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One of my many new Field Effects


Dark Legend

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Alright. I'm making two fan Pokemon games. And with them, I'm creating Field Effects. Here is my favorite one:

 

Ancient Pyramid Field

 

 

General Effects

Ghost -Type moves increase in base power by x2 

Ground -Type Moves increase in base power by x1.5

Fire -Type moves decrease in base power by 0.5

Water - Type moves decrease in base power by 0.5

 

Abilities Affected

Tough Claws's boost is increased to x2

Mummy lowers all stats by 1 stage every turn, and you cannot switch out while this is happening

Guts and Berserk are automically activated

Intimidate lowers opponent's Special Defense by 2 stages, but its other effects do not take place

 

Moves Affected

These Moves increase in power by x2 (A blast from the past!)

  • Shadow Force
  • Phantom Force
  • Fly
  • Bounce
  • Dig
  • Dive
  • Future Sight
  • Earthquake
  • Shadow Ball
  • Bite 
  • Crunch
  • Brick Break

These Moves increase in power by x1.5 (The spiritual energy is great!)

  • Judgement
  • Dragon Rush
  • Outrage
  • Leaf Blade

Moves that will always fail 

  • Sing
  • Sleep Powder
  • Hypnosis
  • Lovely Kiss
  • Spore
  • Yawn
  • Rest
  • Grass Whistle
  • Thunder Wave
  • Scald
  • Freeze-Dry
  • Guillotine 
  • Sheer Cold

Moves that have amplified stat changes

  • Swords Dance
  • Focus Energy
  • Howl
  • Shell Smash
  • Noble Roar
  • Dragon Dance

Moves that no longer need recharge turn (May you strike faster!)

  • Blast Burn
  • Hydro Cannon
  • Frenzy Plant

Other changes

  • Water, Fire and Grass Pledges activate thier secondary effects immediatety after using them

 

Transitions to other Field Effects

There is no way to transition the field

 

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44 minutes ago, Dark Champion said:

Alright. I'm making two fan Pokemon games. And with them, I'm creating Field Effects. Here is my favorite one:

 

Ancient Pyramid Field

 

 

General Effects

Ghost -Type moves increase in base power by x2 

Ground -Type Moves increase in base power by x1.5

Fire -Type moves decrease in base power by 0.5

Water - Type moves decrease in base power by 0.5

 

Abilities Affected

Tough Claws's boost is increased to x1.5

Guts and Berserk are automically activated

Run Away, Wimp Out and Emergency Exit don't activate

Comatose does not work

Intimidate lowers opponent's Special Defense by 2 stages, but its other effects do not take place

 

Moves Affected

These Moves increase in power by x2 (A blast from the past!)

  • Shadow Force
  • Phantom Force
  • Fly
  • Bounce
  • Dig
  • Dive
  • Future Sight
  • Earthquake
  • Shadow Ball
  • Bite 
  • Crunch
  • Brick Break

These Moves increase in power by x1.5 (The spiritual energy is great!)

  • Judgement
  • Dragon Rush
  • Outrage
  • Leaf Blade

Moves that will always fail 

  • Sing
  • Sing
  • Sleep Powder
  • Hypnosis
  • Lovely Kiss
  • Spore
  • Yawn
  • Rest
  • Grass Whistle
  • Thunder Wave
  • Scald
  • Freeze-Dry
  • Guillotine 
  • Sheer Cold

Moves that have amplified stat changes

  • Swords Dance
  • Focus Energy
  • Howl
  • Shell Smash
  • Noble Roar
  • Dragon Dance

Moves that no longer need recharge turn (May you strike faster!)

  • Blast Burn
  • Hydro Cannon
  • Frenzy Plant

Other changes

  • Water, Fire and Grass Pledges activate thier secondary effects immediatety after using them

 

Transitions to other Field Effects

There is no way to transition the field

 

An ancient pyramid field and it does nothing with the Mummy ability? You could have made it trigger on switch in or apply a stat change or something, but otherwise, interesting Field effect

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4 minutes ago, Lord Drakyle said:

just saw the addition, that's one potent effect, would be hellish to be prevented from switching out while that's actively happening

Hmmm... I like the way you think about torturing young aspiring pokemon trainers! I have changed it to include that!

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2 minutes ago, Dark Champion said:

Hmmm... I like the way you think about torturing young aspiring pokemon trainers! I have changed it to include that!

good lord, i wasnt recommending it being made a dual effect, i meant like one of those combos you setup during battle, that is downright terrifying but also puts more stress on the idea of getting rid of the ability as fast as possible during battle

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2 minutes ago, Lord Drakyle said:

good lord, i wasnt recommending it being made a dual effect, i meant like one of those combos you setup during battle, that is downright terrifying but also puts more stress on the idea of getting rid of the ability as fast as possible during battle

Sorry, but I stand by my decision. I also got more fields on the way. Ive decided to introduce three of my fields, so I got 2 more to introduce.

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4 minutes ago, Dark Champion said:

Sorry, but I stand by my decision. I also got more fields on the way. Ive decided to introduce three of my fields, so I got 2 more to introduce.

Mummy went from damn near useless ability, to strategic ability to terrifying on that field XD i can't wait to see what else you got

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18 hours ago, Dark Champion said:

Mummy lowers all stats by x1.5 every turn,

How are we supposed to understand this? 

How can it lower stats by multiplying? Or maybe, since x1,5 is the change from 0 stages to 1 stage positive, it means "Mummy lowers every stat by 1 stage every turn"? 

 

Other than that (and the fact you've put "Sing" twice in the same column), it's an interesting field. 

 

But, if it was under Reborn/Rejuvenation mechanics, I'd add:

  • Camouflage changing user's typing to Ground 
  • Nature Power becomes Sand Tomb
  • Hidden Power may decrease user's Defense 
  • Telluric Seed:
    • increases user's Attack and Special Attack by 2 stages, but decreases user's Defense and Special Defense by 1 stage 
    • increases user's Defense and Special Defense by 2 stages, but applies Sand Tomb 
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