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Create and/or change anything & everything Competitve edition! (Generation VI, ORAS)

Ultimate Champion

The Great Pokémon Master
Name: Rainbow Burn
Type: Fire
Category: Physical
Power: 10
PP: 5
Accuracy: 90%
Description: Scorches the foe with a pillar of multi-colored flames.
Effect: Hits eighteen times in one turn, with each hit being of a different type. The final hit is of the Fire type, and has a 50% chance of inflicting a burn.
Target in Double Battle: May affect anyone but the user.
Contact move: No.
Learned by: Ho-Oh
 

cmats4020

Well-Known Member
I agree that Ice needs a defensive boost, but I don't think Dragon is something it should resist. Dragon's actually not all that fantastic offensively at the moment, only super-effective against itself and resisted by two types. That's not to say Dragons themselves aren't good, but IMO there's little reason to use Dragon outside of STAB if an Ice or Fairy move is available. Water, however, I agree Ice should resist. I also like the idea of Hail buffing the physical defense of Ice types, though that'd make Avalugg an absolute horror to try and handle if you don't have any Special attackers that can switch in on one.

Eh, but it's pretty balanced considering Dragons have really good stats and a very wide movepool which enables them to hit practically anything. And Ice definitely needs a buff to the point where Ice-types can actually be sent out on the field rather than a Water-type with Ice Beam :p

I have the same problem with adding Psychic to Bug's resistances. Psychic used to be the king of offensive typing, but it's lost a lot of its luster since Dark and Steel came around. However, I do think Bug should be at least neutral against one or two types, as it's currently resisted by seven, and I think at the least Ghost should be neutral to it.

I didn't know a good way to boost Bug. I just thought Psychic made the most sense with the whole 'hive mind' idea, but I like your idea better with the Bug/Ghost neutrality. I just don't feel like that is enough, however.
 

Ultimate Champion

The Great Pokémon Master
Name: Oceanic Pressure
Type: Water
Category: Special
Power: 120
PP: 5
Accuracy: 100%
Description: Crushes the foe with the immense pressure of an entire ocean.
Effect: This move always deals neutral damage regardless of the target's type.
Target in Double Battle: Affects everyone but the user.
Contact move: No.
Learned by: Kyogre
 

Blackjack the Titan

It’s been a while
Revised Mechanic: Poison
Pokemon that are Poisoned have their Special Attack halved. Pokemon that are badly poisoned have their Special Attack halved but Defense and Special Defense raised by 1/2.

To follow the trend of Paralysis and Burn, with a few exceptions, this edited mechanic is meant to bring balanced to Toxic and PoisonPowder, or other moves that induce normal poisoning.
PoisonPowder and other poisoning moves can therefore be used to shut down Special sweepers that don't intend to set up. Toxic will be used lesser, but may find some uses. Special Steel types and Natural Curers will be able to resist and also find even more use!
 

Mye

Someone has to win..
Revised Mechanic: Poison
Pokemon that are Poisoned have their Special Attack halved. Pokemon that are badly poisoned have their Special Attack halved but Defense and Special Defense raised by 1/2.

To follow the trend of Paralysis and Burn, with a few exceptions, this edited mechanic is meant to bring balanced to Toxic and PoisonPowder, or other moves that induce normal poisoning.
PoisonPowder and other poisoning moves can therefore be used to shut down Special sweepers that don't intend to set up. Toxic will be used lesser, but may find some uses. Special Steel types and Natural Curers will be able to resist and also find even more use!

That could work only if said defensive boosts didn't stack with eviolite. If it did, people could run toxic orb/natural cure chansey and a wish blissey and basically stall out everything.
 
That could work only if said defensive boosts didn't stack with eviolite. If it did, people could run toxic orb/natural cure chansey and a wish blissey and basically stall out everything.

except that you can't hold toxic orb and eviolite at once :$

but yeah, I'd say remove the defensive buffs from toxic poison, and just have regular poison lower special attack. that gives offensive teams incentive to run toxic spikes, and gives defensive poison types a pretty decent buff.
 

Orithan

Well-Known Member
Revised Mechanic: Poison
Pokemon that are Poisoned have their Special Attack halved. Pokemon that are badly poisoned have their Special Attack halved but Defense and Special Defense raised by 1/2.

To follow the trend of Paralysis and Burn, with a few exceptions, this edited mechanic is meant to bring balanced to Toxic and PoisonPowder, or other moves that induce normal poisoning.
PoisonPowder and other poisoning moves can therefore be used to shut down Special sweepers that don't intend to set up. Toxic will be used lesser, but may find some uses. Special Steel types and Natural Curers will be able to resist and also find even more use!

