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Field Effects


Amethyst

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This is an idea I had back when we were still completely unsure what 5th gen was going to bring for us, however, I still think that it would be neat, and I'm going to be highly, highly disappointed if it doesn't appear in the next generation:

Field effects.

We already see in-game the various locations that are battled in. In fact in the anime, ever since the first episode and through the Indigo League we see the fields they battle on play key roles in battles. The anime has shown us time after time that the best battlers are those that use the field to their advantage- how many times has Ash pulled through a battle only by quick thinking and using the field. In one episode, Charizard flat out melted the field to prevent Gary's Blastoise from dodging, turning the match around. In Candice's gym, Ash only won by having his Pokemon gain speed by richocheting and skating between the various ornaments of the field. And while I don't expect this level of detail from a game, much more can still be done.

This topic is just to throw out some of the countless ideas that could be worked in:

Indoor

-The power of Fly and Skydrop is halved

-Dive functions as a one-turn move with 75% power, and does not protect the user

-Nature Power becomes Tri-Attack

-Sand Attack's accuracy in non-ground/rock types is decreased by 50%

-The effect of Rain Dance, Sunny Day and Hail lasts two turns shorter

Grassland

-The accuracy of Grass type moves is increased 10%

-The power of Water type moves is decreased by 10%

-The power of Fire type moves is decreased by 10%

-Dive functions as a one-turn move with 75% power, and does not protect the user

-Ingrain's effect is doubled

-Bug Bite restores a small amount of HP

-If an AoE fire type attack is used the burning field condition (Grass+Fire pledges) is applied to the affected area. After five turns, the field becomes Dirt Path

-Nature Power becomes Seed Bomb

-Sunny Day lasts one turn longer

Forest

-The accuracy of Grass type moves is increased 20%

-The power of Water type moves is decreased by 20%

-The power of Fire type moves is increased by 20%

-Dive functions as a one-turn move with 75% power and does not protect the user

-Ingrain's effect is doubled

-Bug Bite restores a small amount of HP

-Pokemon with the Herbivore ability recover a small amount of HP each turn

-If an AoE fire type attack is used, the burning field condition is applied to the affected area. After five turns the field becomes Grassland.

-Moves that do not make physical contact have their accuracy decreased by 10%

-If a non-physical contact fire type attack misses, the burning field condition is applied to the targetted area.

-The power of Vine Whip and Power Whip is increased by 20%

-Nature Power becomes Power Whip

-Rain Dance, Hail and Sandstorm last one turn shorter.

Dirt Path

-The power of Dig is increased by 20%

-Dive functions as a one-turn move with 75% power and does not protect the user

-Nature Power becomes Earthquake

-The power of electric attacks is decreased by 10%

-The effect of Sandstorm lasts one turn longer.

Mountain

-Dive functions as a one-turn move with 75% power and does not protect the user

-Nature Power becomes Rock Slide

-The power of Rock Throw, Rock Tomb and Rock Slide is increased by 20%

-Missing Hi-Jump Kick and Jump Kick attacks have a 50% chance to deal doubled recoil damage

-The accuracy of Thunder is increased by 10%

-The accuracy of Blizzard is increased by 10%

-The effect of Fog, Hail and Rain Dance lasts one turn longer

-The power of Circle Throw, Smack Down and Sky Drop is doubled

-Rollout's accuracy is decreased by 30%

Cave

-Dive functions as a one-turn move with 75% power and does not protect the user

-The power of Fly and Skydrop is halved

-Nature Power becomes Rock Tomb

-The effect of Rain Dance, Sunny Day lasts two turns shorter.

-The accuracy of Rock type attacks is increased by 10%

-The power, effect chance and accuracy of Rock Tomb is increased by 20%.

-The chance of Evasion is decreased by 10%

-If a physical contact Fighting or Steel type attack misses, there is a 50% chance that the user will suffer recoil.

-The move Earthquake's power is increased by 20%, however the user suffers recoil.

-The move Fissure's accuracy is doubled, however if it hits, the user is KO'd as well (if the user could normally be hit by Fissure)

-The accuracy of Whirlwind is decreased by 30%

-The accuracy of sound-based moves is increased by 20%

-The power of Sonic Boom, Hyper Voice, Chatter and Echoed Voice is increased by 30%

-Screech and Metal Sound's effects lower the opponents' stats an additional stage.

Ocean

-Grounded non-water types that do not have Swift Swim as an ability have their evasion reduced by 50%

-The power of Water moves is increased by 20%

-The power of Fire moves is decreased by 20%

-Hi Jump Kick and Jump Kick recoil is nulled, however the user's speed drops one stage instead.

