Create-A-Pokemon

Iromask: The Face Pokemon: The face and neck of the legendary pokemon "Irolung", who was said to have been disassembled after nearly destroying the world. If these peices are put together, what could stop this behemoth?

Type: Steel

Stats: 60/70/100/10/90/50

Ability: Intimidate
Lower the opponent's attack level by 1 when pokemon is sent out.

Moves:
1: Glare
1: Headbutt
1: Zen Heabutt
1: Harsh Stare (Pokemon is put under preasure looking into the eyes of a great beast. It consumes double PP until switched out. Acc 70 Dragon Status)

Iroclaw: The Handy Pokemon: The left hand of the legendary pokemon "Irolung", who was said to have been disassembled after nearly destroying the world. If these peices are put together, what could stop this behemoth?

Type: Steel

Stats: 50/100/50/10/50/80

Ability: Rend
If an attack used by this pokemon is "Super Effective", the attack does 3x damage instead of 2x.

Moves:
1: Metal Claw
1: Fury Swipes
1: Double Claw (A pokemon using Double Claw strikes twice if it knows another Double Claw move. Pw 60, Acc 90, Dragon Physical)
1: Mach Punch

Iropaw: The Digit Pokemon: The right hand of the legendary pokemon "Irolung", who was said to have been disassembled after nearly destroying the world. If these peices are put together, what could stop this behemoth?

Type: Steel

Stats: 50/100/50/10/50/80

Ability: Cheapshot
Moves used by this pokemon have a 5% chance to cause the enemy to flinch.

Moves:
1: Meteor Mash
1: Sky Uppercutt
1: Double Claw (A pokemon using Double Claw strikes twice if it knows another Double Claw move. Pw 60, Acc 90, Dragon Physical)
1: Protect

Iromarch: The Hind Pokemon: The legs of the legendary pokemon "Irolung", who was said to have been disassembled after nearly destroying the world. If these peices are put together, what could stop this behemoth?

Type: Steel

Stats: 100/60/80/10/90/100

Ability: Swift
This pokemon has a 10% chance to strike first. Ignore this ability if a move is used that causes the opponent to strike first.

Moves:
1: Mega Kick
1: Low Kick
1: Dragon Kick (Pokemon charges energy the first turn, and harshly loses speed. On the second turn, the kick is released. If this attack hits first, it does double damage. Pow 100, Acc 100, Dragon Physical)
1: Earthquake

Iroedge: The Piercing Pokemon: The tail of the legendary pokemon "Irolung", who was said to have been disassembled after nearly destroying the world. If these peices are put together, what could stop this behemoth?

Type: Steel

Stats: 100/100/50/10/50/80

Ability: Reach
There is a 10% chance this pokemon's attacks will hit a fleeing opponent.

Moves:
1: Wrap
1: Poison Tail
1: Dragon Tail (Causes great damage. May hit an opponent trying to flee (50%, does not stack with abilities). Pow 70 Acc 90 Physical
1: Iron Tail

Irolung: The incomplete pokemon: The body of the legendary pokemon "Irolung", who was said to have been disassembled after nearly destroying the world. If these peices are put together, what could stop this behemoth?

Type: Dragon/Steel

Stats: 100/100/100/100/100/100

Ability: Reassembled
This pokemon may use the attacks and abilities of any "Iromask", "Iroclaw", "Iropaw", "Iromarch" or "Iroedge" that are ko'd in your team. It also powers up attack, defense and special defense one level for each.

Pokedex Entry for a complete Irolung: This massive pokemon is too powerful to even be contained in a pokeball while it is complete. Its rampage is absolute, and is beleived to have enough might to destroy the entire world if left unchecked. No pokemon dares to stand before it.

Edit: Forgot to list his type and stats before.
 
Interesting concept, though the idea of the Exodia-styled Pokemon kinda makes it suck. MOst of the stats are subpar, the moves are rather inaccurate/weak/coverageless, and I don't know of the games capabilities to use 20 different moves.

Great idea, though without movepool or decent stats it'll probably end up just a gimmick. Try boosting the stats a bit.
 
Too broken. Kill off your whole team and whip out this bad boy to get +5 atk/def/spdef, with access to 24 attacks and five abilities? Yeah that's fair.
 
@ LH- What is Exodia?

@ gmmuka- I would like to see what Irolung would look like. It would be interesting to see a picture! ^_^
 
^Exodia is in Yu-Gi-Oh. Don't ask.

I say that it's broken in the stats, but the movepool really is horrible...
 
Ok, then.....
I've created a counter.

