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Pokémon UNITE General Thread

Mega Ampharos the Dragon

Electric type Enthusiast
Mamoswine is out, but I haven't played them yet (I did buy them though). Reddit consensus seems to be certain moves have too much wind-up animation wise and so are clunky to use, but it is incredible at displacement and being a tank more so than a bruiser so will probably take some adjustment. It's not too overpowered either unlike Blissey or Blastoise, which is a positive! A good Pokemon to have in a group you can communicate with, rather than solo queue.


I mean at least in more competitive play vision over the whole map is an incredibly useful skill to have. Even assuming it ignores bushes and just focuses on the lanes themselves knowing which lane each opponent is heading to is pretty damn strong, which is why I'd say having it on a move would be better.

Anyway, I do like your Scizor and Roserade ideas! I would do Scizor differently (see below) but Roserade is pretty solid! I think having a Poison-based composition could work really well since Gengar also benefits from it via Hex, and both it and Venusaur can distribute it via Sludge Bomb. I will also explore this idea in another Pokemon idea, since you've got me inspired! I hope you keep coming up with other awesome ideas, and that others participate as well (since not a lot else is going on right now).

Scizor: Melee All-Rounder - Intermediate Difficulty
Evolves from Scyther at Level 4
  • Ability: Technician - your Special Moves increase the damage of your next basic attack (could also be just for the boosted basic attack, but the goal was to boost the damage of the "small" attacks like Technician does normally)
  • Basic Attack: Becomes a boosted attack after every third attack, dealing damage to opposing Pokemon and increasing Scizor's movement speed for x-seconds (I'm thinking either 0.5 or 1 second, depending on how OP that could be)
  • Special 1: Quick Attack- Scyther/Scizor dashes forward, dealing damage to enemy Pokemon in its path and knocking them back slightly (less push-back than Lucario's Meteor Mash, and not quite as lengthy as Lucario's Quick Attack). Upgrades at Level 4 into:
    • Bullet Punch - Scizor lunges forward and strikes the enemy Pokemon, increasing Scizor's Defense when it hits for x seconds (a simple dash + damage, with some Defense boost to give Scizor some staying power) Upgrades at Level 11 - leaves the target unable to act for x seconds (a really low amount, like 0.25 or 0.5 seconds)
    • U-Turn - Scizor strikes the enemy Pokemon and leaps backwards (no other effects, just a good chunk of damage and the ability to move backwards out of harms way). Upgrades at Level 11 - lowers the enemy Pokemon's movement speed for x seconds.
  • Special 2: Focus Energy- Scyther/Scizor focuses its power, increasing its critical-hit rate for x seconds. Upgrades at Level 6 into:
    • Swords Dance - Scizor sharpens its blades and prepares to attack, increasing the damage of its next Bullet Punch or U-Turn. Upgrades at Level 13 - also increases basic-attack speed for x seconds (maybe 2-3 seconds)
    • Night Slash - Scizor strikes the enemy Pokemon with evil-infused claws, increasing its critical-hit rate for x seconds. Upgrades at Level 13 - for 3 seconds after this move successfully hits, any shields on the enemy Pokemon are less effective against Scizor's auto attacks (don't want to completely destroy shields, but they're a menace so Scizor providing some support against them would be cool)
  • Unite Move: Titanium Swing - Scizor swings in a wide arc around itself, grabbing the first enemy player Pokemon caught in the swing, and flinging it in the targeted direction. Any other player Pokemon caught in the arc are shoved backwards and are unable to act for 0.5 seconds.
I actually can't think of another Pokemon right now, but I have an idea for a supporter-type Poison Pokemon who specialises in moves like Toxic Spikes and stuff to buff allies/hinder enemies - Toxapex maybe! Will post that tomorrow I think.
Nice idea for Scizor, might take a few ideas to make the Scizor I made maybe a bit better

Also, Toxapex would probably be more of a defender over a supporter

But for now, I have 2 new Pokemon to showcase (I'll even explain everything as well)

Zoroark, Expert, Melee, Speedster, Physical Attacker: Evolves at Lv 4
Special 1 Moves: Fury Swipes -> (Upon Evolution) Night Slash or Foul Play
Special 2 Moves: Scary Face -> (At Lv 6) Knock Off or U-Turn
Ability: Illusion, Unite Move: Darkness Slash

Aegislash, Expert, Melee, Defender, Physical Attacker: Evolves at Lv 5 and then 7
Special 1 Moves: Shadow Sneak -> (Upon Evolving into Doublade) Iron Head or Sacred Sword
Special 2 Moves: Autotomize -> (Upon Evolving into Aegislash) King's Shield or Swords Dance
Ability: Stance Change, Unite Move: Dueling Slice

Fury Swipes:
Scary Face: Decreases Movement Speed of all nearby opponents
Night Slash: (Taken from Absol's page) "Slashes in an outward arc, lowering the movement speed of opposing Pokémon for a short time when it hits. If used again, increases the user's critical-hit rate and has the user dash to the designated location, dealing damage to opposing Pokémon they come in contact with"
Foul Play: Circle Throws opponent, using their power against them, damage depends on the opponent's role (From most to least: Attacker, Speedster, All-Rounder, Defender, Supporter)
Knock Off: Slaps the opponent, making them unable to use their item for a short time
U-Turn: Slams into the opponent, switching Zoroark with the nearest teammate
Illusion: Disguises into a teammate's Pokemon, swapping Zoroark's Special 2 moves for the Pokemon's Special 2 Moves and Ability, disguise wears off below half HP (Disguise into nearest teammate's pokemon when using Special 2 above half HP)
Darkness Slash: Charges into the opponent, kicks them into the air, and starts continuously slashing away, dealing massive damage

Shadow Sneak: Attacks the opponent through a shadow, dealing damage, has a long range
Autotomize: Increases Movement Speed for a short time
Iron Head: Uses head to slam into the opponent, dealing damage, may cause flinch
Sacred Sword: User slashes opponent with its sword, dealing damage, ignores all stat changes of the opponent
King's Shield: Puts up a shield for a short time, all pokemon who hit it get decreased attack
Swords Dance: Increases Attack for a short time
Stance Change: When using Special 1 move, switch into attack form, decreasing your defense and SpD but increasing your attack and speed, When using Special 2 move, switch into defense form, increasing defense and SpD but decreases attack and speed
Dueling Slice: Slams its sword into the enemy, barraging the opponent with slashes, dealing massive damage

I'd like a bit of advice on how I should make these moves better or less overpowered, I do care about balance
I still have 13 more pokemon ideas to share, if you want, I can even share a sneak peek on the next 3 pokemon I'll share
Dragonite: Multiscale, Intermediate, All-Rounder
Ferrothorn: Iron Barbs, Expert, Defender
Sceptile: Overgrow, Novice, Speedster
 
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Ishiftyounot

The Meme Supreme
Oh boy, I played three games today and I'm tilted already! Ranked mode is bugged at the moment apparently, people are somehow able to manipulate wins out of doing nothing? So I stuck to standard mode, tried out Mamoswine and lost twice to people being complete idiots. Second game I just had to stop playing after watching a Garchomp, Greninja and Pikachu all stay top lane all game and not contribute towards any objectives or scoring much of anything. Machamp had to solo the bottom lane and I (as Mamoswine) had to go in the jungle. Was a close game until Zapdos where nobody helped and I couldn't steal it so we lost. Very annoying.

I can't really give a proper opinion on Mamoswine after two lost games, but what I can say is... he's underwhelming. Not an awful lot of damage, not super tanky like Snorlax or even Blastoise was and High Horsepower is a little bit annoying to use with the delay. He's decently balanced essentially! I've yet to try Ice Fang or Earthquake so maybe they're better overall but I feel like that level of displacement needs good communication to take advantage of - maybe I need to find some folks to chat to on comms and push for a higher ranking and I'll become a Mamoswine main! But yeah he's alright, nothing too outstanding. I lost 5 games in a row as Blastoise when it first came out so I'm hoping Mamo is the same and once I use it in ranked with some experience my win-rate goes up.

Nice idea for Scizor, might take a few ideas to make the Scizor I made maybe a bit better

Also, Toxapex would probably be more of a defender over a supporter
Thank you, I'm glad you like my Scizor idea! I'm sure there's a middle-ground between our ideas that would work best, or a completely different idea that surprises us all! As for Toxapex's role... I dunno, for what I have in mind the Supporter role works fine. If we based it on in-game bits Machamp would be an Attacker, Sylveon a Supporter and Greninja a Speedster and they're not those roles, so it'll be fine. Love your Aegislash and Zoroark ideas and am very excited to see your Dragonite idea! Think they'd all work really well although there are a few things I'd do differently out of personal preference, but that's just me and if your ideas got implemented I'd be buying them in a heartbeat!

Anyway, here's Toxapex:

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Toxapex - Ranged Supporter, Expert Difficulty
Evolves from Mareanie at Level 4

  • Ability: Merciless - Toxapex and its allies have an increased critical-hit rate when attacking opposing Pokemon that are afflicted with poison
  • Basic Attack - becomes a boosted attack with every third attack, dealing increased damage and slowing opposing Pokemon that are afflicted with poison
  • Special 1: Poison Sting- Mareanie spits out a poisoned barb, dealing damage to opposing Pokemon and poisoning them when it hits. Upgrades at Level 4 into:
    • Baneful Bunker - Toxapex bunkers down and gains a shield. When Toxapex is struck by a melee attack whilst the shield is active the opposing Pokemon takes some damage and is poisoned. Upgrades at Level 11 - Toxapex's Defense and Special Defense are increased whilst the shield is active.
    • Toxic Spikes - Toxapex flings poisonous spikes at the target location. Enemy Pokemon who walk into this location are poisoned and have their movement speed decreased for a short time. A maximum of two uses can be kept in reserve for this move. Upgrades at Level 11 - Toxapex gains an additional use of this move (up to three uses).
  • Special 2: Spike Cannon- Mareanie/Toxapex hurls three sharp spikes at the designated location, dealing damage to opposing Pokemon in the area of effect and decreasing their movement speed for a short time. Each spike deals more damage than the last. Upgrades at Level 6 into:
    • Venoshock - Mareanie/Toxapex drenches the targeted Pokemon in poisonous liquid, dealing damage. If the targeted Pokemon is afflicted with poison this move deals increased damage and increases the duration of the targeted Pokemon being afflicted by poison. Upgrades at Level 13 - when hit by this move targeted Pokemon who are afflicted by poison take increased ticks of poison damage.
    • Venom Drench - Mareanie/Toxapex drenches the targeted Pokemon in poisonous liquid, reducing their Attack and Special Attack for a short time. If the targeted Pokemon is afflicted by poison this move deals a small amount of damage and Toxapex's HP is restored whenever the targeted Pokemon takes damage from poison. Upgrades at Level 13 - Toxapex restores more HP when a poisoned target takes damage from poison.
  • Unite: Contagion Surge - Toxapex sends a surging wave of toxic water in the designated location, pushing enemy Pokemon backwards and afflicting them with the badly poisoned condition which deals increased damage over time. Ally Pokemon caught in the wave are granted immunity to hinderances for a short time.
Is this OP as ****? Probably. At the very least necessitates the use of Full Heal so the numbers would need to be tweaked to ensure balance, but I'm just the guy who thought of the idea. I do like the idea of a poison-themed composition though, a bit like how in Heroes of the Storm Abathur would change up what sort of team composition you'd want since it functions so differently to other heroes. Venusaur and Gengar appreciate the spread of Poison, Absol likes increased crit-rate and I'm sure other Pokemon could be added who also benefit. Toxapex also functions on its own as a Supporter a bit like Mr. Mime and Wigglytuff do - not so much healing the team but providing debuffs/buffs and not dying very easily.
 