-Dig functions as a one-turn move with 75% power and does not protect the user

-Nature Power becomes Surf

-If Gravity is activated, field changes to Underwater

-Pokemon holding Iron Ball gain the effects of the Underwater field instead

-Pokemon using Dive gain the effects of the Underwater field in their protective turn.

-The power of Earthquake and Magnitude is halved.

-If a non-physical contact fire attack misses, there is a 20% chance of Fog weather being created that lasts three turns.

-If a Fire, Ground or Rock Pokemon flinches or is hit with Smack Down or Sky Drop, there is a 50% chance that it will take damage.

-If a Pokemon with Dry skin flinches or is hit with Smack Down or Sky Drop, there is a 50% chance that the ability will activate as if they were hit by a Water attack

-Burn damage is halved

-The Swift Swim ability is active

-Thunder's accuracy is increased 30% if a Water Pokemon is targeted

-The power and accuracy of Whirlpool is increased by 20%, and its effect duration is extended by 3 turns.

-The move Submerge moves the target to Underwater.

-Spikes and toxic spikes are ineffective

-If three targeting Ice attacks miss or AoE Ice attacks are used, the field becomes Ice Field

Marsh

-Nature Power becomes Muddy Water

-Grounded Pokemon have their speed halved.

-The power of electric attacks is reduced by 20%

-The power of Mud Bomb and Muddy Water is boosted by 20%

-The chance of the Effect Spore ability activating is doubled

-The power of Poison type attacks is increased by 10%

-Pokemon with the Dry Skin ability recover health per turn. This does not stack in Rain.

-The power and accuracy of Sludge Wave is increased by 10% and the chance of its effect is increased by 20%

-Aromatherapy has a 50% chance to fail per Pokemon that would be affected by it

-Sweet Scent's accuracy is decreased by 50%

-The power of Fire type attacks is decreased by 10%

-Grounded non-poison, Grass type Pokemon have a 50% chance to lose a small amount of HP each turn.

-Spikes and toxic spikes are ineffective

Desert

-Nature Power becomes Sand Tomb

-Dive functions as a one-turn move with 75% power and does not protect the user

-The power and accuracy of Ground Type attacks increased by 10%

-Pokemon with the Dry Skin ability lose health per turn. This does not stack in Sun.

-The effect of Sandstorm lasts two turns longer.

-The power and accuracy of Sand Tomb is increased by 20%, and its effect duration is extended by 3 turns. There is a 30% chance it will cause a Sandstorm as well.

-The accuracy of Sand attack is increased by 20%, and there is a 50% chance it will decrease the opponents' accuracy by two stages instead of one.

-Pokemon with Sand Veil have 10% additional evasion

-The Sand Rush and Sand Force abilities is active.

Tundra

-The effect of Hail lasts three turns longer

-The accuracy and power of Ice moves is increased by 10%

-Burn damage is halved.

-Dive functions as a one-turn move with 75% power and does not protect the user

-Nature Power becomes Blizzard

-Pokemon with Snow Cloak have 10% additional evasion

-The move Avalanche has a 50% chance of doubling power even if used first.

-The chance of freeze is increased by 10%

Underwater

-Non-physical contact water moves have their power halved

-Physical contact water moves have their power increased by 20%

-Physical contact Fire type attacks have their power halved.

-Non-physical contact fire attacks are ineffective.

-Dig, Fly and Sky Drop function as one-turn moves with 75% power and do not protect the user

-Dive becomes a three turn move, protecting the user on the first and second turn, attacking on the third. Another, non-physical contact move may be used on the second turn.

-Electric attacks always hit, and affect all non-ground Pokemon on the field, with 20% boosted power. They also ignore Lightning Rod's drawing effect, but will still activate its boost. There is a 30% chance the attack will cause the user recoil.

-Fire, Ground and Rock type Pokemon lose HP each turn.

-Pokemon with Dry Skin recover HP each turn.

-Weather is ineffective.

-The Swift Swim ability is active.

-All non-water, non-Swift Swim Pokemon have their speed and evasion halved.

-The power of Earthquake and Magnitude is halved.

-Burn damage is halved

-Non-Water Pokemon's physical-contact attacks' power is halved.

-The power and accuracy of Whirlpool is increased by 20%, and its effect duration is extended by 3 turns.

-Smack Down does not have any additional effect.

-Levitate and Magnet Rise have no effect.

-Thunder Wave has a 50% chance of effecting all Pokemon on the field, including the user.

-The effect of Aqua Ring is doubled.

-Ground Type Pokemon are vulnerable to Electric Attacks

-The accuracy of Sound based moves is increased by 50%, but the power of these moves is decreased by 50%

-Pokemon with the Storm Drain and Water Absorb abilities have a 30% chance each turn of their abilities activating naturally.

-If the battle is artificially forced Underwater by Gravity and the effect wears off, the field returns to Ocean/Water Field

-A Pokemon artificially forced Underwater by Iron Ball returns to Ocean/Water Field if they lose it.