Gigablok
Steel/Psychic

140/100/130/120/160/30

Total=680.

Moveset:
1-Glare
1-Leer
5-WoW
10-Calm Mind
20-Iron Defense
30-Amnesia
40-Cosmic Power
50-Mirror Coat
60-Counter
70-Aura Sphere
80-Psychic
90-Psycho Cut

HMs/TMs of any use:
EQ
Rest
Flash
Stealth Rock
Roar
Substitute
Recover
 
The stats are nowhere near broken ._. None are above 100, most of them below 80, which means, well, it's not very powerful. The final thing might be overpowered but... eh.

How's that thing a counter?
 
Lieutenant Houndoom said:
The stats are nowhere near broken ._. None are above 100, most of them below 80, which means, well, it's not very powerful. The final thing might be overpowered but... eh.

How's that thing a counter?

Base 160 Sp. Def? >_>;
 
GrubbossXousFINAL.png

Grubboss

Evolutionary Line:

Witchetyke Lv.25-> Grubrute Lv.48-> Grubboss
BUG
Base Stats: In the order of: HP, Atk, Def, SpAtk, SpDef, Spe

140/120/100/60/90/30
(540 Total; ex: Blissey)

Abilities:Huge Power, Thick Fat

Moves:

Code:
Level Up:
- 	Defense Curl
- 	Tackle
7           Dig
14         Rapid Spin
19         Stockpile
22         Bug Bite
25         Spikes
32         Skull Bash
40         Scary Face
48         Body Slam
52         Belly Drum
57         Crunch
64         Megahorn

TMs/HMs:
TM05   Roar
TM06   Toxic
TM08   Bulk Up
TM10   Hidden Power
TM12   Taunt
TM17   Protect
TM19   Giga Drain
TM21   Frustration
TM23   Iron Tail
TM26   Earthquake
TM27   Return
TM28   Dig
TM36   Sludge Bomb
TM39   Rock Tomb
TM41   Torment
TM42   Facade
TM43   Secret Power
TM44   Rest
TM56   Fling
TM58   Endure
TM64   Explosion
TM66   Payback
TM68   Giga Impact
TM71   Stone Edge
TM74   Gyro Ball
TM75   Swords Dance
TM76   Stealth Rock
TM81   X-Scissor
TM82   Sleep Talk
TM84   Poison Jab
TM87   Swagger
TM88   Pluck
TM89   U-Turn
TM90   Substitute
HM01   Cut
HM04   Strength
HM06   Rock Smash

Tutor Moves:
-Knock Off
-Zen Headbutt
-Snore
-Uproar
-Earth Power
-Endeavor
-Gastro Acid
-Gunk Shot
-Iron Head
-Mud-Slap
-Rollout
-Superpower

Sample Move Set:

I can't think of one; I'm not too good at making one with this kind of Pokémon. xD Help me out?
 
Probably Choice Banded, with Megahorn, Stone Edge, Superpower/Earthquake, and Explosion or Gyro Ball. Swords Dance works, but with Stealth Rock weakness it's rather hard to get through. Bulky Supporter, with massive defensive capabilities... Knock Off, X-scissor, Stealth Rock, Stockpile/Spikes. A Belly Drum would work if you're insane, considering your lack of speed. Great movepool and stats, hindered by terrible speed, poor defensive typing and inability to get past your greatest foe of Skarmory... or any other Ground type really. Grounds don't do much to him though. I'm guessing that support is his forte.


WUT HUGE POWER GET RID OF IT

I'm serious. Pikachu, with max SpA, reaches levels close to Dialga. His attack, maxed (which neither should happen at the same time) reaches close to Rampardos level. With 120 Attack he's like Weavile with a built-in Swords Dance, and we know what happened with him. We're lucky to get anywhere near it with that massive attack.
 
It is a gimmick, that is agreed. It is supposed to be the "final opponent" in my Garnet/Amythst arc I'm writing (used by Infinity King Baas in a series of matches against Team Infinity's leaders, which include evil legendary pokemon Garnatos and Amyalite, who I will also be adding at a later point).

Initially, I had the ability of Iropaw as "Ready Guard", reducing all damage from attacks "not super effective" by 1/3, but this actually did beef his defenses up too high (earthquake was literally the only standard).

For those wondering how Irolung moveset actually works, you declare attacks normally, but instead of going to the standard 4 attack menu, your pokemon screen is brought up. You select the pokemon with the move you intend to use and it displays those moves similar to if you were using an ether. Simply select and use.

