail. Still, without secondary effects, I'd say buffing it to 60 BP would be better.
Air Force: First, that's... kind of a hilarious name. Now I have the mental image of a mon calling in bombers duaring a fight. Aero Force would probably sound better.
Also, It's way too weak for a name that implies power. Since in the description it mentions using the force of wind as an attack, how about a Psyshock clone?
Diamond Claw: I'd compare this to Crush Claw, which is a lot more accurate and stronger. Yes, that one's a Normal-type move. This is still too weak to be used in most cases. a 90% accuracy and 65 BP would be far better - well, partly to prevent Technician users from abusing the Def drop, but still.
Flower Ring: Sounds more like a status move to me. Like Aqua Ring. Yeah.
Eerie Mist: Same deal with above - sounds like Mist but spookier.
Polar Crash: Sounds great to me. God knows Ice-types really need the speed boosts.
Water Slide: This is kind of a complex concept for a single attack? And raising accuracy/lowering speed doesn't make much sense. Honestly, the reverse would make more sense.
Ultrasonic: So this is basically a weaker Boomburst, I take it? I'm okay with this, though there's one thing: Supersonic's japanese name is already Ultrasound. Not too severe of a problem, yes, but still.
Bug Spray: Uh, this sounds more like an item?
Mega-Hug: Silly name, but sure, why not. Might want to give it some special effects like trapping damage.
Infiltration: Yeahhhh, not really feeling this one, too specific of an attack.
Dragon Crush: Sounds a lot like Dragon Rush to me, to be honest.
Geo-Sphere: Way too weak for a 2-turn attack, though I suppose the secondary effects mitigate this a bit. Still, might want to buff it up to something like 100 or 120 BP.
Battle Cry: This is amazing.
Supernova: Too weak for a move with such a name; I'd prefer an Explosion clone, but with Fire-type and maybe burn incuding.
Razor Blade: Yes. Except that 75 BP hitting twice is way too powerful. Compare this to all 2-hit moves - at most they have 50 BP per hit.
Sweet Tooth: Why would you want to increase the Atk of an opponent? And, well, I'm having trouble thinking of how this attack would be executed. Dunno.
Magic Wand: This can work I guess, but it's probably going to be a pain in the ass to code.
Randomize: First, yeah, the name doesn't work. Can I suggest Roulette as a replacement? Second, It sounds like Present but more versatile. I like it. Kinda.
Infection: Isn't this just Poison Fang? Anyways, The name reminds me of Infestation, so maybe a Poison-type trapping move can work. Or a contact-spreaded Poison status.
Power Surge: See Geo-Sphere, and, well, see Skull Bash for reference. Also, why raise Atk instead of SpA?
Darkness Wave: This is nice, I think, as long as the defenses lowering won't have a chance higher than 40%.
Water Bomb: Nice one. Might want to boost it up to Low Sweep/Bulldoze levels.
Rust: Yeah, make that a Steel-type move that is SE against Steel types.
Hot Spikes: I'd like to mention here that burn as a entry hazard is incredibly powerful, as this nullifes any non-Fire-type physical attackers. For Toxic Spikes, you have a lot of rapid spinners that are Steel-type and wouldn't get Poisoned, but you'll need Fire-types to absorb the Hot Spikes, and if there's Stealth Rock on the field they're going to take a lot more damage, making this kind of overpowering.
But hey, can't be any worse than other entry hazards ingame. It's just my competitive-focused mind complaining about this.
Wild Fire: Sure, why not.
Soul Crusher: This name, lol. If you're still going with the name, the move is definitely too weak to fit.
Shadow Charge: Okay, but why raises Def?
Lullaby: Sounds good to me, kind of like a reverse Dragon Dance.
Heavy Hit: Sounds kind of like Heavy Slam, except nowhere nearly as powerful. Eh.
Aqua Ball: Wait, isn't this basically Water Bomb?
Night Wing: Sounds nice, except that I'd rather go with a Speed boost since things with wings usually have better mobility when using them.
Deceiving Dash: The name and the effect doesn't really fit. I'm thinking a move that bypasses Protecting moves, like Feint but stronger. How's that?
Grass Cutter: Yep, sounds good to me.
As for abilities:
Evaporate/Ice Block: Eh, Solid Rock/Filter works better.