Mega Ampharos the Dragon

Electric type Enthusiast
Oh boy, I played three games today and I'm tilted already! Ranked mode is bugged at the moment apparently, people are somehow able to manipulate wins out of doing nothing? So I stuck to standard mode, tried out Mamoswine and lost twice to people being complete idiots. Second game I just had to stop playing after watching a Garchomp, Greninja and Pikachu all stay top lane all game and not contribute towards any objectives or scoring much of anything. Machamp had to solo the bottom lane and I (as Mamoswine) had to go in the jungle. Was a close game until Zapdos where nobody helped and I couldn't steal it so we lost. Very annoying.

I can't really give a proper opinion on Mamoswine after two lost games, but what I can say is... he's underwhelming. Not an awful lot of damage, not super tanky like Snorlax or even Blastoise was and High Horsepower is a little bit annoying to use with the delay. He's decently balanced essentially! I've yet to try Ice Fang or Earthquake so maybe they're better overall but I feel like that level of displacement needs good communication to take advantage of - maybe I need to find some folks to chat to on comms and push for a higher ranking and I'll become a Mamoswine main! But yeah he's alright, nothing too outstanding. I lost 5 games in a row as Blastoise when it first came out so I'm hoping Mamo is the same and once I use it in ranked with some experience my win-rate goes up.


Thank you, I'm glad you like my Scizor idea! I'm sure there's a middle-ground between our ideas that would work best, or a completely different idea that surprises us all! As for Toxapex's role... I dunno, for what I have in mind the Supporter role works fine. If we based it on in-game bits Machamp would be an Attacker, Sylveon a Supporter and Greninja a Speedster and they're not those roles, so it'll be fine. Love your Aegislash and Zoroark ideas and am very excited to see your Dragonite idea! Think they'd all work really well although there are a few things I'd do differently out of personal preference, but that's just me and if your ideas got implemented I'd be buying them in a heartbeat!

Anyway, here's Toxapex:

748.png
Toxapex - Ranged Supporter, Expert Difficulty
Evolves from Mareanie at Level 4

  • Ability: Merciless - Toxapex and its allies have an increased critical-hit rate when attacking opposing Pokemon that are afflicted with poison
  • Basic Attack - becomes a boosted attack with every third attack, dealing increased damage and slowing opposing Pokemon that are afflicted with poison
  • Special 1: Poison Sting- Mareanie spits out a poisoned barb, dealing damage to opposing Pokemon and poisoning them when it hits. Upgrades at Level 4 into:
    • Baneful Bunker - Toxapex bunkers down and gains a shield. When Toxapex is struck by a melee attack whilst the shield is active the opposing Pokemon takes some damage and is poisoned. Upgrades at Level 11 - Toxapex's Defense and Special Defense are increased whilst the shield is active.
    • Toxic Spikes - Toxapex flings poisonous spikes at the target location. Enemy Pokemon who walk into this location are poisoned and have their movement speed decreased for a short time. A maximum of two uses can be kept in reserve for this move. Upgrades at Level 11 - Toxapex gains an additional use of this move (up to three uses).
  • Special 2: Spike Cannon- Mareanie/Toxapex hurls three sharp spikes at the designated location, dealing damage to opposing Pokemon in the area of effect and decreasing their movement speed for a short time. Each spike deals more damage than the last. Upgrades at Level 6 into:
    • Venoshock - Mareanie/Toxapex drenches the targeted Pokemon in poisonous liquid, dealing damage. If the targeted Pokemon is afflicted with poison this move deals increased damage and increases the duration of the targeted Pokemon being afflicted by poison. Upgrades at Level 13 - when hit by this move targeted Pokemon who are afflicted by poison take increased ticks of poison damage.
    • Venom Drench - Mareanie/Toxapex drenches the targeted Pokemon in poisonous liquid, reducing their Attack and Special Attack for a short time. If the targeted Pokemon is afflicted by poison this move deals a small amount of damage and Toxapex's HP is restored whenever the targeted Pokemon takes damage from poison. Upgrades at Level 13 - Toxapex restores more HP when a poisoned target takes damage from poison.
  • Unite: Contagion Surge - Toxapex sends a surging wave of toxic water in the designated location, pushing enemy Pokemon backwards and afflicting them with the badly poisoned condition which deals increased damage over time. Ally Pokemon caught in the wave are granted immunity to hinderances for a short time.
Is this OP as ****? Probably. At the very least necessitates the use of Full Heal so the numbers would need to be tweaked to ensure balance, but I'm just the guy who thought of the idea. I do like the idea of a poison-themed composition though, a bit like how in Heroes of the Storm Abathur would change up what sort of team composition you'd want since it functions so differently to other heroes. Venusaur and Gengar appreciate the spread of Poison, Absol likes increased crit-rate and I'm sure other Pokemon could be added who also benefit. Toxapex also functions on its own as a Supporter a bit like Mr. Mime and Wigglytuff do - not so much healing the team but providing debuffs/buffs and not dying very easily.
Honestly, is there anything really called "OP" in Unite when Blastoise, Venusaur, Zeraora, and Gardevoir exist?

But anyway, as for Dragonite, Sceptile, Ferrothorn:

Dragonite, Intermediate, Melee, All-Rounder, Physical Attacker: Evolves at Lv 6 and then 10
Special 1 Moves: Dragon Tail -> (Upon Evolving into Dragonair) Outrage or Aqua Tail
Special 2 Moves: Slam -> (At Lv 8) Dragon Dance or Hyper Beam
Ability: Multiscale, Unite Move: Punching Outrage

Sceptile, Novice, Melee, Speedster, Special Attacker: Evolves at Lv 5 and then 7
Special 1 Moves: Bullet Seed -> (Upon Evolving into Grovyle) Giga Drain or Dragon Breath
Special 2 Moves: Quick Attack -> (Upon Evolving into Sceptile) Leaf Storm or Detect
Ability: Overgrow, Unite Move: Plant Crash

Ferrothorn, Expert, Melee, Defender, Physical Attacker: Evolves at Lv 4
Special 1 Moves: Pin Missile -> (Upon Evolution) Power Whip or Gyro Ball
Special 2 Moves: Iron Defense -> (At Lv 6) Leech Seed or Curse
Ability: Iron Barbs, Unite Move: Whipping Surge

Dragon Tail: Hits opponent using tail, dealing damage, knocks back the opponent
Slam: Slams tail into the opponent, dealing damage
Outrage: Goes on a rampage, dealing lots of damage, Dragonair/Dragonite can't be controlled by the player during the duration, goes towards the nearest opponent on its own during the duration, after the duration, Dragonair/Dragonite becomes confused, making them semi-controllable
Aqua Tail: Hits opponent with its tail, dealing damage
Dragon Dance: Increases Attack and Speed during a short time
Hyper Beam: Shoots a large beam of light in front, dealing massive damage, decreases Dragonair/Dragonite's speed for a short time after use, and makes them unable to attack for a short time after use
Multiscale: Increases Defense and SpD when above 50% HP
Punching Outrage: Starts throwing a barrage of punches in front, dealing massive damage

Bullet Seed: Shoots seeds at the opponent, dealing damage, the amount of seeds shot is randomly between 2 and 5
Quick Attack: Slams into the opponent with quick speed, dealing damage, has a large range
Giga Drain: Drains energy from the opponent, dealing damage, Grovyle/Sceptile heals a bit of damage
Dragon Breath: Breaths purple dragon breath at the opponent, dealing damage, paralyzes the target
Leaf Storm: Creates a leaf tornado that is tossed at the opponent, dealing lots of AoE damage, decreases Sceptile's SpA for a short time
Detect: Next time when this pokemon is about to be hit, move to the side, avoiding the damage
Overgrow: When at half HP or less, increase Speed and SpA
Plant Crash: Slams into the ground, creating a sort of plant shield around Sceptile, dealing damage to anyone who gets hit by the plants

Pin Missile: Shoots small missiles at the opponent, dealing damage, the amount of missiles is randomly between 2 and 5
Iron Defense: Increases Defense for a short time
Power Whip: Slaps opponent with its legs, dealing a lot of damage
Gyro Ball: Rolls around for a short time, dealing damage to any pokemon who Ferrothorn hit depending on the opponent's speed, the more speed, the more damage, can be used as faster movement
Leech Seed: Marks opponent with seeded, which drains energy from the opponent, dealing continuous chip damage, heals the nearest ally to that pokemon, the seeded effect wears off the next time the pokemon affected heals
Curse: Increases Attack and Defense and decreases Movement Speed for a short time
Iron Barbs: When dealt Melee damage, deal a portion of it back, increase Defense when lower than half HP
Whipping Surge: Slaps opponents in all diagonals of this pokemon with its legs, dealing massive damage

I think Dragonite and Ferrothorn might be a bit broken even with the existence of Gardevoir and Zeraora due to their very strong attacks and defense
Also, I'm thinking of making more Pokemon ideas even though I still have 10 more to share
and also, a sneak peek to what I'll share next:
Tyranitar: Sand Stream, Intermediate, All-Rounder
Metagross: Clear Body, Intermediate, All-Rounder
 
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Ishiftyounot

The Meme Supreme
Are Gardevoir and Zeraora overpowered? I know Zeraora is a menace at every rank but Gardevoir just takes too long to get going. Level 6 and Level 10 evolution on something so frail and easy to dive on is not a good combo, even if Gardevoir is a late-game destroyer thanks to a solid Unite move and super strong attacks. Garchomp suffers a similar fate, only reason Mamoswine isn't struggling as much is because Swinub's moveset before it evolves is actually really good and it seems to be a lot sturdier early on. But I'd need to play more Mamoswine to figure that out, so will head to ranked mode later and see (since you can apparently clear your cache and the ranked bug goes away?)

