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Designing Rock Fighting Flying starter cycle


Lugruf

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Basically I came across another perfect cycle for starters, different from Grass Fire Water, and I decided to design a cycle myself. The first and second evolutions are all single type while all the third evolutions get a secondary type. I tried to create combinations that haven't been made before (except with flying, which has been combined with all the other 17 types already). Each final evolution has a signature move created by me which you can find at the end of the third evolution. I tried to make all the third evolutions balanced for OU. Any criticism, feedback or opinion will be welcome.
I have no intention of implementing them in any game yet, I just like designing fakemons. I guess that if one day I decide to create a Pokemon game I'll put all my fakemons inside.
As a side note, I'm not an artist nor I intend to be, so this post contains 0 art. It's only mechanic design, which is the part of game design I most enjoy.
Rock type
First evolution
Type: RockIC_Big.png
Ability: +50% Rock type damage when under 33% health
Hidden: Sand Force
Stats:
Rock_stats_1.png
BST: 310
Learnset:
1,Tackle
3,Leer
6,Rock Throw
9,Sand Attack
12,Acid
15,Stealth Rock
19,Ancient Power
23,Sandstorm
27,Block
31,Power Gem
35,Body Slam
39,Rock Polish
43,Stone Edge
Second evolution
Type: RockIC_Big.png
Ability: +50% Rock type damage when under 33% health
Hidden: Sand Force
Stats:
Rock_stats_2.png
BST: 405
Learnset:
1,Tackle
3,Leer
6,Rock Throw
9,Sand Attack
12,Acid
15,Stealth Rock
19,Ancient Power
24,Sandstorm
29,Block
34,Power Gem
39,Body Slam
44,Rock Polish
49,Stone Edge
Third evolution
Type: RockIC_Big.pngPoisonIC_Big.png
Ability: +50% Rock type damage when under 33% health
Hidden: Sand Force
Stats:
Rock_stats_3.png
BST: 540
Learnset:
1,Tackle
3,Leer
6,Rock Throw
9,Sand Attack
12,Acid
15,Stealth Rock
19,Ancient Power
24,Sandstorm
29,Block
34,Power Gem
36,Sludge Wave
39,Body Slam
45,Rolling Stones
51,Rock Polish
57,Toxic Spikes
63,Explosion
Notable TM / Tutor moves:
Gunk Shot
Poison Jab
Sludge Bomb
Stone Edge
Rock Slide
Flamethrower
Fire Blast
Overheat
Fire Punch
Ice Punch
Thunder Punch
Earth Power
Earthquake
Thunder Wave
Rolling Stones:
Type: Rock
PP: 5
Power: 110
Accuracy: 85
Non-contact
Ballistic (Bulletproof)
30% chance to make the target flinch
Fighting type