Irolung's big weakness is his speed. It doesn't boost alongside his other stats. When facing him, prepare a dragon dancer against one of his weaker parts, such as Iromask or Iromarch. The only problem with this is that Irolung has a 10% chance of going first, disregarding your speed stat, so be ready with a backup plan incase this does happen. Pokemon with moves that do a set damage also have a nice advantage here as, by legendary standards, Irolung's hp is mearly below average-average.

Skarmory is hands down the best match for Irolung. Dispite being steel (and thus resistant but not immune to spikes), Irolung can be weakened long before his final part is switched in. Set up your spikes against your first enemy and start Roaring. Eventually the other parts may start to weaken, or Irolung himself will be forced out, forcing its user to switch again and take more damage with spikes. Irolung also does not have a single move that is effective against Skamory, but be warned, a +5 Meteor Mash still hurts regardless of how tough you are.
 
Well, I'm bored, I'm going to make another weather-charger. Rain time.

Typing: Water/Electric
Ability: Swift Swim/Water Absorb
Base Stats: 80/75/90/125/80/70

I'm going to skip the level-up moveset. Mainly beacuse it's irritating.

Competitive movepool:
Hydro Pump
Surf
Thunder
Thunderbolt
Energy Ball
Ice Beam
Rain Dance
Aqua Jet
Aqua Tail
Thunder Wave
Toxic
Waterfall
Focus Blast

Eh, I can't think of any others.

Typical moveset:
Rain Sweeper @ Life Orb/Damp Rock/Mystic Water
Timid/Modest
244 Spe, 252 SpA, 12 HP
Rain Dance
Hydro Pump
Thunder
Ice Beam/Energy Ball

It's a shame that max speed 70 with a Rain boost just runs short of getting ScarfGar, though considering Thunderbolt is no long supereffective it may not be a problem. 244 with Timid hits enough to outrun ScarfApe, though lower ones may be used. If you have another Rainstarter, Rain Dance can be replaced with any of the other two moves or support options. Ice Beam is generally first, whacking Dragons and Grassers who both resist the massive power of his moves. Energy Ball can be used for Swampert and Lanturn.

Specs:
252 Speed, 252 SpA, 4 HP
Modest/Timid
Thunderbolt
Surf/Hydro Pump
Ice Beam
Energy Ball/Focus Blast

Typical Specs set, with incrediable type coverage. Best to pull in some Rain help considering the low speed, and consider Thunder if you do.

I'm going to need more help on this.
 
Lieutenant Houndoom said:
Probably Choice Banded, with Megahorn, Stone Edge, Superpower/Earthquake, and Explosion or Gyro Ball. Swords Dance works, but with Stealth Rock weakness it's rather hard to get through. Bulky Supporter, with massive defensive capabilities... Knock Off, X-scissor, Stealth Rock, Stockpile/Spikes. A Belly Drum would work if you're insane, considering your lack of speed. Great movepool and stats, hindered by terrible speed, poor defensive typing and inability to get past your greatest foe of Skarmory... or any other Ground type really. Grounds don't do much to him though. I'm guessing that support is his forte.


WUT HUGE POWER GET RID OF IT

I'm serious. Pikachu, with max SpA, reaches levels close to Dialga. His attack, maxed (which neither should happen at the same time) reaches close to Rampardos level. With 120 Attack he's like Weavile with a built-in Swords Dance, and we know what happened with him. We're lucky to get anywhere near it with that massive attack.

xD Aw... No love for Huge Power on this beastie?

Just kidding, I understand. :3
 
Garnatos
Fighting/Ghost

Pokedex Entry: Garnatos, the Armor pokemon. Garnatos is said to travel the lands in search of the ultimate opponent, seeking to defeat it to prove its superior status. It is said this pokemon bears a strong tie to Aymalite.

Stats: 130/140/130/60/70/50 (580 total)

Ability: Sun Viel
Pokemon's evasiveness rises greatly in bright enviormnents.

Captured at lvl 50. Approach his spawn bewteen 10 AM and 2 PM. Garnatos will immidiately flee if your battle time exceeds an hour. He will appear again at 10-2 until captured (even if it faints.)

Unique attacks:
Brandish Blade: Pokemon draws its weapon. Required to use some moves Fighting Special 35 PP.
Parry: If enemy uses an attack move this attack strikes first. It has a 50% chance to completely cancel the other move, and cannot miss. Fails if enemy does not use an attack move. Cannot be used unless Brandish Blade was used. Power 70 Acc -- Fighting Physical 5 PP.
Strikedown: If enemy uses an attack move, this attack fails. Causes severe damage, and harshly lowers all stats. Cannot be used unless Brandish Blade was used. Power 120 Acc 80 Fighting Physical 5 PP.
Spirit Blade: Attacks with great force, but always goes second. Power 120 Acc 100 Ghost Physical 10 PP.

