XY New Abilities and effects?

DrEspeon said:
Do you mean the opposing pokemon receives 10% more damage or that your pokemon receives 10% more damage?
Your Pokémon's Electric attacks do 10% more damage.

sohrin305 said:
I do like some of these. But I feel like others are way too powerful of abilities. Dropping both defense and special defense by 3 stages is a little too much, and always landing critical hits and attacking twice per turn are almost the same thing in that they are way to overpowered.

I do like some of the others though :)

Thanks! But as for the critical hits, keep in mind that all of the attacks' base damage(s) are lowered by 5%. Also concerning the attacking twice per turn, it's only during the VERY hard battles. Not like your first or second rival battle, but maybe like your 5th or 6th onward. (Actually, I just though even then that would be dramatically powerful; just forget about this ability :cool: ).
 
GoobieDoob said:
[...]
Thanks! But as for the critical hits, keep in mind that all of the attacks' base damage(s) are lowered by 5%.
[...]

5% is pretty much nothing. Let's say, on average, an attack has a base damage of 70. Lowered by 5%, it would be "at worst" 66. This "lowering" is useless. Or is it lowered after the critical hit bonus? Then it would be 133 instead of 140. Not much either. So, yes, this ability would be way overpowered. As would much others of you be. Sorry, even I - who never plays competitively - can see that.
 
shitzon said:
GoobieDoob said:
[...]
Thanks! But as for the critical hits, keep in mind that all of the attacks' base damage(s) are lowered by 5%.
[...]

5% is pretty much nothing. Let's say, on average, an attack has a base damage of 70. Lowered by 5%, it would be "at worst" 66. This "lowering" is useless. Or is it lowered after the critical hit bonus? Then it would be 133 instead of 140. Not much either. So, yes, this ability would be way overpowered. As would much others of you be. Sorry, even I - who never plays competitively - can see that.

I have to agree. I'd raise it to at least 30% cut, and the effects occur every other turn.
 
I actually like the Leecher ability. I can see it helping an otherwise inferior grass or bug type become relevant. Stab Giga Drain + Leecher + Leech Seed + Leftovers... Yum.
 
There. *Fixed!* PS, New attacks on the way this time :cool:
< cute little Cleffa (btw, thanks to #A-Little-Kitty on deviantArt)
 
Mitja said:
Floor-types:
-casual (Normal buff)
-cave (Rock buff)
-swamp (Poison buff)
-desert (Ground buff)
-forest (Grass buff)
-water (Water buff)
-mountain (Steel buff)
-urban (Electric or psychic buff (they are often depicted as living in urban areas))

Self-Destruct Sequence (hopefully a better name)- When the user is knocked out, there has a small chance (like 15%, or even less) that the Pokemon will use an automatic Self-Destruct, even if it doesn't have the move in its moveset. I figure Pokemon like Genesect, Magnezone and Metagross (robotic Pokemon, possibly even Porygon's line) can posses it. Only one or species can have it naturally, but others can have it through Dream World or something similar. I hope this hasn't already been said.
 
shitzon said:
GoobieDoob said:
[...]
Thanks! But as for the critical hits, keep in mind that all of the attacks' base damage(s) are lowered by 5%.
[...]

5% is pretty much nothing. Let's say, on average, an attack has a base damage of 70. Lowered by 5%, it would be "at worst" 66. This "lowering" is useless. Or is it lowered after the critical hit bonus? Then it would be 133 instead of 140. Not much either. So, yes, this ability would be way overpowered. As would much others of you be. Sorry, even I - who never plays competitively - can see that.

It is the same power whether you lower it before hand or after it doubles.
 
AdamLambert said:
shitzon said:
5% is pretty much nothing. Let's say, on average, an attack has a base damage of 70. Lowered by 5%, it would be "at worst" 66. This "lowering" is useless. Or is it lowered after the critical hit bonus? Then it would be 133 instead of 140. Not much either. So, yes, this ability would be way overpowered. As would much others of you be. Sorry, even I - who never plays competitively - can see that.

I have to agree. I'd raise it to at least 30% cut, and the effects occur every other turn.

One idea I had for that would be that the attacks base power would be cut by 50%, effectively making the attacks half as powerful as usual, but the crits would mean that it would essentially do normal damage.
 
P.DelSlayer said:
AdamLambert said:
I have to agree. I'd raise it to at least 30% cut, and the effects occur every other turn.

One idea I had for that would be that the attacks base power would be cut by 50%, effectively making the attacks half as powerful as usual, but the crits would mean that it would essentially do normal damage.

Wait, wouldn't that make it a negative ability, as it would be the same damage but lacking the chance of a damage boost (if you get what i mean)
 
P.DelSlayer said:
AdamLambert said:
I have to agree. I'd raise it to at least 30% cut, and the effects occur every other turn.

One idea I had for that would be that the attacks base power would be cut by 50%, effectively making the attacks half as powerful as usual, but the crits would mean that it would essentially do normal damage.

But, that would make the ability pointless. It wouldn't do anything.
 
AdamLambert said:
P.DelSlayer said:
One idea I had for that would be that the attacks base power would be cut by 50%, effectively making the attacks half as powerful as usual, but the crits would mean that it would essentially do normal damage.

But, that would make the ability pointless. It wouldn't do anything.

And since regular attacks can become criticals it would be a hinderence to have that ability
 
CaseyVGCx said:
Illness: Increases the duration of status effects or aliments by 1-2 turns.

Wat.

Illness: This Pokemon takes damage each turn and may fall asleep randomly.

The damage is 1/16th of its health.

How about that? lol :D
 
MineField: If your opponent send out a fire or electric type it loses 1/4 of the hp.
 
Slippery: The pokemon has a 25% chance to dodge or miss an attack. It also allows for easier wild battle escaping.
 
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