Dragonite, Intermediate, Melee, All-Rounder, Physical Attacker: Evolves at Lv 6 and then 10
Special 1 Moves: Dragon Tail -> (Upon Evolving into Dragonair) Outrage or Aqua Tail
Special 2 Moves: Slam -> (At Lv 8) Dragon Dance or Hyper Beam
Ability: Multiscale, Unite Move: Punching Outrage

Sceptile, Novice, Melee, Speedster, Special Attacker: Evolves at Lv 5 and then 7
Special 1 Moves: Bullet Seed -> (Upon Evolving into Grovyle) Giga Drain or Dragon Breath
Special 2 Moves: Quick Attack -> (Upon Evolving into Sceptile) Leaf Storm or Detect
Ability: Overgrow, Unite Move: Plant Crash

Ferrothorn, Expert, Melee, Defender, Physical Attacker: Evolves at Lv 4
Special 1 Moves: Pin Missile -> (Upon Evolution) Power Whip or Gyro Ball
Special 2 Moves: Iron Defense -> (At Lv 6) Leech Seed or Curse
Ability: Iron Barbs, Unite Move: Whipping Surge
None of these movesets strike me as overpowered, although I suppose that would be determined by numbers and that's not what we're focusing on! I think they're all pretty cool personally, with Dragonite probably being my favourite of the three? It just feels like what you'd expect Dragonite to do, it's fantastic. Sceptile is also pretty cool, although as a Speedster I'm not too sure why Detect is needed? I'd maybe go all-in on the attacking route and run a different move there, but that's just me. Ferrothorn looks incredible too with the synergy between Curse and Gyro Ball, Iron Barbs feels like it would work like Garchomp's Rough Skin too so an anti-Wild Charge Zeraora tool is pretty cool. Looking forward to seeing more pseudo legendaries, Tyranitar has me excited for sure!

May as well do my own line-up of Pokemon I'll create Unite ideas for in my next few posts, so here they are:
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Mega Ampharos the Dragon

Electric type Enthusiast
Are Gardevoir and Zeraora overpowered? I know Zeraora is a menace at every rank but Gardevoir just takes too long to get going. Level 6 and Level 10 evolution on something so frail and easy to dive on is not a good combo, even if Gardevoir is a late-game destroyer thanks to a solid Unite move and super strong attacks. Garchomp suffers a similar fate, only reason Mamoswine isn't struggling as much is because Swinub's moveset before it evolves is actually really good and it seems to be a lot sturdier early on. But I'd need to play more Mamoswine to figure that out, so will head to ranked mode later and see (since you can apparently clear your cache and the ranked bug goes away?)


None of these movesets strike me as overpowered, although I suppose that would be determined by numbers and that's not what we're focusing on! I think they're all pretty cool personally, with Dragonite probably being my favourite of the three? It just feels like what you'd expect Dragonite to do, it's fantastic. Sceptile is also pretty cool, although as a Speedster I'm not too sure why Detect is needed? I'd maybe go all-in on the attacking route and run a different move there, but that's just me. Ferrothorn looks incredible too with the synergy between Curse and Gyro Ball, Iron Barbs feels like it would work like Garchomp's Rough Skin too so an anti-Wild Charge Zeraora tool is pretty cool. Looking forward to seeing more pseudo legendaries, Tyranitar has me excited for sure!

May as well do my own line-up of Pokemon I'll create Unite ideas for in my next few posts, so here they are:
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Well, that is just my opinion on if they're OP or not, I guess I did not think of how long it takes for Garchomp and Gardevoir to get their strength, so...

But either way, here are my ideas for Tyranitar and Metagross:

Tyranitar, Intermediate, Melee, All-Rounder, Physical Attacker: Evolves at Lv 6 and then 10
Special 1 Moves: Rock Throw -> (Upon Evolving into Pupitar) Earthquake or Rock Slide
Special 2 Moves: Iron Defense -> (At Lv 8) Stone Edge or Dark Pulse
Ability: Sand Stream, Unite Move: Stone Quake

Metagross, Intermediate, Melee, All-Rounder, Physical Attacker: Evolves at Lv 6 and then 10
Special 1 Moves: Tackle -> (Upon Evolving into Metang) Meteor Mash or Bullet Punch
Special 2 Moves: Iron Defense -> (At Lv 8) Zen Headbutt or Psychic
Ability: Clear Body, Unite Move: Chromium Mash

Rock Throw: Tosses a rock at the opponent, dealing damage
Iron Defense: Increase Defense for a short time
Earthquake: (Taken from Mamoswine's page) "Has the user leap up in the designated direction and then land forcefully, dealing damage to opposing Pokémon in the area of effect and pulling them toward the user"
Rock Slide: (Taken from Crustle's page) "Drops large rocks on the designated area. When this move hits, it deals damage to opposing Pokémon in the area of effect and leaves them unable to act for a short time"
Stone Edge: Slams foot onto the ground, summoning Stones going in a straight line, dealing damage within its path
Dark Pulse: Shoots a pulse of dark energy out of its mouth, dealing damage
Sand Stream: Creates sand that hits all opponents near Tyranitar, increases Tyranitar's SpD, some pokemon are unaffected by this ability's damage (Pokemon Immune: Garchomp, Lucario, Mamoswine, Crustle, Scizor, Tyranitar, Metagross, Ferrothorn, and Aegislash)
Stone Quake: Tyranitar uses Stone Edge and Earthquake at the same time, dealing massive damage to opponents within the AoE

Tackle: (Also taken from Mamoswine's page) "Has the user rush recklessly in the designated direction, dealing damage to opposing Pokémon it hits and throwing them"
Iron Defense: Increase Defense for a short time
Meteor Mash: Uses its arm to punch the opponent, dealing damage, may increase Attack for a short time
Bullet Punch: Punches opponent, dealing damage, has a long-range
Zen Headbutt: Headbutts the opponent, dealing damage, flinches the opponent
Psychic: (Taken from Gardevoir's page) After hitting an opposing Pokémon or traveling its maximum distance, creates a circle that deals damage to opposing Pokémon in the area of effect, decreasing their movement speed for a short time
Clear Body: Immune to status reduction effects
Chromium Mash: Slams into the opponent, dealing massive damage, increases Defense, increases Attack of all Melee attacks

Is Metagross's Unite Move and Ability too powerful? (Clear Body will also affect Movement Speed)
Also, Detect is to increase Sceptile's Speed potential, sometimes even speedsters get trapped, think of it like Talonflame's Fly
Also, Gyro Ball has no effect with Ferrothorn's Speed, only the opponent's speed
Either way, I'm looking forward to seeing what you come up with for Chandelure
I'm also in the middle of creating 5 new Pokemon to go along with the 12 I've already shared and the 8 I still need to share, these are the 8 Pokemon I still need to share, you can pick 3 you'd like to see if you want, otherwise, I'll choose randomly:

The one's I've already created:
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The one's I'm creating:
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Ishiftyounot

The Meme Supreme
Well, that is just my opinion on if they're OP or not, I guess I did not think of how long it takes for Garchomp and Gardevoir to get their strength, so...
That's fair enough, I think sometimes the game is like that! When an Eldegoss or Lucario is on the enemy team I think they're OP as hell, but on my team? Useless, even more so if I'm playing them! Had to do my 10 Supporter games on Mr. Mime (and I don't even own Mr. Mime!) but that's fine because they're surprisingly strong with Confusion + any sort of wall. Just got the All-Rounder matches left to do, will whip out the Machamp tonight I think. Did some more games on Mamoswine too, I am a fan of Ice Fang and Earthquake! Won my last 3 games with it in ranked mode despite iffy teammates so throwing the enemy about + reasonable AoE damage is my jam.

Metagross and Tyranitar look fantastic, Sand Stream seems like an interesting ability although I'd probably do something different with it. Feels like it'll be a tanky but powerful Pokemon with both ranged and melee options, which is excellent. Metagross looks fine balance-wise, maybe Clear Body can go on cooldown after it blocks a stat-reducing effect? Bit like Wigglytuff's Cute Charm ability! I like how you reworked Beldum a bit (since it normally only has Take Down as an available move until you get Metang) so that's great. I'm interested in seeing your takes on Toxtricity and Dragapult! I considered doing both myself but will probably hold off for now.

Anywho, since you were interested in seeing Chandelure, here it is!

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Chandelure - Ranged Attacker, Expert Difficulty
Evolution:
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(Level 5) -->
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(Level 9) -->
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  • Ability: Flame Body - when Chandelure is hit by an opposing Pokemon's attack at close range, it burns that opposing Pokemon and Chandelure's movement speed increases for a short time. The effects of this ability have a cooldown and cannot trigger on the same Pokemon in quick succession.
  • Basic Attack - becomes a boosted attack with every third attack, dealing more damage the lower the opposing Pokemon's remaining HP is.
  • Special 1: Night Shade- the user shoots a spectral mirage forward, dealing damage and lowering the movement speed of any enemy Pokemon it comes into contact with. Upgrades at Level 5 into:
    • Shadow Ball - shoots forward a shadow-infused orb forward, dealing damage to any opposing Pokemon that it hits. If the enemy Pokemon is burned when this attack successfully hits, it refreshes the burn special effect. Upgrades at Level 11 - also lowers the Special Defense of enemy Pokemon the move makes contact with.
    • Psychic - Makes opposing Pokemon float with psychic power for a short time before slamming them into the ground, dealing damage and lowering their Special Defense for a short time. Upgrades at Level 11 - increases the move's firing range.
  • Special 2: Fire Spin - the user encircles the opposing Pokemon in a wall of flames, burning the target and leaving them unable to act for a short time when the move hits. Upgrades at Level 7 into:
    • Will-o-Wisp - the user shoots three spectral orbs of fire at the target, each flame dealing damage and burning the target. If all three flames connect the enemy Pokemon has their movement speed reduced and Chandelure's Special Attack increases for a short time. Upgrades at Level 12 - increases the Special Attack increase Chandelure receives if all three flames hit the enemy Pokemon.
    • Inferno - Releases a huge updraft of flames at the designated location, dealing massive damage and burning the enemy Pokemon struck by the attack. If the enemy Pokemon is already burned this move consumes the burn to deal extra damage. Upgrades at Level 13 - this move deals increased damage to opposing Pokemon with low HP.
  • Unite: Phantasmal Flames - Chandelure releases a huge burst of flames forward, dealing damage and burning the ground as well as enemy Pokemon caught by the flames. Walking on the flames left behind will refresh the burn special effect and reduce the cooldown of Chandelure's Will-o-Wisp or Inferno attacks.
It's hard to not make the Pokemon overpowered, but as I've said before I'm more concerned about flavour and not so much the balance behind things. Numbers can be tuned to make a Pokemon not OP if need be. Think I might work on Dragonite or Melmetal next, since neither are Pokemon who use special conditions like Toxapex and Chandelure have! I'm happy with what I've made here though - Chandelure would be the second Ghost type to be added and the first non-starter Fire type so I wanted its moves to reflect the ghostly side of fire? Hope you like it!
 
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Mega Ampharos the Dragon

Electric type Enthusiast
That's fair enough, I think sometimes the game is like that! When an Eldegoss or Lucario is on the enemy team I think they're OP as hell, but on my team? Useless, even more so if I'm playing them! Had to do my 10 Supporter games on Mr. Mime (and I don't even own Mr. Mime!) but that's fine because they're surprisingly strong with Confusion + any sort of wall. Just got the All-Rounder matches left to do, will whip out the Machamp tonight I think. Did some more games on Mamoswine too, I am a fan of Ice Fang and Earthquake! Won my last 3 games with it in ranked mode despite iffy teammates so throwing the enemy about + reasonable AoE damage is my jam.

