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Ideas for field effects


ssbCasper

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7 minutes ago, GS BALL said:

I would like a field which reverses the effectiveness of moves. Any pokemon in it, gets the completely opposite effect, from move types... Ex grass is being hit supereffective by water, resists fire, etc. This needs a lot of research though and quite the careful testing, so it ultimately might not be a good idea.

 

Or a dedicated field for weather users...

 

Or a field which changes the type of specific type attacks... Ex all water moves used in field become ice, etc.

So...the Inverse Field?

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A few ideas that I have are a stage-like field which doubles the stage increase of "dance" moves and increases damage of moves that are "flashy", also an ice field that freezes water attacks turning them to ice and is so cold that fire attacks do less. 

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Thanks for the resource guys I'm sure it will come in handy. As far as in game situation I'm mainly thinking of field effects for the first 2 gyms since that's as far as development has gone. The first gym is an ice type gym with a stage / ice rink theme as the gym leader is a famous figure skater. The second gym is normal and is located in an art museum as the leader is a artist. Hope that helps 

Edited by ssbCasper
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An Ice Rink field would be cool. If it makes it any easier. I think you could snag Angie's field from Rejuvenation with Jan's permission and make some changes. Something like this.

 

x1.5 to Ice attacks

x1.2 to Priority moves

Dance moves effects are doubled.

Earthquake, Bulldoze, Flame burst, and Heat Wave destroy the field 

Freeze chances on all moves are doubled. 

Thunder Wave now Freezes instead of Paralyzing. 

All Flying moves get an Ice Sub Type.

Tailwind creates Hail.

(TBH, that's all you really need for a first gym, but you could probably expand on it.)

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Ice Rink Field

 

Since this is a gym field where the gym leader applies her own experience as a skater, instead of your regular ice-boosting field, I would go for a field that also involves movement mechanics where Pokemon that are used to moving on ice would gain field advantages, while making bad movements on the field would cost you the game. 

 

Field Mechanics

- (The natural ice-skaters dance elegantly) Grounded Ice types gains fixed speed boost (x 1.5 speed)

- (Those unfamiliar with ice struggles to hold their stand) Grounded non Ice types  gains 3 turns of slow start effect (-1 speed, -1 Atk), stats returns to normal after 3 turns on the field.

- Flying types are unaffected unless grounded by specific moves.

- Pokemon with Suction Cups and Steadfast are unaffected. 

- Accuracy of physical contact moves are halved when the slow start effect is active.

- When physical contact moves misses, the user receives damage equal to 10% of its maximum hp. (Falling on ice rinks usually doesn't really causes major damage irl), this effect is negated by pokemon with Rock Head

- Burning does not occur in this field, the chances of freeze to occur is doubled

 

Ability + Weather Enhancement

- Activates Ice Body - when Hail is active , the healing effect for Ice Body is doubled.

- Activates Slush Rush - when Hail is active, the speed boosting effect is doubled.

- Activates Snow Cloak - when Hail is active, the evasion effect is doubled.

 

Attack Boosts/Nerfs 

- Ice typing is added onto Water type moves (excluding: Scald)

- x 1.5 base power for ice attacks

- Dance moves effects are doubled, however using dance moves under the Slow Start effect has a 50% chance for the move to fail

- (A slight meltdown occurs, creating hot water in the trail of fire) Using Fire type moves / Scald causes both sides to receive an extra water type damage (reduces 5%, 10% or 20% max hp depending on type effectiveness from water)

 

Field Alteration/Destruction

- (Cracks are created on the ice, creating obstacles for the skaters) if Heavy Slam, Earthquake and Precipite Blades is used, a slow start effect is imposed to all grounded Pokemon (includes ice types).

- Glaciate / Blizzard / Surf repairs the field

- Heat wave changes the field into (some kind of water field I guess? I mean, ice usually melts when heated, it has to go somewhere instead of being completely destroyed)

 

 

Huh, just realized i wrote a little too much for this field, just pick whatever that is to your liking in case its too complex :D

 

Edited by hope4896
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i got a few field effects that i made out of boredom