This would make Toxic Spikes insanely overpowered. No question. Halving the Special Attack of any pokemon who isn't already statused or otherwise unaffected by T-Spikes as they come in is just broken. There is a reason why there is no hazard that burns or paralyzes pokemon.



I was playing around, theroymoning with Mystical Sear and just discovered Flareon can become downright deadly with it, giving all the buffs it needs to be viable in OU.

Set:
Flareon @ Choice Band
Trait: Guts
Nature: Jolly
EVs: 4 HP/252 Atk/252 Spe
Moves:
- Mystical Sear
- Flare Blitz
- Superpower
- Bite

The aim of this set is to switch in on Toxic and set up Mystical Sear as the user (usually Blissey or rarely Aegislash) retreats. Once set up and Poisoned, Flareon breaks out of it's Choice Band and attains 763 Attack and outspeeds the Base 100s to OHKO or 2HKO almost the entire metagame. Flare Blitz is for the obligatory STAB, Superpower handles Heatran and Rock types that can take a Flare Blitz, though Flareon will need to swap out afterwards having lost a lot of it's power. Bite is for handling Chandelure, Jellicent and a weakened Heatran. However, opportunities to come in on Toxic are rare and far between, especially given that it is very predictable and obvious about what it is about to do. In the scenario that nobody wants to toxic anything it can play as a wallbreaker, dealing heavy damage to anything that doesn't resist it with Choice Band or just set up on a wall to get some of the power. It is also a great check to T-Spikes stacking, enabling it to set up on any wall provided T-Spikes are up.
Just beware of revengekillers, they cut Flareon's sweeping life short. Also hazards severely limit it's already short sweeping lifespan. Losing 25% to rocks hurts.
 
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Ultimate Champion

The Great Pokémon Master
Name: Apocalyptic Quake
Type: Ground
Category: Physical
Power: 150
PP: 5
Accuracy: 100%
Description: Stomps the ground, summoning a catastrophic earthquake of continent-destroying power.
Effect: Removes all entry hazards from both fields, even if the move fails to hit a target.
Target in Double Battle: Affects everyone but the user.
Contact move: No.
Learned by: Groudon
 

IrieFuse

Unify To Thrive
Ability: Fortitude
Special Attack is raised by one stage when the pokemon knocks out another pokemon.

Ability: Browbeat
Upon entering battle, the opponent's Special Attack stat lowers one stage.
 

Ultimate Champion

The Great Pokémon Master
Name: Double ExtremeSpeed
Type: Normal
Category: Physical
Power: 80
PP: 5
Accuracy: 100%
Description: Strikes the foe twice with incredible speed and power.
Effect: Hits twice in one turn. Has +2 priority.
Target in Double Battle: May affect anyone but the user.
Contact move: Yes.
Learned by: Rayquaza
 

Ultimate Champion

The Great Pokémon Master
Name: Relativistic Charge
Type: Dragon
Category: Physical
Power: 100
PP: 5
Accuracy: 100%
Description: Charges at the foe and tackles them at a relativistic velocity.
Effect: Has +3 priority.
Target in Double Battle: May affect anyone but the user.
Contact move: Yes.
Learned by: Dialga
 

IrieFuse

Unify To Thrive
I'm not very good with names so I'll let you guys decide but some abilities and items I thought of.

abilities that activate the terrains upon entering (misty, electric, grassy)
items that extend the duration of the terrain from 5 turns to 8 turns.
 

Ultimate Champion

The Great Pokémon Master
Name: Length Contraction
Type: Dragon
Category: Special
Power: -
PP: 5
Accuracy: 30%
Description: Manipulates space in such a way that the foe is completely crushed.
Effect: KOs the target in one hit. Fails against Pokémon with the Sturdy Ability.
Target in Double Battle: May affect anyone but the user.
Contact move: No.
Learned by: Palkia
 

MissingGeo

Battle King
Name: Acid Blast
Type: Poison
Category: Special
Power: 80
PP: 15
Accuracy: 100%
Description: Acid Blast inflicts damage and has a 10% chance to burn the foe. This move is super effective against Steel-type Pokémon, even during Inverse battles.

Essentially a Poison-type equivalent of Freeze-Dry with a slight buff to its power. And heck, lets make Poison-type moves super effective against Water-types.
 

Blackjack the Titan

It’s been a while
Item: Energy Orb
Description: Lowers Attack two stages of the holder, but heals 20% the holder's max HP
Fling Damage: 100

Yes, it actually does the opposite of what most people suspect.
Something that can be somewhat abused, the Energy Orb is intended to increase the power of the holder's Foul Play attack and appeal to Special Attackers a bit more. Fling damage is a bit more flavor and doesn't really contribute to the competitive aspect of it.

