Pet Mod [Gen 8] PokeClasses (Slate 7: Crusader/Hand-to-Hand/Minotaur [Slates 1-3 Coded])

Alright, we will be starting back on Slate 4! I have updated the rules, so please glance over them before you make your subs. Without further ado,
Slate 4: Barbarian
From the Oblivion wiki: Fearsome brutes who inspire fear and dread in the hearts of their enemies. Like a storm, swift and powerful. Finding little use for heavy armor, they rely on smashing their foes into the ground.
Specialization:Combat
Attributes:Speed, Strength
Skills:Armorer
Athletics
Blade
Block
Blunt
Hand to Hand
Light Armor
Rules:
Must be related to Atk at some point.
Must boost Atk significantly.
No more than a 50% boost for any effect.
PokeSkills: Destruction and Restoration

Destruction

Restoration
 
Barbarian:
-40% increase to Atk
-accuracy decreases by 10%
-speed decreases by 20%
-increased crit chance
-30% increased damage to "throwing" moves: vital throw, storm throw, rock throw, fling, circle throw
-20% increased damage to "monster" egg group if in "humanoid" egg group
-cannot be flinched
Destruction:
-30% increased damage to special fire, ice, and electric moves
-20% less def and atk
-all special fire, ice, and electric moves have their secondary effect chance doubled
Restoration:
-Moves that restore 50% now restore 67%
-30% less def
-cannot be taunted
 
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Scoopapa reminded me that Destruction has already been done! Since this is the case, we will vote in a "competing" Destruction, and then do a tiebreaker.
 
Barbarian:
-30% increase to Atk
-Getting a kill increases the user's Attack stat
-Using sound or dance moves increases the user's Accuracy stat
-When coming out of a lock-in move like Outrage and Thrash, gains +1 Speed instead of getting confused
-30% decrease to SpD

Restoration:
- Restores 12.5% on switching out
- Leftovers / Black Sludge now restore 12.5% at the end of each turn
- Heal Bell/Aromatherapy gain the effect of Life Dew, and vice versa
 
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Solaros & Lunaris

Hold that faith that is made of steel
is a Site Content Manageris an official Team Rateris a Forum Moderatoris a Community Contributoris a Contributor to Smogon
Barbarian
+40% increase to Attack
+Immune to Intimidate
+Physical Fighting type moves have an increased critical hit chance
+Contact moves deal double damage to Dragon-types and Pokemon in the Monster Egg Group
-15% decrease in Def and SpD
-Foul Play and physical Fighting-type moves does double damage to the Barbarian
-Selects random target in Doubles
 
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Voting time is here! Choose from between the subs posted recently and this sub for Destruction. Scoopapa can vote for his own Destruction sub in the first slot in this case because his sub already won in a previous slate and anything else would be unfair.
 
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Solaros & Lunaris

Hold that faith that is made of steel
is a Site Content Manageris an official Team Rateris a Forum Moderatoris a Community Contributoris a Contributor to Smogon
Barbarian: Scoopapa, Petuuuhhh, self
Destruction: Petuuuhhh (the second one)
Restoration: Scoopapa, Petuuuhhh
 
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Okay, tallies are in.
Barbarian:
+40% increase to Attack
+Immune to Intimidate
+Physical Fighting type moves have an increased critical hit chance
+Contact moves deal double damage to Dragon-types and Pokemon in the Monster Egg Group
-15% decrease in Def and SpD
-Foul Play and physical Fighting-type moves does double damage to the Barbarian
-Selects random target in Doubles
Destruction:
-30% increased damage to special fire, ice, and electric moves
-20% less def and atk
-all special fire, ice, and electric moves have their secondary effect chance doubled
Restoration:
- Restores 12.5% on switching out
- Leftovers / Black Sludge now restore 12.5% at the end of each turn
- Heal Bell/Aromatherapy gain the effect of Life Dew, and vice versa
 
I said before there would be a tiebreaker for Destruction, so vote between
Scoopapa:
-Fire, Electric, and Ice attacks leave a storm on the opposing side for 3 turns, dealing 1/8 damage at the end of each turn, except to pokemon who are immune to that type. Only one storm can be active at once, and fails if the same type storm is already in effect.
and Petuuuhhh:
-30% increased damage to special fire, ice, and electric moves
-20% less def and atk
-all special fire, ice, and electric moves have their secondary effect chance doubled
Scoopapa/I will abstain from voting.
first to post the tiebreaker vote gets the win
 