Spoiler

#-------------------------------- Thunder Strom [TS] --------------------------------#
"Thunder rumbles over head..."
*All active Pokemon cant fall asleep
*Created by using thunder while rain is up
*Electric moves get a increase in base power x1.2
*These moves now apply additional Electric type damage: Hurracane, Weather Ball
*All Pokemon except for electric and ground Pokemon take type scaling electric damage on random turns
*The stat-changing effect of these moves is amplified: Charge, Flash
*Actavates the abilitys Lighting rod, Volt asborb, and Motor drive during each lighting strike 
*These moves increase in base power x1.5: Discharge, Volt Tackle, Zap Cannon
* These moves increase in base power x2: Thundershock, Thunderbolt, Thunder
*These moves will terminate this field effect: Sunny Day, Hail, Sandstorm, Defog
*These abilitys will terminate this feild effect: Air Lock, Drought, Snow Warning, Cloud Nine, Sandstream, Delta Stream, Desolate Land
*Nature Power becomes Thunderbolt
*Camouflage changes the user's type to Electric
*Secret Power may Paralyze
#--------------------------- Deadly Heatwave [DH] --------------------------------#
"The heat is unbareable!"
*All pokemon except for the pokemon with the primary typing of fire, rock, or ground has a certain number of turn untill there KO'ed from the heat depending on their resistance to fire: 4x resist = 12 turns, 2x resist = 10 turns, nutral = 8, 2x weak = 6 turns, 4x weak = 4 turns
*These moves gain a boost of x1.5 and have a increased chance to inflict Burn: Flamethrower, Fire Blast, Flame Burst, Flame Charge
*Heatwave will KO all active pokemon not under the effect of protect or detect
*All fire type moves has a increased power of x1.2
*Is created when Sunny Day and Heatwave are used on the same turn
*Pokemon with the ability Water Vail are inmune to the heat and intant KO from Heatwave
*Pokemon with the ability Dry Skin takes 50% of there Hp every turn
*Water type moves have a 50% chance of missing
*These moves increase in base power x1.2 and gain the fire typing: Air Cutter, Air Slash, Gust, Hurracane
*These moves increase in base power x1.5: Blast Burn, Inferno
*These moves Abilitys terminate this feild effect: Primodial Sea, Delta Stream
*These moves suffer a x0.25 decrease in power and will KO the pokemon after one turn: Outrage, Petal Dance, Thrash
*These moves will fail in this field effect: Rain Dance, Sandstorm, Hail
*Nature Power becomes Flamethrower
*Camouflage changes user's type to fire
*Secret Power may inflict Burn
#--------------------------- Acid Rain [AR] --------------------------------#
"The rain in destroying the field!"
*All Pokemon thats not poison types take 1/16 of there max hp each turn
*Aqua Ring and Dry Skin damage their users each turn(Poison Types will be healed by Dry Skin instead)
*The abilities Poison Heal is activated
*Special Water attacks and These moves deal additional Poison type damage: Gust, Huricane, Twister, Air slash, Razor Wind
*These moves increase in base power x1.5: Smog , Clear Smog , Acid, Acid Spray
*The stat changing effect of these moves is amplified: Acid Armor, Acid, Acid Spray
*Activates Venom Drench and Venoshock
*The ability Aftermath damages for 50% HP (from 25%)
*Fire moves Decrase in base power x0.1
*These moves increase in base power x2 and deal additonal poison typing: Selfdestruct, Explosion
*These moves will terminate this field effect: Sunny Day, Sandstorm, Hail, Defog
*These moves will KO all active Pokemon: Water Spout, Surf
*These moves will transform this field into Heavy Rain: Gravity
*Nature Power becomes Acid Spray
*Camouflage changes the user's type to Poison
*Secret Power may Poison
#--------------------------- Dragons Nest [DN] --------------------------------#
"The power of dragons past and presnt, 
can be felt coursing through the battle feild!"
* Dragon type moves hit for super effective damage on Fairy and Steel types.
*Fairy and ice moves reduce in power of x0.5
*Special Dragon type moves can a power of x1.3 and have a chance of burning
*Physical Dragon moves increase in base power x1.5 and has a chance to paralyze
*These moves increase in base power x1.3: Dragon Ascent, Doom Desire, Meteor Mash
*These moves increase in base power x1.5: Mystical Fire, Magical Leaf, Judgment, Sacred Fire, Ancient Power
*Pressure's effect is doubled
*Wish restores 75% of the user's Max HP (from 50%)
*All Dragon types recover 1/16 hp each turn
*Dragon types get cured of statues aliments at the end of each turn
*The stat changing effect of these moves is amplified: Cosmic Power, Dragon Dance
* Nature Power becomes Dragon Rush
*Camouflage changes the user's type to Dragon
*Secret Power may Flinch
#-------------------------------- Red Moon[RM] --------------------------------#
"An eeire presnce is being amited from the moon..."
*All Pokemon but Dark and Ghost types have a 10% of getting inflicted  with a random status aliment
*Sunny day and harsh sunlight fail
*Dark type attacks get a boost of x1.3
*Ghost type attacks get a boost of x1.5
*Pressures effect is doubled
*Ghost does super effective damage to Normal types, while Dark does super effective damge to Fairy types
*These moves increase in base power x1.5: Dark Pulse, Shadow Ball, Night Daze, Hex
*Fairy, Water, Fighting, and Dragon types get a x0.5 power reduction
*The base accuracy of these moves becomes 100: Dark Void, Confuse Ray, Will-O-Whisp
*The stat changing effect of these moves is amplified: Nasty Plot, Hone Claws, Snarl
* Torment reduce the aflicted Pokemons HP till its over
*Wish fails
* Punishment does base 100 damage
*The move Grudge KOs the attacker instead of Reducing the pp to 0
*The effect of Curse is Doubled
* Pokemon that are asleep have a nightmare placed on them
*Nature Power becomes Night Daze
*Camouflage changes the user's type to Ghost
*Secret Power may put to sleep
#-------------------------------- Training Dojo[TD] --------------------------------#
"Huah, Ho, Ha!"
*Pokemon gain a +1 to there attack after using a fighting move
*These moves wont drop the users stats: Cloce combat, Superpower, Hammer arm
*Jump kick and High jump kick wont cause recoil if missed
*Focus punch wont flinch if hit before its used
*Fighting moves get a increase in base power x1.2
*All contacting moves have a higher chance to crit if the user has these abilitys: Pure power, Huge power, Sheer force, Reckless, Iron fist, Scrappy
*Steadfast incrases attack as well as speed when flinched
*The stat-changing effect of these moves is amplified: Bulk up
*Pokemon with No guard can break through Protect/Detect
*These moves increase in base power x1.5: Karate chop, Cross chop, Brick break, Rock smash, Vital throw, Submission, Storm throw, Low sweep, Low kick, Circle throw
* These moves increase in base power x2: Jump kick, High jump kick, Flying press, Arm thrust, Close combat, Dynamic punch, Focus punch, Superpower
*Nature Power becomes Brick break
*Camouflage changes the user's type to Fighting
*Secret Power may Flinch
 

 

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