Post by Fwiffo on Jul 17, 2005 17:41:45 GMT
I didn't see a new Power move for this game (unless I missed it...) So here's my suggestion.
Just to recap:
G/S introduced Hidden Power- when learned, gave a pokemon a move that had a seemingly random type... allowing Fire types to learn a Electric move, Grass types a Water move, etc.
R/S added two, Secret Power and Nature Power.
Secret Power was always a Normal type, but had minor side effects according to the tile you were standing on.
Nature Power was also dependant on tiles, using a completely different Pokemon attack for each tile.
Here's Arcane Power. Like Secret Power, it is always a Normal type. Like Hidden Power, it's side effects are determined by the Pokemon, not it's environment. And like Nature Power, there are many different unique possibilities for this skill.
Without further ado...
REQUIRED FOR EVERY MOVE
1. Name: Arcane Power
2. Description: A mysterious skill that is dependant on TYPE.
3. Base PP: 5
4. Type: Normal
5. Pokemon that would have this move: TM
IF REQUIRED BY THE EFFECT
1. Power Base: 50
2. Accuracy: 80
3. Side effect accuracy: 100%
4. Touch: No.
OPTIONAL FIELDS
1. Target: 1 Enemy
2. Priority: -1 or 0
3. Sound: No.
"DON'T FILL THESE IN YOURSELF UNLESS YOU HAVE A REALLY GOOD REASON TO" FIELDS
1. Can miss: Yes, unless it's a Flying type
2. Can be snatched: No.
3. Can be MAGIC coated: Depends, i think.
4. King's Rock, Brightpowder: Depends.
5. Others: See Below.
6. Counter & Mirror Coat: Don't know.
Okay, so here's how it works...
the basic move is a low damaging Normal type TM. However, when applied to a pokemon, it gains side effects according to the pokemon's type(s). Here's the sample list I came up with...
Pokemon Type: Effect
Normal: +50 Power
Water: Changes Weather to Rain for 3 turns
Fire: Deals damage to enemy Pokemon equal to half of their remaining HP on the next turn (like Future Sight)
Grass: Heals self for 50% of damage dealt.
Thunder: 100% Accuracy, Top Priority (like Arial Ace)
Psychic: Enemy Pokemon cannot use moves that correspond to their type for 2 turns (IE Fire pokemon cannot use Ember)
Ghost: On the next turn, any attack done by this Pokemon will be of the Ghost type
Poison: Inflicts enemy Pokemon with a random status effect (Poison, Sleep, Paralyze, Confuse)
Ground: Deals 10 damage to all Pokemon on enemy Team
Rock: Enemy Pokemon receives 10% recoil damage to any attack they do until they faint or switched
Bug: Very high critical attack rate (50%?)
Ice: After every turn, until this Pokemon is fainted or switches, it attacks the enemy Pokemon with a Powder Snow attack
Dragon: Raises 2 random stats, lowers 2 random stats on enemy
Dark: Forces enemy Pokemon to switch (Switches pokemon before damage or other effects)
Steel: Damage done by next attack from enemy is lowered by 25%
Flying: ?
Fighting: ?
Crystal: ?
Wind: ?
Light: ?
Got bored and didn't finish all of them. Also, some of them are clearly overpowered for emphasis.
Here's some examples...
Girafarig (Normal/Psychic): A 100-Power Normal attack that stops enemy Pokemon from using same-type moves.
Parasect (Grass/Bug): Deals a low-damaging Normal attack that has a high Critical ratio and heals itself according to damage done.
Sableye (Dark/Ghost): Switches enemy Pokemon and deals damage. Next turn, if Sableye uses Water Pulse, it will be Ghost type instead of Water Type.
Weezing (Poison): Low damaging attack that will afflict a random status ailment.
Obviously, you wouldn't want to give this move to a Pokemon with only one type.
Hope you like it.
Just to recap:
G/S introduced Hidden Power- when learned, gave a pokemon a move that had a seemingly random type... allowing Fire types to learn a Electric move, Grass types a Water move, etc.
R/S added two, Secret Power and Nature Power.
Secret Power was always a Normal type, but had minor side effects according to the tile you were standing on.
Nature Power was also dependant on tiles, using a completely different Pokemon attack for each tile.
Here's Arcane Power. Like Secret Power, it is always a Normal type. Like Hidden Power, it's side effects are determined by the Pokemon, not it's environment. And like Nature Power, there are many different unique possibilities for this skill.
Without further ado...
REQUIRED FOR EVERY MOVE
1. Name: Arcane Power
2. Description: A mysterious skill that is dependant on TYPE.
3. Base PP: 5
4. Type: Normal
5. Pokemon that would have this move: TM
IF REQUIRED BY THE EFFECT
1. Power Base: 50
2. Accuracy: 80
3. Side effect accuracy: 100%
4. Touch: No.
OPTIONAL FIELDS
1. Target: 1 Enemy
2. Priority: -1 or 0
3. Sound: No.
"DON'T FILL THESE IN YOURSELF UNLESS YOU HAVE A REALLY GOOD REASON TO" FIELDS
1. Can miss: Yes, unless it's a Flying type
2. Can be snatched: No.
3. Can be MAGIC coated: Depends, i think.
4. King's Rock, Brightpowder: Depends.
5. Others: See Below.
6. Counter & Mirror Coat: Don't know.
Okay, so here's how it works...
the basic move is a low damaging Normal type TM. However, when applied to a pokemon, it gains side effects according to the pokemon's type(s). Here's the sample list I came up with...
Pokemon Type: Effect
Normal: +50 Power
Water: Changes Weather to Rain for 3 turns
Fire: Deals damage to enemy Pokemon equal to half of their remaining HP on the next turn (like Future Sight)
Grass: Heals self for 50% of damage dealt.
Thunder: 100% Accuracy, Top Priority (like Arial Ace)
Psychic: Enemy Pokemon cannot use moves that correspond to their type for 2 turns (IE Fire pokemon cannot use Ember)
Ghost: On the next turn, any attack done by this Pokemon will be of the Ghost type
Poison: Inflicts enemy Pokemon with a random status effect (Poison, Sleep, Paralyze, Confuse)
Ground: Deals 10 damage to all Pokemon on enemy Team
Rock: Enemy Pokemon receives 10% recoil damage to any attack they do until they faint or switched
Bug: Very high critical attack rate (50%?)
Ice: After every turn, until this Pokemon is fainted or switches, it attacks the enemy Pokemon with a Powder Snow attack
Dragon: Raises 2 random stats, lowers 2 random stats on enemy
Dark: Forces enemy Pokemon to switch (Switches pokemon before damage or other effects)
Steel: Damage done by next attack from enemy is lowered by 25%
Flying: ?
Fighting: ?
Crystal: ?
Wind: ?
Light: ?
Got bored and didn't finish all of them. Also, some of them are clearly overpowered for emphasis.
Here's some examples...
Girafarig (Normal/Psychic): A 100-Power Normal attack that stops enemy Pokemon from using same-type moves.
Parasect (Grass/Bug): Deals a low-damaging Normal attack that has a high Critical ratio and heals itself according to damage done.
Sableye (Dark/Ghost): Switches enemy Pokemon and deals damage. Next turn, if Sableye uses Water Pulse, it will be Ghost type instead of Water Type.
Weezing (Poison): Low damaging attack that will afflict a random status ailment.
Obviously, you wouldn't want to give this move to a Pokemon with only one type.
Hope you like it.