Amyalion
Psychic/Dark

Pokedex entry: Amyalion, the Stealth pokemon. Amyalion appears exclusively at night, and is almost impossible to detect. It strikes with a single devastating attack, then often flees.

Stats: 70/100/50/130/100/150

Ability: Night Shroud
Pokemon's evasiveness rises greatly in dark enviromnents.

Captured at lvl 50. Approach his spawn bewteen 10 PM and 2 AM. Garnatos will immidiately flee if your battle time exceeds an hour. He will appear again at 10-2 until captured (even if it faints.)

Unique Attacks:
Ninjitsu: Pokemon's evasiveness rises to its max during this turn only, if foe misses with an attack move, it takes half the damage it would have delt. Dark Special 5 PP.
Finisher: If enemy connects with an attack move, this attack fails. Always goes second due to difficult startup time, and rarely connects, but always finishes the opponent. 50 Acc Dark Physical 5 PP
Starikins: Pokemon automatically uses this attack when switched in. Attack takes normal order. 40 Power 100 Acc Steel Physical 30 PP
Black Hold: Opponent is held in place for 1 turn. All attacks it used are canceled, and do not consume PP. 90 Acc Dark Special 10 PP.
 
Garntos's capabilities completely fails to Taunt. Dies to strong Ghost, Psychics or Flyings on the Special side (hello, Azelf), and is rather walled by... uh, what Normal types have Taunt?


Again, Amyalion's offenses are overpowered; 130/150 is good enough for Ubers. If Finisher is an OHKO it's a... well, an OHKO move, so it'll be banned. Same with Ninjitsu considering the evasiveness. Starikens (shurikens?) is pretty overpowered. Black Hold is... painful enough already.
 
They are both legendary's, being ubers is sort of the point.

Initially you encounter them together in a doubles battle, just prior to having to face Irolung (you are healed btw). They effectively try and set up for eachother.

Coincidentally, did you notice all the moved on Amyalion list go off its physical attack, not its special? This means you have to change up this moveset to take advantage of that mean 130 special. Also, Amyalion is extremely brittle to physical attacks, so an enemy who can tank a hit from him (Tyranitar, Dialga) can very easily eliminate him with a single attack. Black Hold has absolutely no merit in a single battle, as the enemy doesn't even consume PP.

I actually do need a standard move set for these two, the 4 attacks listed above are just the attacks you know when you meet them.

Next are the G/A starters. I'll only list the stats on the end pokemon.

Vineswine-Photapig-Treboarus

Type: Grass/Rock

Treboarus Stats: 130/90/110/40/90/60

Pokedex Entry Vineswine: Vineswine is known to be always seeking food. Its stretchy body allow it to reach food sources otherwise inaccessible to other pokemon.

Pokedex Entry Photapig: The evolved form of Vineswine, Photapig is even more glutonous than its previous form. Trainers have to constantly watch Photapig, or it will eat itself into immobility.

Pokedex Entry Treboarus: The evolved form of Photapig, Treboarus is large enough to where it can sustain itself on the photosynthisis abilities its large frame cause. It is suprisingly energetic for its form, and not easily stopped when charging.

Tosturtle-Snapfire-Explopin

Type: Fire/Ground

Stats: 70-60-95-120-120-60

Pokedex entry Toasturtle: Toasturtle is quite friendly, and attempts to greet anything it thinks is even remotely alive. It is prone to get too excited and spot flames from its back, and accidentally start small fires.

Pokedex entry Firesnap: The evolved form of Toasturtle, Firesnap's personality is the exact opposite, wanting nothing more than to be alone. It can raise the temperature near it to well over the limits of humans to obtain this solitude.

Pokedex entry Explopin: The evolved form of Firesnap, Explopin is even more agressive than Firesnap, but has long since resolved any feelings towards what it hated. It eagerly awates battle, fights till it faints.

Powdapent-Crysnake-Iceconda

Type: Water/Ice

Stats: 90/110/80/90/70/90

Pokedex Entry Powdapent: Powdapent often sprays out a fine mist of cold water to intimidate its foes. Its venom induces a sinsation of extreme cold, but besides being painful, is completely harmless.

Pokedex Entry Crysnake: The evolved form of Powdapent, and unlike Powdapent, Crysnake's bit is very much dangerous. Humans and Pokemon require the antivenom to its poisonous bite fairly quickly, or risk having limbs frozen forever. Rarely though, humans are actually immune to its venom.