First evolution
Type: FightingIC_Big.png
Ability: +50% Fight type damage when under 33% health
Hidden: Iron Foot: +20% damage to kicks
Stats:
Fighting_stats_1.png
BST: 310
Learnset:
1,Tackle
3,Meditate
6,Low Kick
9,Focus Energy
12,Shadow Sneak
15,Double Kick
19,Chip Away
23,Rolling Kick
27,Bulk Up
31,Jump Kick
35,Mega Kick
39,Blaze Kick
43,Taunt
Second evolution
Type: FightingIC_Big.png
Ability: +50% Fight type damage when under 33% health
Hidden: Iron Foot: +20% damage to kicks
Stats:
Fighting_stats_2.png
405
Learnset:
1,Tackle
3,Meditate
6,Low Kick
9,Focus Energy
12,Shadow Sneak
15,Double Kick
19,Chip Away
24,Rolling Kick
29,Bulk Up
34,Jump Kick
39,Mega Kick
44,Blaze Kick
49,Taunt
Third evolution
Type: FightingIC_Big.pngGhostIC_Big.png
Ability: +50% Fight type damage when under 33% health
Hidden: Iron Foot: +20% damage to kicks
Stats:
Fighting_stats_3.png
BST: 540
Learnset:
1,Tackle
3,Meditate
6,Low Kick
9,Focus Energy
12,Shadow Sneak
15,Double Kick
19,Chip Away
24,Rolling Kick
29,Bulk Up
34,Jump Kick
36,Phantom Kick
39,Mega Kick
45,High Jump Kick
51,Blaze Kick
57,Taunt
63,Counter
Notable TM / Tutor moves:
Stone Edge
Rock Slide
Knock Off
Fire Punch
Ice Punch
Thunder Punch
Taunt
Power-Up Punch
Zen Headbutt
Superpower
Drain Punch
Vacuum Wave (Egg)
Focus Miss
Shadow Ball
Phantom Kick:
Type: Ghost
PP: 10
Power: 85
Accuracy: 100
Contact
The target flinches if it's going to use a status move.
Flying type
First evolution
Type: FlyingIC_Big.png
Ability: +50% Flying type damage when under 33% health
Hidden: Lightning Rod
Stats:
Flying_stats_1.png
BST: 310
Learnset:
1,Tackle
3,Defog
6,Gust
9,Feather Dance
12,Mirror Move
15,Steel Wing
19,Air Cutter
23,Roost
27,Tailwind
31,Air Slash
35,Taunt
39,Hurricane
43,Sky Attack
Second evolution
Type: FlyingIC_Big.png
Ability: +50% Flying type damage when under 33% health
Hidden: Lightning Rod
Stats:
Flying_stats_2.png
BST: 405
Learnset:
1,Tackle
3,Defog
6,Gust
9,Feather Dance
12,Mirror Move
15,Steel Wing
19,Air Cutter
24,Roost
29,Tailwind
34,Air Slash
39,Taunt
44,Hurricane
49,Sky Attack
Third evolution
Type: FlyingIC_Big.pngSteelIC_Big.png
Ability: +50% Flying type damage when under 33% health
Hidden: Lightning Rod
Stats:
Flying_stats_3.png
BST: 540
Learnset:
1,Tackle
3,Defog
6,Gust
9,Feather Dance
12,Mirror Move
15,Steel Wing
19,Air Cutter
24,Roost
29,Tailwind
34,Air Slash
36,Mirror Shot
39,Taunt
45,Hurricane
51,Iron Defense
57,Sweeping Wind
63,Brave Bird
Notable TM / Tutor moves:
Stealth Rock
Toxic
U-Turn
Knock Off
Flash Cannon
Thunder Wave
Heat Wave
Sweeping Wind:
Type: Flying
PP: 20
Power: 10
Accuracy: 100
Non-contact
Removes hazards on the user's side of the field. Doubles power for each hazard removed.
Edited by Lugruf
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I think this a is a really cool idea in general. I like the idea of having a strong special attacker for rock that can also run a mixed set.

The steel flying one seems like it might be a bit overpowered. A rapidspin that can't be blocked, and gains power for each hazard removed? I think it would become overused, even for OU.

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Steel/Flying with Lightning Rod, what? That's awesome! Although, it's a bit overpowered with that Sp.Def and Iron Defense. Well, the final evolution don't form a cycle, I guess that's intended? Actually, I'd really like to see 9 starters with three cycles: Water/Grass/Fire ; your Rock/Flying/Fighting ; and a third one. All of them will be dual-typed so we have all starters covering all types.

Also, ghost starter wooohooo, I love ya!

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Very neat. I like the synchronicity between maintaining their single types up til the third evolution- it just makes the third evolution all the more awaited. I've got two questions. Are the evolutions planned at levels 16 and 36?

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Uh... I should note making the Rock Poison type breaks the trio. Poison Resists fighting, making it do normal damage. Same goes with Steel/Flying breaking the Rock weakness. Kinda... well the point of the trio is that they are all weak to each other's primary types. So, it sorta breaks the purpose if ONLY the Fighting type is weak to it's counterpart. The trio are meant to teach that adn I think should retain that quality ALWAYS since it's the point of start trios. It's just not a true trio imo if it breaks that convention.

Alo as a note I think you should remove a little from it's defs earlier on and up it's attacking stats a bit for the Flying types. It's going to struggle super hard early leveling it up with THAT low attacking stats. Just a slight bump. ((I'd honestly say to still take some out of that SpDef... it's like... insanely high. much to it's detriment imo.))

Also it jsut feels liek Special Skarmory with a busted sig move... so it's a pretty boring concept imo. But, that's me.