Metagross and Tyranitar look fantastic, Sand Stream seems like an interesting ability although I'd probably do something different with it. Feels like it'll be a tanky but powerful Pokemon with both ranged and melee options, which is excellent. Metagross looks fine balance-wise, maybe Clear Body can go on cooldown after it blocks a stat-reducing effect? Bit like Wigglytuff's Cute Charm ability! I like how you reworked Beldum a bit (since it normally only has Take Down as an available move until you get Metang) so that's great. I'm interested in seeing your takes on Toxtricity and Dragapult! I considered doing both myself but will probably hold off for now.

Anywho, since you were interested in seeing Chandelure, here it is!

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Chandelure - Ranged Attacker, Expert Difficulty
Evolution:
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(Level 5) -->
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(Level 9) -->
609.png


  • Ability: Flame Body - when Chandelure is hit by an opposing Pokemon's attack at close range, it burns that opposing Pokemon and Chandelure's movement speed increases for a short time. The effects of this ability have a cooldown and cannot trigger on the same Pokemon in quick succession.
  • Basic Attack - becomes a boosted attack with every third attack, dealing more damage the lower the opposing Pokemon's remaining HP is.
  • Special 1: Night Shade - the user shoots a spectral mirage forward, dealing damage and lowering the movement speed of any enemy Pokemon it comes into contact with. Upgrades at Level 5 into:
    • Shadow Ball - shoots forward a shadow-infused orb forward, dealing damage to any opposing Pokemon that it hits. If the enemy Pokemon is burned when this attack successfully hits, it refreshes the burn special effect. Upgrades at Level 11 - also lowers the Special Defense of enemy Pokemon the move makes contact with.
    • Psychic - Makes opposing Pokemon float with psychic power for a short time before slamming them into the ground, dealing damage and lowering their Special Defense for a short time. Upgrades at Level 11 - increases the move's firing range.
  • Special 2: Fire Spin - the user encircles the opposing Pokemon in a wall of flames, burning the target and leaving them unable to act for a short time when the move hits. Upgrades at Level 7 into:
    • Will-o-Wisp - the user shoots three spectral orbs of fire at the target, each flame dealing damage and burning the target. If all three flames connect the enemy Pokemon has their movement speed reduced and Chandelure's Special Attack increases for a short time. Upgrades at Level 12 - increases the Special Attack increase Chandelure receives if all three flames hit the enemy Pokemon.
    • Inferno - Releases a huge updraft of flames at the designated location, dealing massive damage and burning the enemy Pokemon struck by the attack. If the enemy Pokemon is already burned this move consumes the burn to deal extra damage. Upgrades at Level 13 - this move deals increased damage to opposing Pokemon with low HP.
  • Unite: Phantasmal Flames - Chandelure releases a huge burst of flames forward, dealing damage and burning the ground as well as enemy Pokemon caught by the flames. Walking on the flames left behind will refresh the burn special effect and reduce the cooldown of Chandelure's Will-o-Wisp or Inferno attacks.
It's hard to not make the Pokemon overpowered, but as I've said before I'm more concerned about flavour and not so much the balance behind things. Numbers can be tuned to make a Pokemon not OP if need be. Think I might work on Dragonite or Melmetal next, since neither are Pokemon who use special conditions like Toxapex and Chandelure have! I'm happy with what I've made here though - Chandelure would be the second Ghost type to be added and the first non-starter Fire type so I wanted its moves to reflect the ghostly side of fire? Hope you like it!
TYRANITAR EDIT: Due to Sylveon confirming that Pokemon who don't have an ability until it evolves in-game will have a different ability, I was expecting that I'd have to have Larvitar and Pupitar have Sand Stream, but not anymore
So I'm gonna need to give the pre-evolutions a new ability and buff Sand Stream a lot since it'll be a while before Tyranitar gets it

Larvitar ability: Guts
Pupitar ability: Shed Skin
Guts: (Taken from Machamp's page) "Increases the Pokemon's Attack when the Pokemon is afflicted by a status condition"
Shed Skin: Every 10 seconds, cure status condition, every minute, increase Speed until evolving into Tyranitar
Sand Stream: Creates sand that hits all opponents near Tyranitar, increases Tyranitar's SpD, pokemon who hit Tyranitar while the damage from this ability activates become blinded, some pokemon are unaffected by this ability's damage (Pokemon Immune: Garchomp, Lucario, Mamoswine, Crustle, Scizor, Tyranitar, Metagross, Ferrothorn, and Aegislash)

Blinded meaning the same thing Greninja's Smokescreen does

I also created the pre-evolution Abilities to help them gain levels to evolve, so Tyranitar may not meet the same fate as Garchomp or Gardevoir

I gave Beldum Tackle cause that is what it learns by level up in Sword and Shield, yes, now Beldum doesn't get Take Down

Also, your Chandelure looks great, I wish I can create additional effects to any of the moves or abilities I create without fearing that the Pokemon would be broken, also, Chandelure happens to be my favorite Ghost-type

Anyways, I'm gonna showcase both Toxtricity and Dragapult, and since I like "even" numbers, I'll add on a Mimikyu to make 15 shared Pokemon

Mimikyu, Intermediate, Melee, Attacker, Physical Attacker: Does Not Evolve
Special 1 Moves: Scratch -> (At Lv 5) Shadow Claw or Phantom Force
Special 2 Moves: Astonish -> (At Lv 7) Play Rough or Hone Claws
Ability: Disguise, Unite Move: Ghostly Grab

Toxtricity, Expert, Ranged, All-Rounder, Special Attacker: Does Not Evolve
Special 1 Moves: Belch -> (At Lv 5) Sludge Wave or Snarl
Special 2 Moves: Noble Roar -> (At Lv 7) Overdrive or Boomburst
Ability: Punk Rock, Unite Move: Rocking Vocal Burst

Dragapult, Intermediate, Ranged, All-Rounder, Physical Attacker: Evolves at Lv 6 and then 10
Special 1 Moves: Astonish -> (Upon Evolving into Drakloak) Dragon Rush or Dragon Dance
Special 2 Moves: Dragon Tail-> (At Lv 8) Dragon Darts or Phantom Force
Ability: Clear Body, Unite Move: Dreepy Ordnance

Scratch: Scratches at the opponent with its claws, dealing damage
Astonish: Surprises the opponent, dealing damage, flinches opponent
Shadow Claw: Scratches the opponent with a ghostly claw, dealing lots of damage
Phantom Force: Teleports to a designated location, dealing damage to nearby foes
Play Rough: Attacks the nearest opponent in quick succession, dealing damage, decreases opponent's attack for a short time
Hone Claws: Increases Mimikyu's Attack for a short time, increases the AoE of Shadow Claw, Phantom Force, and Ghost Grab for a short time
Disguise: When at full HP, Movement Speed is increased and the first attack that hits Mimikyu does 1/2 the damage than normal
Ghostly Grab: Grabs nearby opponents and puts them under Mimikyu's cloth, dealing massive damage, opponent's hit get flinched

Belch: Tosses poison at the opponent, dealing damage, if Toxtricity had just eaten a Sitrus Berry, this attack does double damage
Noble Roar: Decreases opponents attack and SpA for a short time within an AoE
Sludge Wave: Tosses poison at Pokemon within an AoE, dealing AoE damage, poisons all pokemon affected
Snarl: Snarls at Pokemon within an AoE, dealing small AoE damage, all pokemon affected get decreased SpA for a short time
Overdrive: Attacks nearby pokemon using its electrical voice, dealing AoE damage to nearby opponents, increases Toxtricity's SpA for a short time
Boomburst: Shouts loudly, dealing lots of AoE damage to all Pokemon affected
Punk Rock: Increases the attack of Snarl, Overdrive, Boomburst, and Rocking Vocal Burst
Rocking Vocal Burst: Shouts loudly, dealing massive AoE damage to nearby opponents

Astonish: Surprises the opponent, dealing damage, flinches opponent
Dragon Tail: Hits opponent using tail, dealing damage, knocks back the opponent
Dragon Rush: (Taken from Garchomp's page) "Has the user dive in the designated direction, shoving opposing Pokémon"
Dragon Dance: Increases Attack and Speed during a short time
Dragon Darts: Shoots a Dreepy (as Drakloak) or 2 Dreepys (as Dragapult) at the enemy, dealing damage, the Dreepys act like homing missiles, following the opponent until they hit something, when launching 2 Dreepys, they can hit 2 different targets
Phantom Force: Teleports to a designated location, dealing damage to nearby foes
Clear Body: Immune to status reduction effects
Dreepy Ordnance: Launches 2 Dreepys at all nearby opponents, dealing massive damage, the Dreepys also act like homing missiles with this move

Well, what do you think? Could Dragapult possibly be too OP with its homing missile Dreepys? I guess with the high level up requirement, it wouldn't be all too bad...

Also, would Toxtricity be too OP with all its AoE damage?

As for a Clear Body cooldown, I'm not sure, it depends on how broken it would be without it, if it wouldn't (Including with Dragapult), then I'll keep it the way it is, otherwise, I'll change it to have a cooldown

Now that leaves these 10 pokemon left (I finished the Pokemon I said I was gonna create):
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Ishiftyounot

The Meme Supreme
I am new to this game and wonder why I can't play with mr. Mime anymore. I could play with him to start with but now he's not available anymore, why is that?

Also, is type effectiveness a thing in Pokemon unite? Is fire good against grass and so on?

Cheers.
1. Each week there is a free Pokemon roster - 4 Pokemon are chosen seemingly at random and it's to allow for more choice in standard/quick matches whilst letting players try out Pokemon they don't own themselves. Mr. Mime was on last week's roster - you can tell who is on the roster by the little clock (I think it's a clock) in the corner of the Pokemon's selection screen. You don't own the Pokemon (although if you own one of the Pokemon who is part of the free rotation they'll still have the symbol establishing that) so it's mainly for people to try out new Pokemon or complete missions if they don't own a certain role (for example I only own Eldegoss as a Supporter, so I did my 10 Supporter matches on Mr. Mime last weekend).

2. There is no type effectiveness in Pokemon Unite - Pikachu can attack Garchomp without immunities coming into effect, for example. Just play the Pokemon you like and don't worry about type overlaps or advantages!

I gave Beldum Tackle cause that is what it learns by level up in Sword and Shield, yes, now Beldum doesn't get Take Down

Also, your Chandelure looks great, I wish I can create additional effects to any of the moves or abilities I create without fearing that the Pokemon would be broken, also, Chandelure happens to be my favorite Ghost-type
I did not know that about Beldum, I guess that's a cool change (albeit an unnecessary one). Makes sense then! Also thank you for your kind comments about Chandelure! It's one of my favourite Ghost types too (think Aegislash edges it out a bit, and Gengar is a close runner-up) so I'm glad I did it justice! I don't worry about broken stuff, if anything I went for less extreme bonuses this time around since I kind-of overdid it for Toxapex and Scizor? But eh. Not sure what Pokemon to tackle next from my list, any suggestions?

Well, what do you think? Could Dragapult possibly be too OP with its homing missile Dreepys? I guess with the high level up requirement, it wouldn't be all too bad...