Pokedex Entry Iceconda: The evoled form of Crysnake, Iceconda are rarely seen dispite being so large, whether from fear of trainers training a Crysnake, or its own stealthy nature is disputed. Iceconda has easily enough power to hold down a rampaging Tauros.
 
Armuff (legendary, genderless)

Ghost/Steel
Base Stats: In the order of: HP, Atk, Def, SpAtk, SpDef, Spe

125/80/130/80/130/35

Total: 580 (ties birds, gerbils, pixies)


Ability: Levitate

Armuff is basically the haunted floating suit of armor that I'm surprised hasn't been done yet. It has a sword in one hand, which helps explain the slicey moves. The idea behind this creation is to be a superb mixed wall; its types and ability give it a total of four immunities and eight resistances, while sporting only one weakness.

Moves:

Code:
- Counter
- Astonish
- Metal Claw
- Leer
9 Ominous Wind
13 Mirror Shot
18 Bulk Up
23 Shadow Claw
28 Iron Head
35 Recover
40 Metal Burst
45 Night Slash
51 Torment
58 Haze
63 Shadow Blade

Shadow Blade
    Type 1: Steel
    Type 2: Physical
Base Power: 90
  Accuracy: 85
        PP: 5
  Priority: 0
   Contact: No
   Targets: Selected target
   Effects: A heavy strike using a blade drenched in shadow. Lowers the foe's Defense
            by 1 level.

TMs

TM01 - Focus Punch
TM04 - Calm Mind
TM05 - Roar
TM06 - Toxic
TM08 - Bulk Up
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM13 - Ice Beam
TM14 - Blizzard
TM15 - Hyper Beam
TM16 - Light Screen
TM17 - Protect
TM20 - Safeguard
TM21 - Frustration
TM23 - Iron Tail
TM24 - Thunderbolt
TM25 - Thunder
TM27 - Return
TM30 - Shadow Ball
TM31 - Brick Break
TM32 - Double Team
TM33 - Reflect
TM35 - Flamethrower
TM38 - Fire Blast
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM46 - Thief
TM48 - Skill Swap
TM49 - Snatch
TM50 - Overheat
TM52 - Focus Blast
TM54 - False Swipe
TM56 - Fling
TM57 - Charge Beam
TM58 - Endure
TM60 - Drain Punch
TM61 - Will-o-Wisp
TM63 - Embargo
TM64 - Explosion
TM65 - Shadow Claw
TM66 - Payback
TM68 - Giga Impact
TM69 - Rock Polish
TM70 - Flash
TM73 - Thunder Wave
TM74 - Gyro Ball
TM75 - Swords Dance
TM76 - Stealth Rock
TM77 - Psych Up
TM79 - Dark Pulse
TM82 - Sleep Talk
TM85 - Dream Eater
TM87 - Swagger
TM90 - Substitute
TM91 - Flash Cannon
TM92 - Trick Room
HM01 - Cut
HM04 - Strength
HM05 - Defog
HM06 - Rock Smash

Platinum Move Tutors

Air Cutter
Fire Punch
Fury Cutter
Ice Punch
Icy Wind
Knock Off
Ominous Wind
Sucker Punch
Trick
ThunderPunch
Vacuum Wave
Zen Headbutt
Helping Hand
Last Resort
Magnet Rise
Snore
Spite
Swift
Uproar
AncientPower
Endeavor
Iron Defense
Outrage
Signal Beam
Superpower

Egg Moves

none


Sample moveset:

Wall

Armuff@Leftovers
Nature: Bold
EVs: 252 HP, 252 Defense, 6 Special Defense
- Calm Mind
- Recover
- Shadow Ball
- Focus Blast

This is but one of Armuff's many possible roles. Everything is pretty self-explanatory, I think. Ghost/Fighting is great coverage.
 
I like the possibilities with this one. The speed is sad, but come on, this is and is meant to be a wall.

If you want to try and attack, Trick Room is what you need.
If you want to support, Stealth Rock, Taunt, Thunder Wave and Will-O-Wisp are called for.
If you want to wall, PMJ's moveset is one of many possibilities.

I see this as a very good pokemon.
 
It resists Dragon/Ground, though it still has problems against Fires. Also it's resistant against Fighting/Rock, Ice/GRound, and most defensive attack combinations that they like using theser days. Also, Shadow Blade does not sound Steel, nor does it sound like it has a probability in the mix, just 100% chance of dropping defense...?
 
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