Item: Bright Eyeliner
Description: Catches attention of all opponents
Fling Damage: 40

An item with a vague description, this item is meant to affect any Pokémon with Infiltrator, Unaware, and Oblivious. Catching their eye, this item lets the holder be properly protected by Subs and Screens from Infiltrators, lets the holder boost its stats to vex Unaware opponents, and Taunt and Attract Oblivious Pokémon.
 

Onyx Tanuki

Ma! There's a weird 'nuki in the yahd!
Burn Insurance
Hold Item
- If the user becomes Burned, this item is expended to raise their Att by one stage each and heals the Burn.

Freeze Insurance
Hold Item
- If the user becomes Frozen, this item is expended to raise their Def by one stage and heals the Freeze.

Shock Insurance
Hold Item
- If the user becomes Paralyzed, this item is expended to raise their Speed by one stage and heals the Paralysis.

Sleep Insurance
Hold Item
- If the user falls Asleep, this item is expended to raise their SpDef by one stage and heals their Sleep.

Poison Insurance
Hold Item
- If the user is Poisoned, this item is expended to raise their SpAtt by one stage and heals their Poison.

Heat Mine
Type: Fire
Category: Other
PP: 15
Power: ---
Accuracy: ---
- An explosive trap is laid on the opposing side that triggers when the opponent's pokemon switches, damaging the incoming pokemon and expending the trap. It deals damage based on the opposing pokemon's weakness/resistance to Fire (double-weakness - 1/2 HP, weakness - 1/4 HP, neutral - 1/8 HP, resistance - 1/16 HP, double-resistance - 1/32 HP). Up to three layers may be placed at once, but only one trap will trigger at a time. Fire types and pokemon with Flash Fire will neutralize any Heat Mines on their side of the field by switching in.

Gooey Flood
Type: Water
Category: Other
PP: 10
Power: ---
Accuracy: ---
- Each turn for the next 5 turns, all pokemon on the field, both friend and foe, have their Speed reduced by one stage.

Absolute Zero
Type: Ice
Category: Other
PP: 5
Power: ---
Accuracy: 50
- Freeze both the user and the target. The user is Frozen regardless of whether this attack hits or not.

Heat Seeker
Type: Fire
Category: Special
PP: 15
Power: 50
Accuracy: 100
- Deals double damage to opponents switching out, and takes priority over switch-outs.

Flash Beam
Type: Steel
Category: Special
PP: 20
Power: 70
Accuracy: 95
- This attack is both Steel and Electric type.

Freeze mechanics change
- In addition to several moves thawing the user of their own Freeze, it is also removed whenever they take damage from Fire, Rock, Fighting, or Steel attacks, would ordinarily suffer a Burn from an attack (in which case they are cured of Freeze and not Burned), or are hit by a move that makes contact.
 

Ironthunder

The Uncultured One
Coding Pulse
Psychic, status.
Learnt by: Deoxys, Mewtwo
Special effects: Randomly changes the type of all pokemon it hits. Hits all pokemon on the field, no matter of their type/evasiveness, including the user.

Essentially runs on the DNA theme. Changing the code of the DNA causes mutations, hence the type change. Affecting the entire field, but only hurting enemies as well as hitting everything would completely turn a battle on its head. That would be interesting, I think.
 

Ultimate Champion

The Great Pokémon Master
Name: Shadow Haze
Type: Ghost
Category: Status
Power: -
PP: 10
Accuracy: -
Description: Summons a supernatural mist that removes all stat changes, while also summoning a fog.
Effect: Removes all stat changes, while summoning the Fog weather condition for 5 turns. This move has +1 priority.
Target in Double Battle: Affects all Pokémon on the field.
Contact move: No.
Learned by: Giratina
 

Orithan

Well-Known Member
Some more changes, whee:

Nerf Spore to 85 Accuracy. It won't be so bad now because it actually has a chance of missing. 100 Accuracy on an auto Sleep move is overpowered IMO.

Give Delphox Focus Blast and Dazzling Gleam like most other Psychic types so it can actually get around Dark types, Dragons and Heatran. It could also do with Thunderbolt, but that's pushing it.

Nerf U-Turn and Volt Switch to 60 Base Power and remove Fairy's resistance to Bug. While Scizor will benefit hugely from this nerf (Technician gives it by far the strongest U-Turn in the game, outstripping even +1 Genesect), everything else will notice the drop in power.

Buff Fell Stinger to 60 BP. While not that useful, it will be useful enough to be used as a finishing move especially by Escavalier. Kricketune gets the Technician boost for a 90 BP Fell Stinger, but it still sucks.
 
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