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Slate 5: Spellsword
From the Oblivion wiki: More nimble and athletic than the sorcerer, and better suited for spell-casting than the knight, their attacks are unpredictable. Students of combat and magic.
Rules:
Must increase SpA and Atk by at least 20%
Must not decrease Spe
PokeSkills: Alchemy and Athletics
Alchemy:

Athletics:

You have until 7/26 to sub. Happy posting!
 
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Edit 23/07/2020
- changed gain to cause in "your physical attacks gain cause the lock on effect on contact"; to clarify that Physical attacks cause the Lock On effect on Contact, as opposed to Physical Contact attacks have Lock On effect.

Spellsword
Boosts/Nerfs
- +30% Att/SpA
- -10% Def/SpD
Side Effects
- Your physical attacks cause the "Lock On" effect on contact. Attacks which can hit multiple targets do not cause this effect.
- You gain the Serene Grace effect until the end of the next turn if your special attacks hits. If you already have the Serene Grace effect, the %age chance for the secondary effect is set to 100%, except Flinch (60% maximum).
- Your Crit Chance is increased by +1 after using a Status Move until the end of your next turn.

The spellsword is an age-old trope of balancing the ability to hit something up close, and doing magic damage, typically involving a rotation. This Archetype works around the concept of an "attack rotation", and supports a mixed attacker set up if you wish (although you do not have to. The Lock-On effect allows you to work in a bit of role compression with some of the powerful status secondary effects. If it's not possible to specify Serene Grace capping at 60%, then please let me know and I'll rethink this. I've specifically not increased the Speed because of the potential risk of Flinch Hax.

The Spellsword can be run in a number of ways; mostly Physical - Crabrawler could enjoy using Iron Fist with Crabhammer, Dynamic Punch and Work Up or similar; increasing its attack, getting a high Crit Chance with Crabhammer and then 100% accuracy with Dynamic Punch. Mostly Special; anything that wants to make use of high secondary effect chances on moves that otherwise don't have Serene Grace support; Scald, Scorching Sands, Fiery Dance, Luster Purge etc, or go for the full Mixed Set, and get 100% accuracy on the Focus Blasts and the like.

The downside of the Spellsword to "balance" it is that although the boosts are varied, they are not longer lasting, and cannot be really used to sweep, as well as being a little more vulnerable; that does come with potential benefit though - if the Spellsword can heal themselves with a Status move, their next attack is coming with +1 Crit Chance - you better watch out!!

Alchemy
,
Boosts/Nerfs
- +20% to Att/SpA
- -20% to Def/SpD
Side Effects
- You gain the effects of the Harvest and Cheek Pouch abilities.
- If you have the Harvest ability, it works 100% of the time. If it is Sunny and you have the Harvest ability, you gain the effects of the Gluttony ability instead.
- If you have the Cheek Pouch ability, you regain 50% HP instead of 33% HP.
- Fling's Type changes to become the user's Type 1, and has a minimum Base Power of 90.

Notes; although this may seem like a lot of effects, the PokeSkill is meant to represent the archetype of the fragile herbalist, launching their bombs while refreshing their stock of potions on the go to keep them topped up. I originally considered making Fling's BP60 to work with Technician for theme, but then this means that the Harvest effects wouldn't work very well, and giving up essentially 2 moves (Fling+Alchemy Skill) wouldn't have been worthwhile. As it is, "meta" wise, this effectively turns Fling into their typical Physical STAB move; the big potential winner being Trevenant now getting a BP90 Physical STAB.

Athletics

Boosts/Nerfs
- +10% increase to Att/Def/Spe
Side Effects
- You gain the Stamina ability. This does not stack if you already have the Stamina ability.

