Oscarus Posted January 27, 2022 Share Posted January 27, 2022 (edited) I know I've previously created some field ("Drake Colosseum", to be exact), but I wanted to do more. And after seeing the "Ancient Pyramid" field by Dark Champion, and comparing it to mine, I realized... there is no canonical field in neither Reborn, Rejuvenation nor Desolation that has to do with places like cementaries or ancient tombes. Well, you could argue with me about Haunted Field in Rejuvenation, but to me it's more for a places just associated with ghosts and evil spirites, not specifically places of eternal rest. So... as one certain skeleton once said... Spoiler here goes nothing. Cementary Field "Rest in peace" General Effects Ghost-type and Dark-type moves increase in base power by x1,5 ("The darkness within...") Bug-type moves increase in base power by x1,2 ("Fears of countless powered the attack!") Fighting-type moves decrease in base power by x0,7 ("<x> couldn't focus on the target!") Psychic-type and Fairy-type moves decrease in base power by x0,5 ("Stench of the deceased softened the attack!") Ghost-type attacks are super-effective aganist Normal-type opponents Psyhical Bug moves and Special Flying moves deal additional Ghost damage ("Departed souls supported you!") Rain lasts 8 turns Sleeping Pokemon lose 1/8 Max HP at the end of the turn When Pokemon have one of thier moves disabled due to move or Ability, they become paralyzed Paralyzed Pokemon additionally have thier Attack and Special Attack halved, unless having "Ability" Abilities Affected Intimidate have its' effect doubled Limber and Inner Focus don't activate Shadow Tag prevents all Pokemon from switching out or escaping Wonder Guard, on top of its' previous effects, behaves like Magic Guard Aftermath works like Destiny Bond Bad Dreams take away 1/3 of opponent's Max HP if it's sleeping Klutz, Reckless, Defeatist, Rattled and Wimp Out increase the damage taken by the user by x1,2 Mummy's effect is not canceled out while switching out Aura Break makes the user immune to Ghost-type damage Dark Aura increases the boost to x2 Fairy Aura does not activate Disguise will regenate itself at the end of the turn if the user haven't taken direct damage Shadow Shield nullifies all of user's weaknesses "Abilities" that prevent paralysis from inflicting additional effects: Guts Oblivious Vital Spirit Forewarn Mold Breaker Unaware Telepathy Moves Affected Moves that increase in power by x2 ("Evil aura strenghtened the attack!") Feint Attack Foul Play Sucker Punch Shadow Sneak Astonish Spectral Thief Self-destruct Explosion Frustration Fake Out Acid Spray Poison Fang Dream Eater Rock Tomb Moves that increase in power by x1,5 ("Aura of the dead supported the attack!") Bug Bite Pursuit Night Daze Shadow Ball Magical Leaf Grass Knot Land's Wrath Facade Smog Rock Slide Ancient Power Stone Edge Moves that increase in power by x1,2 ("Open sky powered the attack!") Bug Buzz Shell Trap Air Cutter Hurricane Ominous Wind Leaf Tornado Icy Wind Razor Wind Fairy Wind Silver Wind Twister Moves that have amplified stat changes Tail Glow Nasty Plot Hone Claws Curse Smokescreen Tearful Look Venom Drench Moves that drain HP have thier power increased by x1,3 and HP regeneration by 50% ("The taste of blood...") Moves that no longer need charging turn ("Aura of the damned strenghtened the assault!") Shadow Force Phantom Force Dig These moves will trap Pokemon indefinetly and take 1/4 of target's Max HP (1/3 with Binding Band): Sand Tomb Fire Spin Magma Storm Bind Infestation OHKO moves have thier base accuracy boosted to 50% Other changes Dark Void's and Hypnosis' accuracy is 100% Nighmare takes 3/4 of opponent's current HP and wakes it up Curse - if used by Ghost-type - lasts 5 turns and can be passed on during switching out Sticky Web drastically lowers the Speed Self-destruct, Explosion, Future Sight and Doom Desire deal additional Ghost damage Lunar Dance additionally increases receiver's Defense and Special Defense by 1 stage Trick-or-Treat additionally confuses the target Forest's Curse changes user's typing to Grass/Ghost Grudge, if used successfully, drains all of target's PP Moonlight regenerates 75% of user's HP Lucky Chant prevents Curse damage Torment and Taunt last indefinetly Nature Power becomes Curse Camouflage changes the user's type to Ghost Secret Power may paralyze Transitions to other Field Effects One use of Light of Ruin, or two uses of Luster Purge, Mist Ball, Flash and Mirror Shot will transform this field into Mountain Field ("Souls of the ones trapped in the soils have now been freed!") - right before transforming Seed Magical Seed increases user's Attack by 3 stages, but lowers Speed by 1 stage Do you like it? Any changes you want to give? Feel free to comment Edited January 27, 2022 by Oscarus Editing some mistakes 2 1 Quote Link to comment Share on other sites More sharing options...
Dark Legend Posted January 27, 2022 Share Posted January 27, 2022 This is pretty good. 1 Quote Link to comment Share on other sites More sharing options...
Baumina Posted January 27, 2022 Share Posted January 27, 2022 22 minutes ago, Oscarus said: Fighting-type moves increase in base power by x0,7 ("<x> couldn't focus on the target!") Psychic-type and Fairy-type moves decrease in base power by x0,5 ("Stench of the deceased softened the attack!") literally unreadable jk, so in general this seems pretty solid. I just feel like some buffs are a bit over the top like "Aftermath works like Destiny Bond " or "Hypnosis' accuracy is 100% ", but then again this isnt unheard of in reborn/rejuv. Also the transformation into the mountain field seems a bit tedious being almost only possible with legendary moves. The paralyzation thing sounds pretty nice and creative, I would just add misses from type immunities as well. 7/10 would fight on, except against a Darkrai 1 Quote Link to comment Share on other sites More sharing options...
Oscarus Posted January 27, 2022 Author Share Posted January 27, 2022 2 minutes ago, Baumina said: literally unreadable Ay, yes, I've made a mistake. Should be "decrease" instead of "increase" 3 minutes ago, Baumina said: Also the transformation into the mountain field seems a bit tedious being almost only possible with legendary moves. True, but I haven't found better moves to do so. And since there are, like, 600+ moves... There's a high chance I missed some. And yes, maybe 3-move requirement is a bit too much for nearly useless moves. 2 are enough. Quote Link to comment Share on other sites More sharing options...
IBW_3000 Posted January 27, 2022 Share Posted January 27, 2022 2 hours ago, Oscarus said: Wonder Guard, on top of its' previous effects, behaves like Magic Guard Oh, this is gonna be fun. 1 Quote Link to comment Share on other sites More sharing options...
Oscarus Posted January 27, 2022 Author Share Posted January 27, 2022 3 minutes ago, IBW_3000 said: Oh, this is gonna be fun I know, right! And it matches that Shedninja - Pokemon being just a spirit inside dead shell - would be powered on cementery Quote Link to comment Share on other sites More sharing options...
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