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Front Stage Field

The show is about to start...

Mist also lowers all Pokémon's accuracy.

Mist Ball, Sing, Flatter, Round, Echoed Voice, Teeter Dance, Quiver Dance, Chatter, Fiery Dance all x2 in power

Psychic moves gain 1.5x in power (A magic show if you will)

Earthquake does additional half max HP damage to all Pokémon on field. (The set is falling apart!)

3 Earthquakes will terminate the field

Flash also has a 50% chance to flinch (Cue the lights!)

Move power depends on beauty of Pokémon 0.5x-3x (Bravo!)

Encore doubles in length

Inner Focus also raises Attack and Special Attack on switching

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Tropic storm field

"It's too dangerous to be outside!"

-Gets summoned by Tailwind and Rain being active on the field.

-Flying-types are grounded, using Flying-type moves causes the user to faint, except Hurricane.

-Hurricane, Leaf Tornado, Twister, Muddy Water, Whirlpool and Surf causes all the active pokemon to faint. (except if using Protect etc.)

-Water-moves (except the above) get a x1,5 power increase.

-The following moves get a x1,5 power increase: Thunder, Thunderbolt, Shock Wave.

-Thunder's accuracy is boosted to 90%.

-Perish song starts with the counter on 1.

-Soak changes all the active pokemons' type to Water.

-Razor Leaf, Magical leaf, Petal Blizzard, Petal Dance and Leaf Storm get additional Flying-type damage, Leaf storm also gets a power increase by x1,5.

-Lightningrod activates occasionally at the end of the turn (50% chance)

-The field gets terminated by: Sunny Day, Hurricane, Dig

Does this terminate the weather effects? If it doesn't, then Thunder already has Acc boosted to 100% due to rain, and if Sunny Day were to be used, the Rainbow field appears.

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  • 2 weeks later...

The Game Corner given a battling form. Maybe you can do these battles for Coins?

Casino Slots Field

"May luck be with you."

  • The type chart is completely nullified, so attacks will always be normal effectiveness.
  • Abilities are nullified completely (sorry, Shedinja)

  • Held items and items from your bag (don't know the term, sorry) cannot be used.

  • The field cannot be overwritten by other Field Effects.

  • Every Pokémon receives a random amount of damage equal to 1/16, 1/8, or 1/4 of their Max HP at the end of each round.

  • Moves will only do a set amount of damage equal to a percentage of the damaged Pokémon’s HP. The percentage is randomly chosen from 1/8, 1/4, and 1/2 (bring someone with 100+ Max HP, I’d recommend).

  • Moves with a fixed amount of damage will still follow the above mentioned rule, abandoning their original fixed damage.

  • The secondary effects of moves are nullified.

  • Pokémon cannot use moves that would cause either Pokémon to faint from a method besides damage (i.e. Self-Destruct, Explosion, Perish Song, etc.)

  • Recoil does not occur.

  • Status moves do not do anything (i.e. no burn damage at the end of each turn, no chance of being paralyzed for the turn, etc.)

  • Leech Seed does not work.

  • Pokémon do not require a turn to recharge (i.e. after Hyper Beam or Giga Impact)

  • Moves do not lose PP.

  • Turn order is randomized, making the Speed stat and priority moves obsolete.

  • Status buffs and debuffs are nullified (not that they'd be useful).

  • Metronome cannot use Memento, Final Gambit, Self-Destruct, Explosion, any move that is meant to cause the user to faint.

  • Metronome cannot choose status moves (it's not like they do anything in this field)

  • Nature Power becomes Metronome

Edited by InnocentBoy
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Odd field

"That weird feeling..."

-All move effects are opposite. Super effective moves are not very effective and vise versa.

-Moves that heal will damage instead

-Item effects will become opposite as well

-Normal and fighting type moves can hit ghost types

Wait what then literally the only way to KO someone is with either statuses or heal pulse

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Basketball Field

I NEED TO SEE YOU HUSTLE! HUSTLE! HUSTLE!

- Pokemon with these abilities have a x1.5 speed boost

Guts, Sheer Force, Hustle, Pickpocket, Hyper Cutter, Competitive, Inner Focus, Rivalry, Scrappy, Adaptability

- Pokemon with these abilities have a x1.5 accuracy boost

Analytic, Anticipation, Early Bird, Forewarn, Intimidate, Keen Eye, Own Tempo, Pressure, Steadfast, Sniper

- Pokemon with these abilities get decrease in speed x0.5

Defeatist, Gluttony, Heavy Metal, Klutz, No Guard, Oblivious, Own Tempo, Run Away, Simple, Stall, Thick Fat, Truant, Unaware, White Smoke

- If a Pokemon misses 3 times in a row, accuracy is decreased by x0.33

- If a Pokemon lands a hit 3 times in a row, accuracy is boosted by x0.33

- Rest lasts 2 turns but only recovers 60% health

- Slack Off recovers only 20% health

- Psych - Up cures users status ailments

- Focus Energy boosts critical hit rate to 3

- Wide Guard and Quick Guard boost Defense by x1.5

- Fly & Bounce only last one turn

- All special moves have a increase in base power x1.3

- All physical moves have a increase in base power x1.25

- Nature Power becomes Aura Sphere or Extreme Speed

- Camouflage changes the user's type to Grass

- Secret Power may inflict confusion

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