Notes; Keep it simple, stupid. It doesn't need to be especially complicated. There isn't a downside, other than the trade of a move for Athletics. Athletics goes hand in hand with Stamina, and the skills boosted represent the physical prowess. However, the boosts gained are lower than those of other poke-skills, despite no nerfs, so a specialised mon might want something a bit better, and as fun as it might be to get Stamina on top of your ability, you do miss out on that all important 4th move. An example pokemon which would benefit from Athletics could be something like Dragonite, who has the ability to heal, has two dangerous STABS, and trades coverage for the ability to stay much longer in a fight - Multiscale and Stamina being a very nice synergy.
 
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while looking through dragon heaven, I noticed this was on there. however, my team crashed the team validator immediately, while only being smeargle, azelf, and raichu with no moves.
 
Slate 6: Rogue
From the Oblivion wiki: They use speed in combat rather than brute force. Persuasive in conversation, their tongues are as sharp as blades.
Specialization:Combat
Attributes:Personality, Speed
Skills:Alchemy
Athletics
Blade
Block
Illusion
Light Armor
Mercantile
Rules:
No rules this time. Happy posting!
PokeSkills: Block, Light Armor, and Heavy Armor
Block:

Light Armor:

Heavy Armor:

We are also doing a tiebreaker between
Athletics:
-If this pokemon's Spe is higher than its Def, it's Def is boosted to the average of its Def and Spe.
Athletics

Boosts/Nerfs
- +10% increase to Att/Def/Spe
Side Effects
- You gain the Stamina ability. This does not stack if you already have the Stamina ability.

Notes; Keep it simple, stupid. It doesn't need to be especially complicated. There isn't a downside, other than the trade of a move for Athletics. Athletics goes hand in hand with Stamina, and the skills boosted represent the physical prowess. However, the boosts gained are lower than those of other poke-skills, despite no nerfs, so a specialised mon might want something a bit better, and as fun as it might be to get Stamina on top of your ability, you do miss out on that all important 4th move. An example pokemon which would benefit from Athletics could be something like Dragonite, who has the ability to heal, has two dangerous STABS, and trades coverage for the ability to stay much longer in a fight - Multiscale and Stamina being a very nice synergy.
Slates 1-3 have been coded! Also, I have decided to combine Scoopapa's Destruction with mine, but remove the damage boost. He is in agreement with me over this. You have until 11/31 to sub/tiebreak. Enjoy.
 
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Rogue:
+30% Spe
-20% Def
-20% SpD
-5% SpA

- This pokemon's attacks deal 15% increased damage if it moves before its target
- If this pokemon moves before its target, it takes less damage from attacks from that target, based on the speed difference ( min 10% if less than or equal, max 40% if 4x faster )
- This pokemon's nature boosts are doubled
-Parting Shot gains +1 Priority

Reasoning: A speed-based character with a lot of general combat skills. I went something that functions similar to Thief but with more overall stat boosts and less support characteristics / move interactions. In other words, it can get a bigger speed boost, comparable attack boosts, and better defenses, provided it is faster than the opponent. However, Thief has many more tricks up its sleeve. The nature boost and Parting Shot buff reflect the Personality characteristic.

Block:
-Protect, Spiky Shield, Baneful Bunker, King's Shield, and Obstruct are buffed. If the opponent attacks, it raises Speed by 2. If they made contact, their item is removed, and they take 1/16 damage.

Reasoning: For tank-oriented classes, this could be used to snowball Speed boosts without taking any damage, and punish certain attackers heavily. Block/Protect will use two moveslots, so pokemon able to use this effectively will need good two-move coverage otherwise.

Light Armor:
-Buffs certain items:
-Rocky Helmet/Heavy-Duty-Boots/Protective Pads/Safety Goggles: +15% Def, +15% SpD
-Assault Vest: No move restriction

Reasoning: Taking into account that this uses up a moveslot, I see this primarily being used for the Assault Vest interaction. It would allow some pokemon to set up against Special attackers, provided they can make do with 2 attacks. Light Armor is used by offense-oriented classes, so keep that in mind.

Heavy Armor:
-Buffs certain items:
-Rocky Helmet/Heavy-Duty-Boots/Protective Pads/Safety Goggles: +25% Def, +25% SpD, -20% Spe
-Assault Vest: +50% Def

Reasoning: Heavy Armor is going to go to a lot of classes with Defense buffs already, so I think the Rocky Helmet/Heavy-Duty-Boots interactions may be the most abuseable here.
 
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