Hey guys, some time ago I made a Pet Mod where I combined elements of Fire Emblem into Pokemon. Sadly it didn't have the life span I wished it had. But, I recently posted in the submissions forum a revision of the old Pet Mod. I probably should've put it here first to see the community input, but whatever lol. I'd love to see your thoughts on it, so I copied and pasted the submission text. Cheers!
Heyo, if you didn't know, I had a Pet Mod named PokeEmblem, where elements from Fire Emblem were merged into Pokemon battling. Sadly, combined with balancing issues and no time for me to balance such things, it didn't work out as planned. But, I've decided to revisit it, except I'm taking a different approach on it; I'm going to be basing it upon the mobile spinoff, Fire Emblem Heroes, more than the actual mainline games.
So, what's changing?
Firstly, teams will still have six Pokemon, however only four will be taken like VCG. The order in which you put them also is important, but I'll get to why in a bit. (The amount of Pokemon allowed to be taken is subjected to change.)
Next, all Pokemon will have their regular abilities replaced by three skill, with little restriction to what you can put. The three skills fall into three categories: A, B, and C.
-An
A Skill affects the user only. This could add additional effects or characteristics to the user, or it could just simply buff the users stats.
-A
B Skill affects how the dynamics of the battle between the user and and opponent. The effects are varied.
-A
C Skill can affect the Pokemon on your team or the Pokemon on your opponent's team. Buffs to your Pokemon are applied to the Pokemon next to the Pokemon with the skill, i.e. if Pokemon A has a skill that buffs stats and is between Pokemon B and C, Pokemon B and C will get the buff, but Pokemon A will not. Debuffs to the opponent are usually applied before a turn begins, i.e. if Pokemon A is being used by you and has a debuff skill against Pokemon B of the opponent, the debuff is applied to Pokemon B, then the turn begins.
Along with the three skills a Pokemon has, the Pokemon is also given a Special, Specials usually boost attack damage based on certain criteria, but some can also reduce damage taken as well. They act on a cooldown number, and each time you are attacked or are being attacked. Cooldown does not reduce on its own nor do status moves reduce it either. For example, Pokemon A has a 3 cooldown Special. Pokemon B attacks Pokemon A, thus reducing cooldown to 2. Pokemon A attacks Pokemon B, now reducing it to 1. Pokemon B attacks Pokemon A again, making the cooldown reach 0. Pokemon A attacks Pokemon B, activating its Special (that is, if it's an offensive Special. Defensive Specials activate when the Special is completely charged up and the Pokemon that has it is attacked).
Regarding actual items, like Leftovers and Life Orb, I may ban the use of some, if not all, of them, as it may conflict with the skills and it may allow every Pokemon to be a supernuke. I'm not too sure about Mega Pokemon, either.
Something I do want to experiment on is a secondary effect on a Pokemon's move in the first slot. For it to work, though, the moves can't be status moves. The secondary could be a skill (possibly weaker than an actual one) or even an actual Pokemon ability. Again, this isn't something high on the priority list for this, the skills and specials are.
To make things a bit clearer, here's a moveset that could be in such a Pet Mod (things not decided to be put in are
italicized):
Greninja
@ Choice Scarf
A: Distant Defense/ B: Guard/ C: Threaten Attack
Speical: Bonfire
EVs: 176 Atk / 80 SpA / 252 Spe
Naive Nature
-
Slaying Hydro Pump
- U-turn
- Ice Beam
- Spikes
Breakdown:
Greninja has three skills, each doing a different effect on itself or on its opponent. The effects would mirror what it does in Fire Emblem Heroes.
-Its A Skill, Distant Defense, reduces damage of ranged attacks (in this case, moves that don't make contact).
-Its B Skill, Guard, makes it so when it attacks the opponent, the opponent's Special cooldown will not lower, as long as it's above a certain HP threshold.
-Its C Skill, Threaten Attack, makes it so before a turn begins, its opponent's Attack is lowered. This is reset once the opponent switches out.
Greninja's Special, Bonfire, is a 3 cooldown Special which increases damage based on some its Defense (compared to its older brother, Ingis, which is a 4 cooldown Special which increases damage based on the majority of its Defense. Usually, larger cooldown=more powerful).
The title of Slaying on Hydro Pump makes it so the cooldown on Specials is reduced by one. In this case, Bonfire will have a cooldown of 2. Hydro Pump might have to be decreased in power, though. Personally I think it'll be a cool addition to this, but I'll need an input on it first (and the actual Pet Mod :P).
Everything else is the same: Nature, EV's, IV's, and items(?).
Here are some links to get an idea on skills, Specials, and other things that may be mirrored to this Pet Mod:
https://feheroes.gamepedia.com/Weapons
https://feheroes.gamepedia.com/Passives
https://feheroes.gamepedia.com/Specials
Thank you for reading all this, I hope to see your input on it!