Forum Thread
Fakemon Creating Group
Forum-Index → Fan Clubs → Inactive Clubs → Fakemon Creating GroupI simply thought up for one......
Name: Hyperosmosis (In real, derived from exosmosis which is due to Hypertonic solution).
Type: Mostly Water and Ice, but psychic and dark can learn thorugh TMs while especially fairy types can learn through move tutors.
Accuracy:75
Power:80
PP:10
Description:Even though it is meant to be a water type move, it is ultra effective towards water. Once a pokemon uses this move against a water pokemon, the latter starts losing water (exosmosis), and takes up damage. It will not be able to do a water type move in the next turn (due to loss of water).While if used against other type pokemons, they will not be able to do a move of their own type in the next turn. The damage inflicted depends upon the effectiveness.
Ultra effective : Water, Ice
Supereffective : Electric, Fighting, Bug, Poison
Normal effect : Normal, Dragon, Grass, Fire
Not very effective : Flying, Fairy, Rock, Ground, Steel
Immune : Ghost, Dark, Psychic
Type:Fighting
Hit times:1-6
Accuracy:70
Power:30
Speed:70
PP:5
Ability:Champion
Champion:If a Pokemon that has the ability Champion defeats a Pokemon it will gain 1+ on defence stat only for the battle.
I dont know, it just sounds more eloquent to me.
no one has written any of the story yet due to lack of fakemon. Im assuming we are waiting for enough entries for the starter contest and therefore actual set in stone starters, than a flying type and a normal type for the first route. That was a start of the story can be written.
If this hits a normal and flying type, most of them wouldn't be able to use anything at all in the next turn. (Correction, a few of them can learn other typed moves, but not that many for most of them. Through level up, Pidgey learns no damaging non normal/flying moves. Spearow learns one. Etc, from just a quick scan through)
I believe that it should only affect either the first type or be limited to specific types. (Such as super effective and Ultra effective targets would be unable to use moves of their own type, but the normal and under effectiveness wouldn't be affected by that added status)
Also, consider typings. You take a move that is already an ultra effective typing to water and ice, and X2 it for those who are both. This means that it would do the base damage for that effictiveness x2.
x0
x0.5
x1
x2
x4
Going by the actual in game damage counter.
x 0 is immune
x.25 is both types resistant to it
x.5 is one type resistant
x1 is neutral
x2 is one type weak to it
x4 is both types weak to it
This means Supereffective is x2 while ultra effective is x4.
This means if it's a water and ice type, you get x8 damage without a critical hit. (Maybe x16 if it's times itself instead of times 2) Which is a bit over powered. If you use this against a Chinchou, you get x6 damage, again without a critical hit.
This means a move that would do 20 damage to a neutral party would do 160 damage to a Water and Ice type. (giving they have the same defenses, for the sake of this explanation)
AeroPop: Grass, 85 Pow, 85 Acc, 10 PP, Restores 1/4 of the HP
Punch-Crunch: Fight, 90 Pow, 70 Acc, 5 PP, 10% chance of flinch
Grass Blow: No change
One-eyed: Raises Attack every turn (like Pure Power) but if accuracy is lowered, only speed goes up (only happens 6 times)
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Better Runnster than the sprite:
Coming Soon (once I'm done)
Sweet Song:The User Sings A Super Sweet Song That Is Makes the Foe Fall A Sleep And Lowers The Foe Attack At The Same Time
Type:Fairy
Speed:75
Floteray
Type:Water
Flotesky
Type:Water
Floteghost
Type:Water Ghost
What Do You Think?
Combo Punch is WAY too luck-based and WAY too powerful. Its power ranges from 30 to 450. The rest of the multi-hit moves are restricted to no more than 5 hits, and have lower power. The highest any multi-strike move can reach is 125 power, not 450.
Everyone can help with the story, but as Locke said, we need more Fakemon before we can do that. We will at least be waiting for the Legendary Fakemon that the antagonists will pursue, because we will not be able to determine their goal until then, and anything we do regarding their plan before then could be completely contradicted by their actual goal.
DemonShade's post makes a lot of sense. I will remove Hyperosmosis from the post, at least until I can come up with a way to greatly reduce its effectiveness and get it approved by Shreyash Jain.
One-Eyed is still greatly overpowered. Put it this way: Speed Boost raises Speed. That affects nothing other than turn order. The only time you'll ever do more damage as a result is if you outspeed and KO an opponent that would have KOed you, and yet it's still incredibly powerful. Now, compare that to One-Eyed. One-Eyed raises Attack. That affects the amount of damage you do. After six turns, you are going to be dealing four times as much damage to EVERY opponent as long as you use a Physical move. The problem with basing things off of yourself or ones that are close to you (such as your cat) is that you want them to be powerful so they don't lose. As a result, you're making Runnster way more powerful than even a Legendary should be.
Aeropop and Crunch-Punch are better now, though. (Since Crunch-Punch is Runnster's Signature Move, I will wait until Runnster is approved to add it. I will add Aeropop and the evolution line to which it is exclusive, though.)
Sweet Song has more accuracy than Sing AND it has an additional effect that makes it even more useful, so that is also overpowered.
Floteray, Flotesky, and Floteghost are way too similar to Frillish and Jellicent, and Floteghost is even the same type.
Joe, those look good, but we should wait to determine what the Legendaries will be before we create the antagonists. ^^"
Xer7, please refrain from posting here if you aren't a member and you aren't trying to join. ^^"
Yes, Mega Pokémon are allowed! ^^
Locke, it is now called Ezimba.
Edit: New contest added! Try to design the Legendary Pokémon of the Kryfos region! If possible, try to design a pair instead of only one! Multiple Pokémon will be approved!