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this is definitely super cool but these base stats are definitely out of proportion. even for good pokemon, most mons with that high of stats end up in ubers and i believe ubers to be the tier where they throw the unbalanced mons. The rock type especially, and the fighting type has too low of stats comparatively (but it looks to be the most balanced) and the steel type looks like its turning out to be the flying type version of avalugg

i have to agree with huk and say that the typings do make it hard for it to be a proper trio aswell.

all that said tho this is super cool and designing base stats and moves and everything is super hard because you have to take in a lot of consideration to what's fair and whats balanced, all while not making them weak because theyre your pokemon and goddamn it theyre going to be cool, i know. dont give up though, it looks really clean so far! ghost/fighting is the best :]

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So, the stats you've chosen for your starters are very polarized for some reason, and I'm not sure that's such a good thing. Why does your Rock starter have 110 / 130 in attack and special attack, respectively? Here's the thing about dedicated mixed attackers like that:

I'm far more inclined to use a physical set from this Pokemon since it's coverage is better and its stab moves hit harder. So that 130 in special attack is essentially wasted, since I won't be using it in combat. That is a huge amount of points going unused, when they could be helping me take hits by going toward defense and special defense. Mixed attacking is gimmicky because there just isn't enough room in 4 moves for adequate coverage for both physical and special attacks. I would rather have 40 base special attack, and split those 90 extra points between my defenses. Now, not only do I hit hard and move fast, but I also won't die to a feather hitting me. It wouldn't have to be that specifically, but it's just an example.

Why does your Flying starter try to replace Skarmory? I think it's really unfair to Skarmory for another Pokemon to be designed specifically to do his job better than he can. Where does that leave Skarmory? Why is it so important to make Skarmory obsolete by creating a Skarmory 2.0? What's wrong with designing your Flying starter to have its own strategy? These are all questions I have when a Pokemon like this is conceived.

As a last tidbit, I think 540 totals might be a teeny-weeny bit too high. Charizard, Infernape, Typhlosion, and Delphox sit as the highest base stats Pokemon at 534 right now, which is only 6 points lower, but they're a lot more balanced, and so those points are less polarized. Maybe base 530 would be a little less harsh.

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The signature moves are broken. A Rock-Type Hydro Pump that can also flinch, and an unblockable Rapid Spin that hits harder with stacking hazards plus STAB are going to destroy any balance OU has. Certainly the offensive stats of the Steel bird are trash, but Lightningrod and Steel/Flying make it extremely hard to kill, as you reduce its weaknesses to only Fire. So I recommend changing the ability into something not that usable like Inner Focus, or changing the type into something not overpowered like Ice or Electric, since an immunity is always a big deal for a pokemon with that big stats. If you still want to keep both Lightningrod and Steel/Flying, remove Roost.

Now, if you decide to drop their base stats to 530, I suggest the following changes

1. Atk->100, SpA ->120, Def->70 [it has a bad typing overall, so good speed and offensive stats should be allowed, just not OP]

2. Def->90 [very good typing but needs to be more killable since it can deal with its weaknesses pretty easily]

3. Atk->70, SpA->80, SpD->150, Spe->100

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Perfect starter Pokemon cycles are really awesome!

For my game, I did not use a perfect starter pokemon because I used Pokemon that had more to do with the main character, which is Mr. Fuji who is all about Cubone, and Poliwag... As the third option, I picked Magby, because that's a Pokemon I really like and thought it would fit well! It's really hard to balance the early game when you don't have a perfect cycle though!

Nice stuff!

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I really like these guys even though they don't have pictures or names yet. The rock one seems to literally be glass. Some suggestions. First, I'm guessing the evolution curve is 16 and 36, but it would be good to say this up front.
Second, some move ideas. For the rock type I don't see Toxic even in the list of possible TMs. A future poison type should be able to use Toxic. The fighting type could use more ghost moves for when it gets that typing. While it seems to prefer kicks both Shadow Punch and Shadow Claw are physical ghost moves that could help. For the flying type, considering its low attack stats it would benefit from continuously damaging moves. I don't know what could work with a flying steel type.
Just some constructive criticism. Hope this helps a bit.

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