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Silhouette Gloom of the Sundown Lands
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Part of the current speculation of leaked information revolves around new field effects, such as the poison field which gives 30% accuracy to Poison moves, makes Sludge Bomb always poison, and immediately activates the effects of Toxic Spikes (whatever that means)
Even if this turns out to be completely false, it is too fun of a concept to not speculate about, so here are some ideas for different field effects for the other 16 types. None of this takes into account new attacks or abilities, and remember this is just for fun times anyway, so don't get your knickers in a twist.
Bug Field
- Bug-types take no damage upon switching in
- All Bug-type attacks with secondary effects will always activate
Dark Field
- All Dark-type attacks gain a priority level of +1
Dragon Field (as if this needs any buffers at all rofl)
- Prevents major status effects done to Dragon-types
- Dragon-type attacks gain 10% accuracy
Electric Field
- All Electric attacks have perfect accuracy
- All Electric attacks done by Electric Pokemon gain a 20% paralysis rate
Fighting Field
- Fighting-type moves do 50% more damage and do 1/2 the damage done to the user in recoil
Fire Field
- Fire-types receive a 50% boost in Special Defense
- Burns inflicted increase in damage over time (a la toxic poison)
- Magma Storm gains 30 accuracy
- Blast Burn's turn of rest is ignored
Flying Field
- Flying-types get a 20% evasion increase
- All Flying attacks have an increased chance to score a critical hit
- Special-based Flying attacks gain perfect accuracy
Ghost Field
- Ghost-type attacks have a 10% chance to trap the opponent, confuse them, or both
- Nightmare will work even if the opponent is not asleep
- Destiny Bond's effect lasts for an extra turn
Grass Field
- Grass Pokemon gain a 25% increase in Attack and Special Attack
- Stun Spore does not miss
- Petal Dance does double damage
- Frenzy Plant's turn of rest is ignored
Ground Field
- All Ground attacks not called Bone Rush, Bonemerang, or Fissure will hit flying or levitating Pokemon at half their base power
- A fourth layer of Spikes can be laid (increasing switch in damage to 31.25%)
- Rapid Spin will only blow away one layer of Spikes
Ice Field
- Ice-types become resistant to Rock-type attacks
- The chance to freeze is reduced to 1%, but Pokemon frozen under this effect will never thaw naturally
- Non-Ice Pokemon get a 20% evasion decrease
Normal Field
- All weaknesses, resistances, and immunities are ignored
- Normal-types gain +1 to a randomly chosen stat upon switching in
Psychic Field
- Any Psychic Pokemon with a Special Attack stat of over 500 can hit Dark-type Pokemon with Psychic-type attacks, at 1x effectiveness
- Light Screen and Reflect have a 30% chance to completely block the appropriately aligned attack on a Psychic-type Pokemon
Rock Field
- Rock Blast always hits 5 times and cannot miss
- Rock Wrecker's turn of rest is ignored
- Power Gem's base power is increased to 120 and gains a 30% paralysis chance
Steel Field
- If a Steel-type Pokemon is in play, Electric Pokemon cannot run
- All attacks from all Pokemon (excluding OHKO moves) gain 20 accuracy
- Dragon- and Fire-types take 25% more damage from Steel-type moves
Water Field
- Surf, Whirlpool, and Muddy Water may drown (OHKO) the opponent if it weighs more than 500 pounds and is not Water-type (10% chance)
- Water-types get a 20% HP increase
- Hydro Cannon's turn of rest is ignored
Even if this turns out to be completely false, it is too fun of a concept to not speculate about, so here are some ideas for different field effects for the other 16 types. None of this takes into account new attacks or abilities, and remember this is just for fun times anyway, so don't get your knickers in a twist.
Bug Field
- Bug-types take no damage upon switching in
- All Bug-type attacks with secondary effects will always activate
Dark Field
- All Dark-type attacks gain a priority level of +1
Dragon Field (as if this needs any buffers at all rofl)
- Prevents major status effects done to Dragon-types
- Dragon-type attacks gain 10% accuracy
Electric Field
- All Electric attacks have perfect accuracy
- All Electric attacks done by Electric Pokemon gain a 20% paralysis rate
Fighting Field
- Fighting-type moves do 50% more damage and do 1/2 the damage done to the user in recoil
Fire Field
- Fire-types receive a 50% boost in Special Defense
- Burns inflicted increase in damage over time (a la toxic poison)
- Magma Storm gains 30 accuracy
- Blast Burn's turn of rest is ignored
Flying Field
- Flying-types get a 20% evasion increase
- All Flying attacks have an increased chance to score a critical hit
- Special-based Flying attacks gain perfect accuracy
Ghost Field
- Ghost-type attacks have a 10% chance to trap the opponent, confuse them, or both
- Nightmare will work even if the opponent is not asleep
- Destiny Bond's effect lasts for an extra turn
Grass Field
- Grass Pokemon gain a 25% increase in Attack and Special Attack
- Stun Spore does not miss
- Petal Dance does double damage
- Frenzy Plant's turn of rest is ignored
Ground Field
- All Ground attacks not called Bone Rush, Bonemerang, or Fissure will hit flying or levitating Pokemon at half their base power
- A fourth layer of Spikes can be laid (increasing switch in damage to 31.25%)
- Rapid Spin will only blow away one layer of Spikes
Ice Field
- Ice-types become resistant to Rock-type attacks
- The chance to freeze is reduced to 1%, but Pokemon frozen under this effect will never thaw naturally
- Non-Ice Pokemon get a 20% evasion decrease
Normal Field
- All weaknesses, resistances, and immunities are ignored
- Normal-types gain +1 to a randomly chosen stat upon switching in
Psychic Field
- Any Psychic Pokemon with a Special Attack stat of over 500 can hit Dark-type Pokemon with Psychic-type attacks, at 1x effectiveness
- Light Screen and Reflect have a 30% chance to completely block the appropriately aligned attack on a Psychic-type Pokemon
Rock Field
- Rock Blast always hits 5 times and cannot miss
- Rock Wrecker's turn of rest is ignored
- Power Gem's base power is increased to 120 and gains a 30% paralysis chance
Steel Field
- If a Steel-type Pokemon is in play, Electric Pokemon cannot run
- All attacks from all Pokemon (excluding OHKO moves) gain 20 accuracy
- Dragon- and Fire-types take 25% more damage from Steel-type moves
Water Field
- Surf, Whirlpool, and Muddy Water may drown (OHKO) the opponent if it weighs more than 500 pounds and is not Water-type (10% chance)
- Water-types get a 20% HP increase
- Hydro Cannon's turn of rest is ignored