Shamelessly stolen from Paintseagull :)
The playtest has started, and now we need to finalize the last flavour details for the CAP - those that will have absolutely no bearing on how it plays/is playing on PS! Still, these details will bring Plasmanta together as a believable Pokemon, so contributions and good discussion are still very needed. This ability should have little significance competitively, and should be all about what makes sense on the Pokemon.
The following abilities are banned from this discussion:
If you are curious as to why these abilities are banned, check out this thread to learn more. Remember, the ability we choose here is an Ineffective Ability, meaning that it should be inferior to both Storm Drain and Vital Spirit (Plasmanta's competitive abilities).
There's no official leader for this discussion, but please look to the mods/project leaders in general for guidance and judgement calls on what counts as ineffective. (But if you're not sure if an ability is ineffective or not, err on the side of caution - it probably is inappropriate.)
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Name: Plasmanta
Art:
Sprites:
Concept:
Abilities: Storm Drain / Vital Spirit
Stats: 60 HP / 57 Atk / 119 Def / 131 SpA / 98 SpD / 100 Spe
Movepool:
The playtest has started, and now we need to finalize the last flavour details for the CAP - those that will have absolutely no bearing on how it plays/is playing on PS! Still, these details will bring Plasmanta together as a believable Pokemon, so contributions and good discussion are still very needed. This ability should have little significance competitively, and should be all about what makes sense on the Pokemon.
The following abilities are banned from this discussion:
Air Lock
Aura Break
Bad Dreams
Color Change
Dark Aura
Defeatist
Fairy Aura
Forecast
Fur Coat
Huge Power
Illusion
Imposter
Moody
Multitype
Parental Bond
Protean
Pure Power
Shadow Tag
Slow Start
Stance Change
Teravolt
Truant
Turboblaze
Victory Star
Wonder Guard
Zen Mode
Arena Trap
Drizzle
Drought
Magic Bounce
Magic Guard
Prankster
Sand Stream
Snow Warning
Speed Boost
Aura Break
Bad Dreams
Color Change
Dark Aura
Defeatist
Fairy Aura
Forecast
Fur Coat
Huge Power
Illusion
Imposter
Moody
Multitype
Parental Bond
Protean
Pure Power
Shadow Tag
Slow Start
Stance Change
Teravolt
Truant
Turboblaze
Victory Star
Wonder Guard
Zen Mode
Arena Trap
Drizzle
Drought
Magic Bounce
Magic Guard
Prankster
Sand Stream
Snow Warning
Speed Boost
If you are curious as to why these abilities are banned, check out this thread to learn more. Remember, the ability we choose here is an Ineffective Ability, meaning that it should be inferior to both Storm Drain and Vital Spirit (Plasmanta's competitive abilities).
There's no official leader for this discussion, but please look to the mods/project leaders in general for guidance and judgement calls on what counts as ineffective. (But if you're not sure if an ability is ineffective or not, err on the side of caution - it probably is inappropriate.)
----------------
Name: Plasmanta
Art:
Sprites:
Concept:
Type: Electric/PoisonYilx said:Name: Einherjar ~Acta Est Fabula~
Description: A Pokemon that dissuades your opponent from fainting it, or can even leave it's presence on the field felt even after it faints.
Justification: When a Pokemon faints, it's usually thought of as the battle having gotten down to a 5-6. However, we've yet to discover if a Pokemon can leave a lasting impression on the battle even after having fainted; be it through moves like Healing Wish and Destiny Bond, placing hazards that the opponent can't remove as their removal has been taken care of, or by leaving an opponent's key member weakened and/or taken out.
Questions To Be Answered:
- How can a Pokemon leave a long-lasting effect on the rest of the battle with just it's moves?
- How the hell is it different from simply ramming a sacrificial martyr into your opponent's team and hoping it punches holes in it?
- Building on the previous question, is it possible to build this Pokemon as a defensive threat rather than a "Glass Cannon"?
- Is it even possible for a Pokemon to leave a lasting effect on on the battle, even after it faints?
- Could changing your opponent's way of thinking even be plausible? From, "I need to take CAP X out!", to, "Damn, if I take CAP X out, I'll be in trouble...!"
Abilities: Storm Drain / Vital Spirit
Stats: 60 HP / 57 Atk / 119 Def / 131 SpA / 98 SpD / 100 Spe
Movepool:
Final Submission
Level Up Moves (3-3-4 pattern up to Lv 29, 4-5-4-5 pattern after Lv 29)
-- Poison Sting
-- Thunder Shock
-- Supersonic
06 Poison Sting –R-
06 Thunder Shock –R-
09 Supersonic –R-
12 Acid
16 Encore *
19 Thunder Wave *
22 Clear Smog *
26 Ion Deluge
29 Poison Tail
33 Aqua Tail *
38 Parabolic Charge
42 Psywave
47 Discharge
51 Cross Poison *
56 Swagger
60 Thunder *
64 Eerie ImpulseEgg Moves (Water 1 / Water 2 )
Haze *
Signal Beam *
Splash
Wide Guard
Shock Wave
Water Pulse
(As a side note, all of these moves can be obtained through breeding with either Mantine or Gyarados, though some obviously can come from multiple sources.)TMs/HMs
TM03: Psyshock *
TM06: Toxic *
TM09: Venoshock
TM10: Hidden Power
TM12: Taunt *
TM15: Hyper Beam
TM17: Protect *
TM18: Rain Dance *
TM21: Frustration *
TM24: Thunderbolt *
TM25: Thunder * -R-
TM27: Return *
TM29: Psychic *
TM32: Double Team
TM34: Sludge Wave *
TM36: Sludge Bomb *
TM42: Façade *
TM44: Rest *
TM45: Attract
TM48: Round
TM68: Giga Impact
TM73: Thunder Wave * -R-
TM87: Swagger –R-
TM88: Sleep Talk *
TM90: Substitute *
TM91: Flash Cannon *
TM93: Wild Charge *
TM99: Dazzling Gleam *
TM100: Confide
HM01: Cut