Also, would Toxtricity be too OP with all its AoE damage?
I love both of these Pokemon! You've really nailed the feel of both Dragapult and Toxtricity, and I love the idea of the latter focusing predominantly on AoE rather than single target, that's awesome. I don't think focusing on AoE will make it OP, since it has no escape options or much of any form of crowd control, plus I'd expect a single target weakness when it focuses on AoE. As for Dragapult... nah, Dragon Darts is fine. Any OP aspects would be damage, which is a numbers issue. Design wise it works wonderfully.

Anyway, Sylveon is out and apparently it's pretty strong! I have not played it (I've just started my Masters degree so been a bit busy!) and I honestly doubt I will get a chance to play it until the weekend/next week - it's an Eeveelution, EVERYONE will want to play it. 10k coins is an increase from the usual new releases, personally I found that odd but it gives me hope we get some 6k coin releases eventually for new players to try out. Also new missions for Speedsters and All-Rounders indicates TiMi wants to see some numbers about those roles - new Speedsters/All-Rounders incoming, or a new patch with buffs/nerfs/alterations to the movesets of certain Pokemon to bring the roles into balance? Currently Attackers dominate the jungle so altering things to give Speedsters/All-Rounders an edge would be cool.
 

Mega Ampharos the Dragon

Electric type Enthusiast
I love both of these Pokemon! You've really nailed the feel of both Dragapult and Toxtricity, and I love the idea of the latter focusing predominantly on AoE rather than single target, that's awesome. I don't think focusing on AoE will make it OP, since it has no escape options or much of any form of crowd control, plus I'd expect a single target weakness when it focuses on AoE. As for Dragapult... nah, Dragon Darts is fine. Any OP aspects would be damage, which is a numbers issue. Design wise it works wonderfully.

Anyway, Sylveon is out and apparently it's pretty strong! I have not played it (I've just started my Masters degree so been a bit busy!) and I honestly doubt I will get a chance to play it until the weekend/next week - it's an Eeveelution, EVERYONE will want to play it. 10k coins is an increase from the usual new releases, personally I found that odd but it gives me hope we get some 6k coin releases eventually for new players to try out. Also new missions for Speedsters and All-Rounders indicates TiMi wants to see some numbers about those roles - new Speedsters/All-Rounders incoming, or a new patch with buffs/nerfs/alterations to the movesets of certain Pokemon to bring the roles into balance? Currently Attackers dominate the jungle so altering things to give Speedsters/All-Rounders an edge would be cool.
My sister has tried out Sylveon (due to it being her most favorite pokemon) and loves playing as it. It works so well with her Hit, Run, and Heal strat thanks to Draining Kiss, plus, Mystical Fire helps too. But I bet Sylveon has more playstyles with Calm Mind and Hyper Voice.

But either way, time to share 2 more pokemon I created, this time focusing on 2 different Fire Starters:

Blaziken, Intermediate, Melee, Attacker, Physical Attacker: Evolves at Lv 5 and then 7
Special 1 Moves: Ember -> (Upon Evolving into Combusken) Fire Spin or Flare Blitz
Special 2 Moves: Detect -> (Upon Evolving into Blaziken) Reversal or U-Turn
Ability: Blaze, Unite Move: Blazing End

Incineroar, Intermediate, Melee, All-Rounder, Physical Attacker: Evolves at Lv 5 and then 7
Special 1 Moves: Ember -> (Upon Evolving into Torracat) Flare Blitz or Fire Blast
Special 2 Moves: Bite -> (Upon Evolving into Incineroar) Darkest Lariat or Cross Chop
Ability: Blaze, Unite Move: Menacing Sault

Ember: Tosses a ball of fire at the opponent, dealing damage, burns opponent
Detect: Next time when this pokemon is about to be hit, move to the side, avoiding the damage
Fire Spin: Traps an opponent in a fiery cage, dealing small constant damage, the opponent is trapped during its duration, a ranged attack
Flare Blitz: Slams into opponents with fire, dealing a lot damage, hurts the user 1/3 of the amount dealt, burns targets
Reversal: Hits the opponent, dealing damage depending on the user's current HP, the less, the more damage
U-Turn: Hits opponent, dealing damage, teleports further away from the opponent
Blaze: When at half HP, increase Attack and Speed
Blazing End: Charges into all pokemon in front with fire, dealing massive damage, during the duration of the Unite Move, heal 1/2 of the damage dealt to the opponent

Ember: Tosses a ball of fire at the opponent, dealing damage, burns opponent
Bite: Bites on the opponent, dealing damage, flinches the opponent
Flare Blitz: Slams into opponents with fire, dealing a lot damage, hurts the user 1/3 of the amount dealt, burns targets
Fire Blast: Launches a large blast of fire at opponents, dealing AoE damage, burns all pokemon affected
Darkest Lariat: Starts spinning continuously during a duration, dealing damage to all opponents hit by the spinning, increases Speed during the move duration
Cross Chop: (Taken from Machamp's page) "Has the user deliver a double chop with forearms crossed while dashing forward, also increases the user's critical-hit rate"
Blaze: When at half HP, increase Attack, Defense, and SpD, also when below half HP, when the user uses Flare Blitz, heal 1/4 of the damage taken from the move
Menacing Sault: Jumps up and slams down onto the opponent, dealing massive damage, increase Attack, Defense, and Speed for a short time

Is Blaziken's Flare Blitz + Reversal + Unite Move combo too strong? I'm guessing not because that always seems to be the answer, but either way...

Notice how I didn't use my Zoroark's U-Turn description for Blaziken? I did that on purpose cause Zoroark is a sort of trickster that relies on allies for disguise to trick opponents and even a bit of a moveset, using parts of a pokemon's kit more than once on 1 team, Zoroark's U-Turn is supposed to also rely on teammates and allows for Zoroark to have a good getaway as well as the opponent is distracted by the teammate, remember that Zoroark can only have U-Turn when it is below half HP

Blaziken doesn't need to rely on teammates to make a getaway cause it doesn't need to be below half HP to use U-Turn, also Blaziken wants to take hits for Blaze, although with U-Turn it won't have Reversal, maybe I should swap around Fire Spin or Flare Blitz with U-Turn? Or get rid of U-Turn altogether? If U-Turn should be gotten rid of, then this is what I'd add:

High Jump Kick: Kicks the opponent from high in the air, dealing a lot of damage, if this move doesn't hit the target, deal 1/2 of the damage suppose to be dealt to the user

Maybe High Jump Kick would be better? Maybe I could also swap around Reversal and Flare Blitz if so?

Also, what do you think of Blaze being able to heal Incineroar a little bit when it uses Flare Blitz below half HP? Since Incineroar doesn't actually want the Flare Blitz damage, I thought this might've been a good idea, plus it makes sense that it would not try to be so reckless when it is low on HP, maybe I should make it that Flare Blitz does less damage instead when below half HP?

Either way, I have 3 more Pokemon of the original 20 that I'll share next time, those being:
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Ishiftyounot

The Meme Supreme
Well it took, what, 48 hours? And Sylveon has now seen nerfs to Mystical Fire and Hyper Voice. Judging by all the YouTube videos/Reddit clips I've seen, those nerfs are very much justified. Impressions afterwards indicate Sylveon is still viable to use but just less explosive in damage, which is good. People are moaning that Lucario/Venusaur/Blastoise/others didn't get nerfed alongside Sylveon and they're not wrong for doing so given it is pretty clear the first two at least are too good at what they do (although I dunno if Blastoise is too strong personally, it's weird).

Honestly I think the roles themselves need a minor rework, they seem rather loosely defined and explains to some degree why there's a large gulf between different characters in the same roles. I believe the developers are at least somewhat aware of that and maybe even intended for it to be somewhat ambiguous from a design standpoint, since it's a simpler game and players shouldn't feel as locked into a role as maybe other MOBAs do? The recent missions needing you to play x amount of games as an All-Rounder/Speedster do indicate those roles are the ones being looked into, and I can see why. What are they meant to do really, that an Attacker/Defender can't do themselves? Maybe they should've gone the Heroes of the Storm route and have damage dealers (melee or ranged), tanks (either pure tanks or bruisers) and supporters (either healers, crowd-control specialists/characters who influence the map to some degree or characters with buffs) - All-Rounders become either Attackers or Bruisers and Speedsters become Attackers? I don't know.

Is Blaziken's Flare Blitz + Reversal + Unite Move combo too strong? I'm guessing not because that always seems to be the answer, but either way...

Blaziken doesn't need to rely on teammates to make a getaway cause it doesn't need to be below half HP to use U-Turn, also Blaziken wants to take hits for Blaze, although with U-Turn it won't have Reversal, maybe I should swap around Fire Spin or Flare Blitz with U-Turn? Or get rid of U-Turn altogether? If U-Turn should be gotten rid of, then this is what I'd add:

High Jump Kick: Kicks the opponent from high in the air, dealing a lot of damage, if this move doesn't hit the target, deal 1/2 of the damage suppose to be dealt to the user

Maybe High Jump Kick would be better? Maybe I could also swap around Reversal and Flare Blitz if so?

Also, what do you think of Blaze being able to heal Incineroar a little bit when it uses Flare Blitz below half HP? Since Incineroar doesn't actually want the Flare Blitz damage, I thought this might've been a good idea, plus it makes sense that it would not try to be so reckless when it is low on HP, maybe I should make it that Flare Blitz does less damage instead when below half HP?
1) I don't think the concept behind the moves is OP, but numbers-wise it probably is and isn't. Like losing a third of your health to a move that puts you into the thick of combat is a massive liability unless it could pretty much one-shot characters, so maybe reduce the health loss and it should be okay? Lifesteal on the Unite move seems fine, and Reversal would likely be similar/identical to Snorlax's Flail right? Seems fine to me. Could even make Reversal different to Flail and give a timed window where the damage Reversal does is taken into account (say, 3 seconds) where you could dive in using Flare Blitz (taking recoil) whilst also taking damage from enemies, then Reversal does increased damage the more damage you took 3secs before using the move (which would take into account the recoil you took from Flare Blitz?) but as it is so far it's solid.

2) I'd swap Fire Spin and U-Turn - Flare Blitz + Reversal makes for a solid combo so you want those two to be opposite options, whilst U-Turn and Flare Blitz offer similar-but-different skills in terms of it being a movement-based skill (i.e. engaging or disengaging from combat). I think High Jump Kick would work better than Fire Spin judging by your current idea for Blaziken - a melee fighter who uses damage it takes to deal even more damage to the opponent using high mobility and moves that inflict recoil damage. HJK + U-Turn is also a solid combo so I'd say that's the best. Honestly this kind of skillset makes me want to make a Counter-based character who uses recoil damage too (Emboar or Rampardos maybe).

3) Don't see why not, would make it's Blaze a bit unique? You could just remove the recoil damage (Charizard doesn't have recoil on its Flare Blitz, heck it gains a shield?) and add a different secondary effect - maybe it could slam enemies around and stun them if they're slammed into walls, or the damage inflicted by burn heals Incineroar for the same amount? Could work. Or yeah your second idea seems solid too, whatever you like really!

I've not developed any ideas recently, so I'll make one up for my next post. Thinking maybe Heracross or Melmetal? Also I'd be interested in seeing Luxray done, that could be dope!
 