Slippery Skin: Ohhh, this one sounds fun.
Possessed: Interesting. While the effect doesn't fit the name all that much - the mon's physical body is still getting damaged, after all - I like the effect itself. Slightly OP, but still.
Bouncy: Fur Coat kind of already does this? Not that I'm opposed to a Fur Coat clone, of course, but I would've preferred one to be for Special Defense.
Ice Cold: Sure, why not. We need a freeze clone of Flame Body, anyways.
Fire-Up: Oh look, a Fire-type clone of Sap Sipper. Not that I mind; there's only Flash Fire for Fire-type immunity abilities before, anyways.
Karma: 50%? That's like 2 stages drop. Man, that's scary. This can fit on some weaker mons, I guess?
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zerobreaker
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Post by zerobreaker on Jul 13, 2016 0:09:35 GMT 12
I'm going to take some time reviewing all those moves later on. But do keep the ideas going!
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zerobreaker
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Post by zerobreaker on Jul 6, 2016 15:04:23 GMT 12
I personally imagine Triber using Heat Wave by using its exhause vents or whatever it has that's used to release the heat building up in it, so it kiiiind of make sense to me? That said, Icy Wind and Vacuum Wave removed. As for the others, sure, done.
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zerobreaker
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Post by zerobreaker on Jul 5, 2016 15:09:00 GMT 12
Now that I think about it wind-based moves really doesn't fit on Galaxire wwwww Removing them; In return, I'm giving it Ice Beam, though. Good point with Lavadra. Adding the move.
As for Dozand... Well Dozand is made of sand and the desert is full of sand and wind in desert is hot I'll just leave now
There are egg groups for the mons right now. They're on the wikia, too.
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zerobreaker
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Post by zerobreaker on Jul 5, 2016 3:20:20 GMT 12
Alright, no harm done And, well, I think Tao would be fine with editing the movesets; After all I still haven't gotten the egg moves done :U
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zerobreaker
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Post by zerobreaker on Jul 4, 2016 14:57:52 GMT 12
Eh, I guess you're a little bit bitter? To be honest, feel free to suggest changes to the moveset here, and I'll see if they make sense.
Also, now that I look at it again Tundrill getting punch moves is pretty weird, lol Removing them right now. As for Vacuum Wave, honestly I feel that it's barely a Fighting-type move aside from the part in the description where it mentioned "fist". So, yeah. And on Kongrilla being more similar to Breloom than Ludicolo. Uh. Yes. In terms of typing. But I listed Ludicolo as an example that Grass-types aren't necessarily barred from Fire- and Ice-typed moves just because those are their weaknesses; by that logic, Donphan shouldn't be able to have Ice Shard, and not to mention all those part-Ground-type mons getting Ice Beam and whatnot. There's a lot of other examples that I can't be bothered to list, but you get the idea, heh.
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zerobreaker
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Post by zerobreaker on Jul 4, 2016 2:54:37 GMT 12
Yes, those are deliberate choices. I'll admit I did go a bit wild on the move distributions, but this isn't an official game anyways ¯\_(ツ)_/¯
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zerobreaker
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Post by zerobreaker on Jul 3, 2016 16:07:17 GMT 12
For Tundrill, a few things in official games gets the punch moves even if they don't have fists too. See: Gastly ( ), Magby line, Sudowoodo, Swalot, Deoxys-S, Probopass and Zekrom. As for Kongrilla, I'll admit that it's mostly for usability reasons, but now that I took a look at the official games Ludicolo gets both of those moves. Yes, even Fire Punch for some reason. So let's just say that it works, 'kay?
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zerobreaker
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Post by zerobreaker on Apr 22, 2016 2:29:57 GMT 12
Water Gym - I'm going to keep with the tropical theme that Waytide has but not sure what we will do with it, it may involve sand islands, not sure. I'm thinking, is a puzzle utilizing waves and surfing possible? Not sure about the exact details, but it should be different enough from official gyms.
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zerobreaker
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Post by zerobreaker on Mar 30, 2016 23:29:54 GMT 12
...I didn't even think of Assist. I'd like to mention here that most starters have Growl, Leer or Tail Whip as the beginning status move, but Sand Attack probably wouldn't be that much of a problem. Replace Tail Whip with Sand Attack, and Sand Attack with Assist, I guess.
