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Summer Darj

Create-A-Pokemon game

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Same drill as in YCM. Create a Pokemon out of the prompt made by the previous user, and leave a prompt for the next user. You can be as detailed as you want, minimum is name, type, a short description of what the Pokemon looks like or is supposed to be, and maybe a couple of notable moves.

 

Will repeat the last prompt, posted by me:

Make a Pokemon with Disguise and/or Illusion as Ability options, and with a theme fitting for that Ability.

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Octomic (Octopus + Mimic, a play on Atomic)
Poison / Psychic
Illusion / Color Change / Intimidate (HA)
51/60/67/115/91/106 [490]
Notable Moves
Sludge Bomb, Sludge Wave, Poison Jab
Psychic, Psyshock, Zen Headbutt
Dark Pulse and Knock Off
Shadow Ball and Hex
Surf
Ice Beam and Blizzard
U-Turn
Taunt
Light Screen and Reflect
Encore
Mimic
Spikes and Toxic Spikes
Probably some other stuff I'm missing
Flavor
Octomic is a radioactive Mimic Octopus, Illusion acting as mimic octopus' titular ability to mimic other animals. This is also where Color Change and Intimidate come, although obviously not as signature as Illusion. The Poison typing comes from its radioactivity and, more importantly, the fun fact that the animals that the mimic octopus tents to act as are poisonous.

 

Give me a Pokemon that works on a weather team but has a typing that is not common for that weather (for example, a Pokemon that benefits from Sun that is also not a Fire or a Grass type).

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Papango (credit to Sleepy for assisting with brainstorming ideas)

Spoiler

 

Panpango (panel + pangolin)
Steel | Electric
Base stats:
Stat spread: 535
HP: 75
Atk: 65
Def: 95
Sp.Atk: 108
Sp.Def: 60
Spe: 132

Abilities:
Battery | Clear Body
Hidden: Solar Power

Appearance & description:
A Pokemon inspired on solar panels. Pangolin-like Pokemon whose plates behave like solar panels, absorbing and even emitting light. It borrows the concept of Heliolisk of turning sunlight into electricity.

Notable & flavor moves:
Thunderbolt
Thunder
Charge Beam
Shock Wave
Parabolic Charge
Volt Switch
Discharge
Electro Ball
Flash Cannon
Mirror Shot
Magnet Bomb
Metal Burst
Gyro Ball
Iron Tail
Iron Head

Flamethrower/Fire Blast
Earth Power
Dig
Signal Beam
U-Turn
Rollout
Power Gem
Grass Knot
Solar Beam
Psychic
Mirror Coat
Fake Out
Return/Frustration
Facade
Hidden Power

Defense Curl
Charge
Thunder Wave
Electroweb
Magnet Rise
Electric Terrain
Sandstorm
Rototiller
Nasty Plot
Autonomize
Iron Defense
Rock Polish
Stealth Rock
Reflect
Light Screen
Calm Mind
Flash
Spotlight
Rest
Sleep Talk
Substitute
Protect
Toxic
Stockpile

Role:
Set-up sweeper. Boost Speed or Sp.Atk and roll out. If the Speed difference becomes too high, then Electro Ball may be a scary move to play with. Its typing ought to give it a niche as a Steel/Electric with better offense stats, a STAB combination mainly resisted by fellow Electric Pokemon. Furthermore, as a Steel/Electric it is immune to both Poison and Paralysis so it doesn't have to worry about those effects disrupting its set-up. It can resort to setting hazards or spreading Paralysis as well, taking advantage of its high base Speed. Be wary of Ground attacks though, despite its high speed, there are faster Pokemon. Thankfully there are not Electric or Steel moves with priority... yet. Solar Power boost its offense while letting it take advantage from the sun with moves such as Solar Beam and Flamethrower, while Clear Body keeps it safe from Sticky Web and other effects that otherwise would compromise its sweeping abilities. Battery is for flavor and potential use in team battles.

 


Next:
A Ground-type Pokemon that can learn Spikes. A type combination is acceptable.

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Viciougrip

Spoiler

 

Viciougrip (Vicious + Grip)
Bug | Ground
Base stats: 519
Stat spread:
HP: 82
Atk: 118
Def: 128
S.Atk: 74
S.Def: 82
Spe: 35

Abilities:
Arena Trap | Strong Jaw
Hidden:
Groundbreak: Ground and Rock status move have +1 priority

Appearance & description:
An antlion Pokemon. The jaws are oversized compared to the rest of its body. Looks with a tough exoskeleton in flavor with its high defenses and access to moves such as Harden and Iron Defense.

Notable & flavor moves:
X-Scissor
U-Turn
Bug Bite
Fury Cutter
Sand Attack
Mud-Slap
Sand Tomb
Earthquake
Earth Power
Dig
Magnitude

Fissure
Rock Slide
Rock Tomb
Stone Edge
Bite
Crunch
Knock Off
Feint Attack
Poison Fang
Cross Poison
Ice/Fire/Thunder Fang
Guillotine
Vice Grip
Return/Frustration
Facade

Swords Dance
Harden
Iron Defense
Shore Up
Spikes
Mud Sport
Sandstorm
Rototiller
Rock Polish
Stealth Rock
Sticky Web
Rest
Sleep Talk
Substitute
Protect
Toxic
Stockpile

Role:
Support, wallbreaker. High defense to take physical blows, and high attack to punch in retaliation. Arena Trap can lock unsuspecting foes that hopefully won't be able to punish with super-effective or special attacks. Has access to 3 entry hazards, and 2 of them can have 1 priority due to the introduced Ability. Said Ability also supports Shore Up for priority recovery to play the wallbreaking and possibly the physical tanking game as well.

 

Next:
A non-Flying Bug Pokemon that can fly, with access to moves and abilities such as Fly and Levitate.

Edited by Darj

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