AuraChannelerChris

"Tis an honor to be recognized."
Sylveon definitely felt too strong right off the bat once it evolved. It could basically survive and win an encounter due to its constant HP absorption.
 

Mega Ampharos the Dragon

Electric type Enthusiast
Well it took, what, 48 hours? And Sylveon has now seen nerfs to Mystical Fire and Hyper Voice. Judging by all the YouTube videos/Reddit clips I've seen, those nerfs are very much justified. Impressions afterwards indicate Sylveon is still viable to use but just less explosive in damage, which is good. People are moaning that Lucario/Venusaur/Blastoise/others didn't get nerfed alongside Sylveon and they're not wrong for doing so given it is pretty clear the first two at least are too good at what they do (although I dunno if Blastoise is too strong personally, it's weird).
Since my sister mostly uses Draining Kiss, none of these buffs would really affect her, maybe the Mystical Fire a little bit, but that is about it

Also, I did think that Sylveon might've been a bit too OP the moment I saw its moveset, so I'm honestly not surprised here
1) I don't think the concept behind the moves is OP, but numbers-wise it probably is and isn't. Like losing a third of your health to a move that puts you into the thick of combat is a massive liability unless it could pretty much one-shot characters, so maybe reduce the health loss and it should be okay? Lifesteal on the Unite move seems fine, and Reversal would likely be similar/identical to Snorlax's Flail right? Seems fine to me. Could even make Reversal different to Flail and give a timed window where the damage Reversal does is taken into account (say, 3 seconds) where you could dive in using Flare Blitz (taking recoil) whilst also taking damage from enemies, then Reversal does increased damage the more damage you took 3secs before using the move (which would take into account the recoil you took from Flare Blitz?) but as it is so far it's solid.

2) I'd swap Fire Spin and U-Turn - Flare Blitz + Reversal makes for a solid combo so you want those two to be opposite options, whilst U-Turn and Flare Blitz offer similar-but-different skills in terms of it being a movement-based skill (i.e. engaging or disengaging from combat). I think High Jump Kick would work better than Fire Spin judging by your current idea for Blaziken - a melee fighter who uses damage it takes to deal even more damage to the opponent using high mobility and moves that inflict recoil damage. HJK + U-Turn is also a solid combo so I'd say that's the best. Honestly this kind of skillset makes me want to make a Counter-based character who uses recoil damage too (Emboar or Rampardos maybe).

3) Don't see why not, would make it's Blaze a bit unique? You could just remove the recoil damage (Charizard doesn't have recoil on its Flare Blitz, heck it gains a shield?) and add a different secondary effect - maybe it could slam enemies around and stun them if they're slammed into walls, or the damage inflicted by burn heals Incineroar for the same amount? Could work. Or yeah your second idea seems solid too, whatever you like really!

I've not developed any ideas recently, so I'll make one up for my next post. Thinking maybe Heracross or Melmetal? Also I'd be interested in seeing Luxray done, that could be dope!
1) Well, I was just thinking of how much an attack really does, but maybe that much damage could be a bit too much, but then again, Blaziken runs on low HP, that is what Reversal is for. Also, I didn't know about Snorlax's Flail, I guess it is because I never see it used, I would agree it is useless for a Defense pokemon plus has Gluttony and Rest. As for how to make Reversal different, maybe it could give a small Attack and Speed buff for a bit? It would kinda make sense, might be a bit too strong though.

2) I don't see any reason to swap those 2 moves. Also, I was thinking of HJK and Fire Spin synergy, Fire Spin traps the opponent, making them unable to move, allowing for an easy HJK hit for those who don't want to play that risky Reversal game.

3) Well, I was thinking that Incineroar might need healing due to having no way to heal other than berries and support, maybe put the healing in the Unite Move? Or maybe make the healing only at 1/4 HP or something?

But either way, time for the last 3 of the original 20:

Staraptor, Novice, Melee, Attacker, Physical Attacker: Evolves at Lv 5 and then 7
Special 1 Moves: Quick Attack -> (Upon Evolving into Staravia) Aerial Ace or Take Down
Special 2 Moves: Wing Attack -> (Upon Evolving ) Brave Bird or Close Combat
Ability: Reckless, Unite Move: Sky Dive Somersault

Luxray, Intermediate, Melee, All-Rounder, Physical Attacker: Evolves at Lv 5 and then 9
Special 1 Moves: Thunder Shock -> (Upon Evolving into Luxio) Volt Switch or Wild Charge
Special 2 Moves: Roar -> (At Lv 8) Crunch or Rising Voltage
Ability: Intimidate, Unite Move: Electron Terrain

Magnezone, Intermediate, Ranged, All-Rounder, Special Attacker: Evolves at Lv 6 and then 10
Special 1 Moves: Thunder Shock -> (Upon Evolving into Magneton) Volt Switch or Charge Beam
Special 2 Moves: Magnet Rise -> (At Lv 8) Flash Cannon or Hidden Power
Ability: Magnet Pull, Unite Move: Absolute Discharge

Quick Attack: Slams into the opponent with quick speed, dealing damage, has a large range
Wing Attack: Attack the opponent with its wings, dealing damage
Aerial Ace: (Taken from Talonflame's page) "Flies towards the target Pokémon and does damage, the next Basic Attack is a boosted attack"
Take Down: Charges at the opponent, dealing a lot of damage, the user takes recoil if the move hits
Brave Bird: (Also taken from Talonflame's page, with a change of a move on it) "Jumps in range to the opponent and causes damage to them. Also inflicts damage on the user. If you use a boosted attack shortly after this attack, the wait time for Aerial Ace or Take Down will be 0"
Close Combat: (Taken from Lucario's page) "Unleashes a combo attack, dealing multiple blows to opposing Pokémon and shoving them"
Reckless: Increase the damage of moves that deal damage to you, increase Attack, SpD, and Speed when below half HP
Sky Dive Somersault: Flies up high into the air, doing a somersault as it charges into the ground, dealing massive AoE damage around the area hit by the user's beak, if this move doesn't hit a pokemon upon impact, deal recoil damage to the user

Thunder Shock: (Taken from Pikachu's page) "Releases electricity, dealing damage to opposing Pokémon in the AoE"
Roar: Makes a loud roar in front, shoving all pokemon back within the AoE
Volt Switch: Hits an opponent with an electric spark, dealing damage, teleports further away from the opponent, creates electrical energy
Wild Charge: Surrounds itself with electrical energy and charges into all opponents in front of it, dealing a lot of damage, user takes recoil, creates electrical energy
Crunch: Bites onto the opponent, dealing damage, decreases opponent's Defense and SpD for a short time
Rising Voltage: Absorbs all surrounding electrical energy and attacks and then bursts out electrical energy, dealing damage, deals more damage the more electrical energy and attacks absorbed
Intimidate: All opponents near this Pokemon have decreased Attack
Electron Terrain: Discharges a burst of electricity, dealing massive damage to pokemon surrounding the user, within this attacks AoE, all electric moves deal extra damage, creates electrical energy

Thunder Shock: (Taken from Pikachu's page) "Releases electricity, dealing damage to opposing Pokémon in the AoE"
Magnet Rise: This Pokemon is immune to all attacks on the ground for a short time, also ignores obstacles for a short time
Volt Switch: Hits an opponent with an electric spark, dealing damage, teleports further away from the opponent
Charge Beam: Shoots a beam of electricity at the opponent, dealing damage, increases SpA for a short time
Flash Cannon: Shoots a beam at the opponent, dealing damage, decreases opponent's SpD for a short time
Hidden Power: Shoots out energy on all sides, dealing damage, this move changes which 3 Pokemon it would do more damage to each battle
Magnet Pull: Decrease the Speed of all pokemon near Magnezone, if a Pokemon near Magnezone is paralyzed, it is forced towards Magnezone
Absolute Discharge: Shoots an exploding of Electrical energy in an AoE around Magnezone, dealing massive damage, paralyzes all opponents affected

Is Intimidate or Magnet Pull too OP? At least Intimidate will give Luxray the upper hand in literally any 1v1 situation, so Luxray might need to be ganged upon to defeat

But either way, these are the last of the 20 I first created, I'm still creating more (have already created 7 more) and will probably share them soon

Otherwise, do you think any of these moves should be changed, buffed, or nerfed? I'm especially thinking of Magnezone due to Magnet Pull or Staraptor due to having many similarities to Talonflame or Luxray due to Crunch
 

Ishiftyounot

The Meme Supreme
Well I've now played precisely 3 games with Sylveon and I lost 2/3 of those games - one was a CPU match with actual human teammates, so I am a little bit tilted right now! Do not understand how you can lose to the computer when 4 other teammates are actually playing (well one was AFK so maybe that answers that) but I digress. Sylveon herself feels okay, Mystical Fire felt really weak whilst Hyper Voice felt reasonable. Calm Mind definitely feels nicer than Draining Kiss too, but I've yet to try Hyper Voice + Calm Mind so that's on my to-do list. Given my low number of games on Sylveon + Mamoswine I'll likely hold off on buying the next new character even if they're a favourite, because I need to play the ones I own more. Machamp/Eldegoss/Mamoswine/Sylveon have less than 20 games played, and Zeraora/Venusaur/Talonflame/Snorlax/Blastoise are all below 30 games so I want to push everyone into the 50's to really get a feel of how much I enjoy them. But that's just me, I'd say I want 80 games played on all my currently owned characters but I'd be here for ages and I don't have the time!

1) Well, I was just thinking of how much an attack really does, but maybe that much damage could be a bit too much, but then again, Blaziken runs on low HP, that is what Reversal is for. Also, I didn't know about Snorlax's Flail, I guess it is because I never see it used, I would agree it is useless for a Defense pokemon plus has Gluttony and Rest. As for how to make Reversal different, maybe it could give a small Attack and Speed buff for a bit? It would kinda make sense, might be a bit too strong though.

2) I don't see any reason to swap those 2 moves. Also, I was thinking of HJK and Fire Spin synergy, Fire Spin traps the opponent, making them unable to move, allowing for an easy HJK hit for those who don't want to play that risky Reversal game.

3) Well, I was thinking that Incineroar might need healing due to having no way to heal other than berries and support, maybe put the healing in the Unite Move? Or maybe make the healing only at 1/4 HP or something?
1) Damage is purely numbers-based, so I try not to worry about those. You'll know if a character concept is broken from a design standpoint and none of yours seem to be so far! Especially not Blaziken, but numbers would need to be fine-tuned to establish that. Flail turns Snorlax into more of a bruiser, using high HP to take a lot of damage and dish a lot out back. I've used it, it's fun, but if I wanted a bruiser I'd run Lucario, Crustle, Blastoise or even Machamp personally. As for your Reversal plan, maybe increase Attack speed for x seconds depending on how much HP is lost? So like 3secs of increased Attack speed when below 50% or something.

2) I can see that, that's a fair decision to make. Good on you for offering alternatives ways to play on Pokemon! Always liked it when you could go either way with talents and such.

3) Not every Pokemon needs healing, and given Incineroar lacks healing moves in-game anyway (except... Drain Punch maybe?) I wouldn't say it needs it. If every Pokemon healed why would you run a Supporter?