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zerobreaker
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Post by zerobreaker on Mar 30, 2016 1:11:33 GMT 12
About that, Sand Attack at lvl 11 isn't actually too bad - see Kabuto line (lvl 21), Torchic line (lvl 10), Nincada line (lvl 9), Cacnea line (lvl 13), Patrat line (lvl 13), Purrloin line (lvl 10), and Dwebble line (lvl 11).
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zerobreaker
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Post by zerobreaker on Mar 20, 2016 19:45:02 GMT 12
Not to complain, but i feel like this could harm some users who try to use Pokemon no one would use, like those people who use like Ferrothorn or Vanilluxe or Fearow or Sudowoodo in-game. There are only two lines taken out, it's the Fibbit line and the Mosiac line. Then there are two lines which are not included in Demo 5 yet, it's the Snowfaye line and the Genechill line. rip in ripperonis Moshard And I specifically gave it the three stupidly good abilities... : P
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zerobreaker
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Post by zerobreaker on Feb 22, 2016 14:47:28 GMT 12
Just a note, the wiki entries are updated to that of the next update, so if you're playing the current version you might want to check the pervious versions in "History".
That said, Your team is pretty well-balanced; I think Atomotrix would fit the best, as it covers up your (lack of) Flying-type resists and take hits from other weaknesses of the team, save for a Fighting-type weakness, but that shouldn't be too much of a problem seeing as you have both Lunape and Legenix to cover them.
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zerobreaker
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Post by zerobreaker on Feb 22, 2016 14:21:20 GMT 12
In which level Stickit learned seed bomb? The Wiki says at level 36 but dosen't learn anything, I used my rare candies in him until level 41 and still nothing... Check the top of the Rikoto Dex page. It says: "Please note that the Pokédex is undergoing massive overhaul at the moment, in preparation for the next demo; If you want to look up data for the current demo, search for earlier versions in the History sections of each page. "So yeah.
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zerobreaker
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Post by zerobreaker on Feb 14, 2016 12:51:13 GMT 12
I want to report something, the stats of Sp Atk and Sp Def of sanddug are inverted, I dont know it thaht qualifies as a bug, but became normal when evolves into cassand, also aparently Stickit dosen't learn seed bomb anymore (and not at level 36) you guys change that? (I raise mine until level 41 and dont evolved because I want a strong grass physical attack and well, still nothing) Are you using the current version of the wiki page as reference? Like it says at the top of the pokedex page, the dex is undergoing lots of changes for the next update, so if you want information for the current version please check previous versions. That said, me and Tao only finished up to Mawkeet... Not exactly sure about the Sandugg thing, sorry.
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zerobreaker
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Post by zerobreaker on Dec 19, 2015 20:04:00 GMT 12
Doublepost, but eh.
Ghost Wail - Ghost-type, 90 BP, 100% Accuracy, 10 PP (Max 16), Special, Sound move, hits all adjacent targets on field; Has a 20% chance of inducing flinch. Learned by: Banscream line
Yeah yeah, I know I said above that we shouldn't give out signature moves willy nilly, but considering banshees are known to wail a lot, yeah, it's accurate.
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zerobreaker
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Post by zerobreaker on Dec 18, 2015 22:43:10 GMT 12
I don't really feel that we need to creat equivalents to Blaze Kick. Sure, Moosickle line, Himalama line and Snowby line all look like they can use Frost(y) Kick (Frosty Kick doesn't roll off the tongue quite as well), but for Bolt Kick? The only two I can see using them are Cryocannon line (whose main theme is the 'cannon' part) and Lazortron line. Not that I'm entirely against creating the move, but the (lack of) potential distribution is something to keep in mind.
Fairy Bite sounds... weird, I suppose. Fairies aren't exactly known to bite things. I'd suggest something like Lunar Fang or Lunar Bite, which similar to Moonblast and Moonlight is related to the moon. At the same time, Fairylights is scarily powerful - halving damage taken can be a gamechanger, considering it's basically an Iron Defense and Amnesia all rolled into one move. Unless it doesn't last forever and/or ends upon the user swtching out, of course.
Similar to above, I'd suggest renaming Hyper Speed to something like Lightspeed, and Heated Field to Scorched Field. Additionally, Dark Fang feels... unnessesary, since we already have Bite and Crunch. Making it a Ghost-type would help, however.
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