-A Pokemon artificially forced underwater by Submerge has a 50% chance to return to Ocean/Water Field each turn.

-Entry hazards are ineffective

Rock Field

-If a Pokemon flinches or is Smacked Down, there is a 50% chance they will receive additional damage.

-If a physical contact move misses, there is a 50% chance the user will receive additional damage. If this occurs, there is a second 50% chance that both sides of the field will receive Stealth Rocks.

-Nature Power becomes Stone Edge

-Dive functions as a one-turn move with 75% power and does not protect the user

-If a total of ten targeting fire attacks miss or AoE fire attacks are used, the field is set alight (Grass Pledge+Fire Pledge) Under this condition if an AoE water attack is used, or if a targeting water attack misses, the condition ends and Fog is created for three turns.

-The accuracy of Rock Throw, Rock Tomb and Rock Slide is increased by 10%

Ice Field

-Burn damage is halved.

-Dive functions as a one-turn move with 75% power and does not protect the user

-Nature Power becomes Ice Beam

-If a Pokemon flinches, or is Smacked Down there is a 50% chance they will receive additional damage.

-If a physical contact move misses, there is a 50% chance the user will receive additional damage. If this occurs, there is a second 50% chance that the weather will change to Hail.

-If three AoE fire attacks are used, or targeting fire attacks are missed, the field changes to Water Field (or Ocean if it was before)

Lava Field

-If a targeting water type attack misses or an AoE water attack is used, Fog is created for three turns. If this happens three times, the field becomes Rock Field under the burning field condition.

-If a Pokemon flinches, or is Smacked Down, there is a 50% chance they will receive additional damage and a burn. The damage is applied like Stealth Rock, but based on Fire rather than Rock type.

-The power of Fire type attacks is increased by 10%

-Nature Power becomes Fire Spin

-The power and accuracy of Fire Spin is increased by 10%, and its effect duration is extended by 1 turn.

Water Field

-Hi Jump Kick and Jump Kick recoil is nulled, however the user's speed drops one stage instead.

-Dig functions as a one-turn move with 75% power and does not protect the user

-Nature Power becomes Whirlpool

-Pokemon using Dive gain the effects of the Underwater field in their protective turn.

-The power of Earthquake and Magnitude is halved.

-If a non-physical contact fire attack misses, there is a 20% chance of Fog weather being created that lasts three turns.

-If a Fire, Ground or Rock Pokemon flinches or is hit with Smack Down or Sky Drop, there is a 50% chance that it will take damage.

-If a Pokemon with Dry skin flinches or is hit with Smack Down or Sky Drop, there is a 50% chance that the ability will activate as if they were hit by a Water attack

-The Swift Swim ability is active

-Thunder's accuracy is increased 30% if a Water Pokemon is targeted

-The power and accuracy of Whirlpool is increased by 10%, and its effect duration is extended by 1 turn.

-The move Submerge moves the target to Underwater.

-If three targeting Ice attacks miss or AoE Ice attacks are used, the field becomes Ice Field

Any other ideas?

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I know, right? :x Especially water types. Though to be honest... I feel like if Pokemon were real, it would be about as practical to go Surf out on the sea and fight without a water type... Ultimately I was just trying to be 1- true to the anime, 2- semi-realistic.

water type 4 ubers.

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I considered Beach, but I couldn't think of a place in the game so far where Pokemon are encounterable on a beach?

...Although there are some trainer battles... Hm, okay.

Underground would be Cave

Sky area- Again, no Pokemon you encounter flying through the air- or trainers.

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Indoors (blackout)/ Unlit Cave

The power and accuracy of Dark and Ghost type moves are increased.

Evasion for Dark and Ghost type moves are increased.

Physical attacks on Ghost types are nullified, decreased for dark types.

Physical attacks that miss have 25% chance of hitting an object in the dark and inflicting recoil damage.

Protect has 50% chance of failing even on its first non-consecutive use (unless unaffected- see below)

Moonlight heals twice as much and affects all allies, illuminates room for allies affected by the darkness.

Certain dark/cave dwelling pokemon are unaffected (zubat, Onix, Golem, etc)

Pokemon with flame body, glowing body parts, etc are unaffected.

Flash returns area to normal/lit for 3 turns, reduces accuracy by two stages instead of one.

A non-physical fire move returns area to normal/lit for1 turn.

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  • 2 weeks later...

Ho hum. So much win.

Undersea

All fire moves are at 25% power.

All water moves boosted 25% power. (or +1)

Drought ineffective.

Sand Stream ineffective.

Drizzle lasts two turns longer.

Whirlpool / Water Spin lasts two turns longer and does .12% more damage.

All I could think of for now.

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  • 3 weeks later...

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