Is Intimidate or Magnet Pull too OP? At least Intimidate will give Luxray the upper hand in literally any 1v1 situation, so Luxray might need to be ganged upon to defeat

Otherwise, do you think any of these moves should be changed, buffed, or nerfed? I'm especially thinking of Magnezone due to Magnet Pull or Staraptor due to having many similarities to Talonflame or Luxray due to Crunch
Those abilities might be a little bit too OP, but you could always slap a cooldown on them like Wigglytuff's ability and that might work better? Or apply those abilities at a certain health threshold like Lucario's ability?

Not seeing any major design issues with any of those 3 Pokemon, Staraptor might be a little bit too similar to Talonflame but they are very similar Pokemon anyway so not sure what you do there. Adding Close Combat was a must since that's what it's most known for, but beyond that I have no clue how you could alter it. Luxray seems fine, Crunch doesn't seem too overpowered to me, and Magnezone is solid.
 

Mega Ampharos the Dragon

Electric type Enthusiast
Given my low number of games on Sylveon + Mamoswine I'll likely hold off on buying the next new character even if they're a favourite, because I need to play the ones I own more. Machamp/Eldegoss/Mamoswine/Sylveon have less than 20 games played, and Zeraora/Venusaur/Talonflame/Snorlax/Blastoise are all below 30 games so I want to push everyone into the 50's to really get a feel of how much I enjoy them. But that's just me, I'd say I want 80 games played on all my currently owned characters but I'd be here for ages and I don't have the time!
Not even if my ideas are added to the game? :p
3) Not every Pokemon needs healing, and given Incineroar lacks healing moves in-game anyway (except... Drain Punch maybe?) I wouldn't say it needs it. If every Pokemon healed why would you run a Supporter?
Well, I don't see many people use supporters, so I was thinking of an alternative, but then again, there are berries and a potion
Those abilities might be a little bit too OP, but you could always slap a cooldown on them like Wigglytuff's ability and that might work better? Or apply those abilities at a certain health threshold like Lucario's ability?

Not seeing any major design issues with any of those 3 Pokemon, Staraptor might be a little bit too similar to Talonflame but they are very similar Pokemon anyway so not sure what you do there. Adding Close Combat was a must since that's what it's most known for, but beyond that I have no clue how you could alter it. Luxray seems fine, Crunch doesn't seem too overpowered to me, and Magnezone is solid.
Yeah, maybe a cooldown would be a good idea, except for the paralyzed part of Magnezone's ability
As for Luxray's Crunch, I was thinking of getting rid of it due to being underwhelming compared to Rising Voltage, maybe switch it to a move that increases SpA and Speed depending on the amount of electrical energy is absorbed?
Also, what do you think of the idea of Luxray's electrical energy gimmick?

Today I feel like only sharing 1 pokemon, tomorrow I'll probably share 4 more:

Cresselia, Expert, Ranged, Supporter, Special Attacker: Does not Evolve
Special 1 Moves: Psybeam -> (At Lv 6) Psycho Cut or Skill Swap
Special 2 Moves: Mist -> (At Lv 8) Icy Wind or Lunar Dance
Ability: Levitate, Unite Move: Refined Moonblast

Psybeam: Launches a beam of Psychic energy, dealing damage, flinches opponent
Mist: Creates mist within an AoE for a short time, preventing all allies within the AoE from stat reduction
Psycho Cut: Launches a blade of psychic energy at the opponent, dealing damage, has increased increase crit rate
Skill Swap: Swaps ability with the nearest enemy or ally, has long cooldown
Icy Wind: Launches ice within an AoE in front, dealing damage, decreasing the Speed of all Pokemon hit by it
Lunar Dance: Faints the user to heal every ally to full HP, remove all their status conditions, and reset all their cooldowns
Levitate: Increases movement speed
Refined Moonblast: Launches a fairy ball at the opponent, dealing massive damage, increase user's SpA and Speed for a short time, decrease opponents' SpA for a short time

Yeah, kinda boring that it is only 1 Pokemon, but this Pokemon has quite a gimmick with Skill Swap and Lunar Dance
Is Lunar Dance too OP? Maybe the healing and cooldown can be determined by Cresselia's HP?
Otherwise, how can I make Levitate better so that it won't hinder an ally if it gets Skill Swapped to them?
Also, should I even have Skill Swap? Cause otherwise, I'll have this move instead (Also still a gimmick):

Trick Room: Movement Speed is swapped for a short time, the slower the Pokemon, the faster they are, the faster the pokemon, the slower they are

Trick Room will probably need to make Levitate changed, but what should it be changed into?
 

Mega Ampharos the Dragon

Electric type Enthusiast
Is a pokemons attacks always the same. For example Mr. Mime he is a special attacker. But he runs around slapping people, is fake out a physical attack then. Would Mr. Mime benefit from a Muscle band or not?
Can I use muscle band on cramorant or that is completely pointless?
Thank you.
Nope, Fake Out is considered a Special Attack, so I guess all Special Attackers have Special Attacks no matter if they're Melee or Ranged or what they are in the games
As for Muscle Band, it seems to increase the Attack of the Basic Attack, which the Basic Attack is just your regular damage, so it might be useful, but tbh, I'm not the kind of person to ask
 

Ishiftyounot

The Meme Supreme
Is a pokemons attacks always the same. For example Mr. Mime he is a special attacker. But he runs around slapping people, is fake out a physical attack then. Would Mr. Mime benefit from a Muscle band or not?
Can I use muscle band on cramorant or that is completely pointless?
Thank you.
@Mega Ampharos the Dragon was right on the first point - Pokemon are split between Physical and Special (the game itself tells you this when you pick them) and their moves correspond to that split regardless of how the original games work - Fake Out on Mr. Mime uses their Special Attack damage. Basic Attacks are mildly different - the boosted attack corresponds to whether the Pokemon is Physical or Special, but the other basic attacks are Physical.

As for Muscle Band, a lot of Pokemon will benefit even if they're Special Attackers if they tend to use Basic Attacks - Alolan Ninetales prefers it to the Special Attack items for example because it uses Basic Attacks as its main form of damage. That and Special Attack items don't scale very well on Pokemon, so most don't bother. Cramorant could use Muscle Band perfectly fine for some extra damage plus the 3% bonus when the item is at level 20 is solid! I recommend upgrading it after Buddy Barrier and Focus Band.

Not even if my ideas are added to the game? :p

Well, I don't see many people use supporters, so I was thinking of an alternative, but then again, there are berries and a potion

Yeah, maybe a cooldown would be a good idea, except for the paralyzed part of Magnezone's ability
As for Luxray's Crunch, I was thinking of getting rid of it due to being underwhelming compared to Rising Voltage, maybe switch it to a move that increases SpA and Speed depending on the amount of electrical energy is absorbed?
Also, what do you think of the idea of Luxray's electrical energy gimmick?

Trick Room will probably need to make Levitate changed, but what should it be changed into?
1) Well now that changes things! If any of your designs were implemented next I'd probably buy them, especially Dragonite or Luxray!

2) Very true, Supporters are fun though! In a way, if you don't mind dealing with rubbish allies. I want to try and play Eldegoss more and Blissey is on my to-buy list (alongside Gengar, and Wigglytuff)

3) Yeah that makes sense, not sure what move would work there!

4) Could change Levitate to reduce damage taken from AoE maybe? I'm not too sure.
 

Mega Ampharos the Dragon

Electric type Enthusiast
3) Yeah that makes sense, not sure what move would work there!
Charge would probably be the best choice here, although it would be completely different to the one I gave Ampharos, so...
4) Could change Levitate to reduce damage taken from AoE maybe? I'm not too sure.
Maybe? But I also need to think of how to make it not too broken to make it worth swapping with the opponent as well
1) Well now that changes things! If any of your designs were implemented next I'd probably buy them, especially Dragonite or Luxray!
Well, you're definitely gonna be broke of Aeos Coins after seeing these Pokemon with interesting gimmicks I created:

Alolan Golem, Expert, Melee, All-Rounder, Physical Attacker: Evolves at Lv 5 and then 9
Special 1 Moves: Spark -> (Upon Evolving into Alolan Graveler) Thunder Punch or Fire Punch
Special 2 Moves: Rock Polish -> (At Lv 7) Rock Blast or Explosion
Ability: Sturdy, Unite Move: Railgun Explosion

Sableye, Expert, Ranged, Supporter, Physical Attacker: Does not Evolve
Special 1 Moves: Shadow Sneak -> (At Lv 4) Shadow Claw or Will-O-Wisp
Special 2 Moves: Fake Out -> (At Lv 6) Ally Switch or Recover
Ability: Keen Eye, Unite Move: Megaburst Alpha

Bisharp, Expert, Melee, Attacker, Physical Attacker: Evolves at Lv 4
Special 1 Moves: Metal Claw -> (Upon Evolving into Bisharp) Night Slash or Iron Head
Special 2 Moves: Metal Sound -> (At Lv 6) Swords Dance or Guillotine
Ability: Defiant, Unite Move: Révolution!

Sandaconda, Intermediate, Ranged, Defender, Physical Attacker: Evolves at Lv 4
Special 1 Moves: Brutal Swing -> (Upon Evolving into Sandaconda) Dig or Sand Tomb
Special 2 Moves: Sand Attack -> (At Lv 6) Glare or Coil
Ability: Sand Spit, Unite Move: Sandblast Explosion

Spark: Charges at the opponent with electric energy, dealing damage, paralyzes opponents hit
Rock Polish: The user polishes itself, increasing its Defense, SpD, and Speed for a short time
Thunder Punch: Punches at the opponent with electrical energy, dealing damage, paralyzes the opponent
Fire Punch: Punches at the opponent with fire, dealing damage, burns the opponent
Rock Blast: Launches a huge rock at the opponent, dealing a lot of damage, can hit Talonflame while it is flying
Explosion: Explodes itself, dealing absolutely massive damage within an AoE of the user, faints the user, the revive timer is 1.5x faster if the user faints to using this move
Sturdy: (Taken from Crustle's page) "Every time the Pokémon loses a certain amount of HP, its Defense and Sp. Def are increased"
Railgun Explosion: Launches a large rock with electrical energy at all opponents in front, dealing massive damage, paralyzes all opponents hit, increases the user's Attack for a short time

Shadow Sneak: Attacks the opponent through a shadow, dealing damage, has a long range
Fake Out: The user slaps their hands onto the opponent, dealing damage, flinches the opponent
Shadow Claw: Scratches the opponent with a ghostly claw, dealing damage
Will-O-Wisp: The user sends out ghostly flames at the opponent, burning them, decreases the opponent's attack while it is burned
Ally Switch: Swaps places with the nearest ally, allowing to get you or your ally out of sticky situations
Recover: Heals the user and nearby allies a certain amount of HP
Keen Eye: The Pokemon with this ability can see all opponents on the map, this pokemon's vision cannot be narrowed
Megaburst Alpha: This Pokemon changes form and throws a large gem at a nearby area, dealing AoE damage to opponents within that area, the user's Defense and SpD is increased during the duration, Will-O-Wisp, Ally Switch, and Recover's cooldown time is decreased by 1/2 during the duration

Metal Claw: The user stabs at the opponent, dealing damage, may increase the user's Attack
Metal Sound: The user creates a loud sound with its blades, decreasing all nearby opponents' Defense and SpD
Night Slash: The user slashes at the opponent with dark energy, dealing damage, has higher crit chance
Iron Head: Uses head to slam into the opponent, dealing damage, may cause flinch
Swords Dance: Increases Attack for a short time
Guillotine: The user slashes the opponent with its blades, OHKO'ing them, this move has a very long cooldown time (This move cannot be used on the following: Zapdos, Rotom, Drednaw, Avalugg, Electrode, Regigigas, Araquanid, and Abra)
Defiant: When this pokemon gets a status reduction from an opponent, increase Attack until the status reduction wears off
Révolution!: Slashes at a nearby opponent, OHKO'ing them, decrease the user's Defense and SpD, increase the user's Speed (This move cannot be used on the following: Zapdos, Rotom, Drednaw, Avalugg, Electrode, Regigigas, Araquanid, and Abra)

Brutal Swing: Swings its tail at the opponent, dealing AoE damage in front
Sand Attack: (Taken from Garchomp's page) "Hurls sand at opposing Pokémon, narrowing their field of vision and increasing the user's movement speed and basic attack speed when it hits"
Dig: Digs underground, allowing it to move around underground until this move is used again, dealing damage to any opponents hit
Sand Tomb: Traps an opponent within sand for a short time, dealing constant damage until the opponent is free
Glare: Glares at the opponent, paralyzing them
Coil: The user coils up, increasing the user's Attack, Defense, and Speed
Sand Spit: When this Pokemon gets hit, spit sand at the opponent, dealing very small damage, narrows the opponent's vision for a short time
Sandblast Explosion: Creates a tornado of sand that randomly goes around the field for a short time, picking up all opponents it hits, all opponents inside of this tornado take constant damage

Well, what do you think of these little gimmicks? Believe it or not, most of their descriptions were created on the fly, this is the same with all other move and ability descriptions I've created

To start off, is any part of Alolan Golem's kit too OP? Should there be a different Rock type move instead of just Rock Blast? Should Explosion not shorten revival time?
Also, is any part of Sableye's kit too OP? I honestly don't see many problems with it, also this Sableye is what I created with the idea you created back when I showed Decidueye
Also, is any part of Bisharp's kit too OP? Guillotine might be a bit too much, but with the long cooldown, does it make it more balanced? Should I change Révolution! at all to make it not too OP? The OHKO in it might be a bit too much
Lastly, is any part of Sandaconda's kit too OP? I don't see much wrong with this one, maybe Sand Spit or Sand Tomb might be a bit much? But then again, I guess that depends on numbers, doesn't it?

I personally like the Alolan Golem I created just last night, it was an idea I came up with when thinking of what Pokemon could be a good hit and run Pokemon, but then Lunar Dance gave me an idea of a hit and run Pokemon where the running is more of fainting, but the hit is large, you can get out of sticky situations with this, all you gotta do is Explode

Sturdy especially helps by making it have more longevity as it gets lower in HP for the perfect time to Explode
 
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Ishiftyounot

The Meme Supreme
In Pokemon Unite news this week, Reddit is pretty riled up over this week's Battle Pass missions, namely the 120 point one requiring you to play 6 games as Garchomp. The issue is that Garchomp isn't on the free rotation, will cost you 10,000 coins to buy if you REALLY want those 120 Battle Pass points, and is the worst Pokemon in the entire game due to a high evolution level and not enough strength to carry it in the late game. It's the same as the Slowbro mission last week people weren't too enthused about - seems like the developers want us to play certain Pokemon more so they can judge how good they are in-game and buff/nerf accordingly. Makes sense to me, although they should have put Garchomp on the free rotation to prevent backlash like they have now.

I honestly think Garchomp needs a rework though, because its toolkit just isn't that good. It's unique, but in practice it's not good enough right now. Plus the evolution levels screw it over super badly so... yeah. I was thinking about All-Rounders as a whole today actually, and how they're in a weird space - what are they meant to do? They're bruiser-type characters but honestly the Defenders can do that just as well (Crustle and Blastoise are solid bruisers in my opinion, not so much as tanks). I figured in my head they could still be bruiser-types, but they need to pick one between self sustain / mobility / crowd control. I'm aware this won't happen and honestly Machamp at least feels super fun to play (Lucario needs a nerf and I've never played the other two) but these are my thoughts:

- Lucario should be the mobility-based one - remove the shield on Steadfast, keep the movement speed increase at low health and maybe increase attack speed at low health? Do it incrementally - at 75% / 50% / 25% thresholds - alongside removing the healing from Extreme Speed, maybe buff defenses a bit if necessary and you have a mobile tanky boi without sustain, so he'll need to retreat fairly often to heal and return to the fight.
- Machamp could be the crowd control one - Submission works beautifully as it is, and Cross Chop could shove targets which stuns if they hit walls? Dynamic Punch could make them jump like Blastoise's ultimate, and Close Combat is a pure-damage option for times where CC isn't needed.
- Garchomp could function as the self-sustain one - Dragon Rush / Dragon Claw could be the crit-based moves as they are which heal Garchomp if they crit for a reasonable chunk, while also lowering Garchomp's number of basic attack stacks (it's currently 5, make it 3-4 maybe) so it can function correctly. Increase the duration the stacks last too so Garchomp can jump from target to target a bit easier, but if you escape well enough the stacks will reset. Not sure about Dig / Earthquake beyond maybe they buff Garchomp's defenses when used? I dunno.
- Charizard I never really touched on because I've never played it before, but it's the only ranged All-Rounder so maybe that can be its niche? If it picks the melee moves it gets self-sustain, if it goes for ranged attacks it gets mobility? But no CC for Charizard, and maybe make combinations so that if you go one melee + one ranged attack you don't have amazing mobility and self-sustain - you need both ranged or melee moves to get the sufficient levels.

Are they perfect? No. You'd likely have to rework other characters too for it all to function cohesively and after a year or two of Pokemon releases in the game you'll inevitably get power creep. But it was a fun idea, I have more for the roles in general (changing the roles altogether for example, and evolution levels) that I may discuss if people are interested. Otherwise I'll go back to doing what i've normally been doing.

Anywho, onto more personal thoughts - I suck as Sylveon. 33% winrate over 9 games is the worst start for a new character I bought since Talonflame I think? I do enjoy playing as Sylveon, because they're pretty and Mystical Fire is a fun move to use. But they just lack the oomph other characters possess, so will take some more time to practice them! Also need to play more Mamoswine, they've been out nearly 2 weeks and I've only played 7 games on them. Major yikes.

@Mega Ampharos the Dragon just from the quick scan I did all the kits look very interesting and I will definitely go through them all probably after your next post! This post got a little bit long so will just leave it until you post your next designs and do them all at once! Great work as always though!
 

Mega Ampharos the Dragon

Electric type Enthusiast
Since I have not really updated much about my own experience playing Unite, I'll talk about it now, since now it won't be as boring as "Oh, I used Gardevoir" or "Oh, I used Crustle"

I had mained Crustle before Gardevoir came out, my experience playing as Crustle is that he seems more of an All-Rounder IMO, a Pokemon that is good in all areas
Although, then again, that is only all thanks to Shell Smash, which is why I like using Crustle

I decided to main Gardevoir after I tested it out when it came out, I saw how strong Psyshock was (especially with Moonblast)

But today, I decided to go back to Crustle after realizing that I can't really do much of anything as a Ralts and am dead weight to the team until I evolve, which takes time with that Lv 6 evolution

I also decided to actually play as other Pokemon for once, I'm now trying out Blastoise which I bought thinking that it would be similar to Crustle, oh how I was wrong...

But due to realizing that X Speed was an item, I decided to test out Blastoise, haven't exactly done a proper test yet, but will probably do so today or tomorrow

If I had the Aeos coins, I would also try out Mamoswine, but I don't...

Also, I think Absol might have a bug due to its usability going up it seems and how strong it has become, it is almost impossible to win 1v1s against it, unless this is just me...

and even then, Absol's usage might've gone up due to being the perfect counter for Sylveon? Not actually sure if it is, but it would kinda make sense
@Mega Ampharos the Dragon just from the quick scan I did all the kits look very interesting and I will definitely go through them all probably after your next post! This post got a little bit long so will just leave it until you post your next designs and do them all at once! Great work as always though!
Well, the 4 I posted yesterday probably will need a bit more balancing, but for now, I'm actually gonna share a few Pokemon with not many interesting gimmicks to them and are a bit blander

Mawile, Expert, Melee, Attacker, Physical Attacker: Does not Evolve
Special 1 Moves: Fairy Wind -> (At Lv 4) Play Rough or Draining Kiss
Special 2 Moves: Bite -> (At Lv 6) Iron Head or Crunch
Ability: Hyper Cutter, Unite Move: Megaburst Omega

Hawlucha, Expert, Melee, Speedster, Physical Attacker: Does not Evolve
Special 1 Moves: Aerial Ace -> (At Lv 4) Flying Press or High Jump Kick
Special 2 Moves: Detect -> (At Lv 6) Sky Attack or Roost
Ability: Limber, Unite Move: Rolling Wrestle

Fairy Wind: Throws sparkly wind at the opponent, dealing damage
Bite: Bites on the opponent, dealing damage, flinches the opponent
Play Rough: Attacks the nearest opponent in quick succession, dealing damage, decreases opponent's attack for a short time
Draining Kiss: Kisses the opponent, dealing damage, heals the user, causes infatuation on the opponent
Iron Head: Uses head to slam into the opponent, dealing damage, may cause flinch
Crunch: Bites onto the opponent, dealing damage, decreases opponent's Defense and SpD for a short time
Hyper Cutter: This Pokemon ignores all Attack reduction effects, the more consecutive times a move is used, the more damage it does (Ignores Basic Attack)
Megaburst Omega: This Pokemon changes form and thrash around the area, dealing massive damage to opponents who got hit, the user's Attack is doubled during the duration, the user's Defense and SpD is increased during the duration

Aerial Ace: (Taken from Talonflame's page) "Flies towards the target Pokémon and does damage, the next Basic Attack is a boosted attack"
Detect: Next time when this pokemon is about to be hit, move to the side, avoiding the damage
Flying Press: Jumps up into the air and crashes onto the opponent, dealing damage
High Jump Kick: Kicks the opponent from high in the air, dealing a lot of damage, if this move doesn't hit the target, deal 1/4 of the damage suppose to be dealt to the user
Sky Attack: Charges up the attack, the next time this move is used, charges towards the opponent in a glow, dealing a lot of damage, shoves the opponent
Roost: Heals the user a certain amount of HP
Limber: When this Pokemon is paralyzed, double its Speed
Rolling Wrestle: Grabs onto a nearby opponent and somersaults them into the ground, dealing massive damage

Yeah, not as interesting as the previous 4, but there are still interesting parts of each Pokemon

Mawile doesn't exactly have moves that work together, maybe Iron Head and Draining Kiss to flinch and heal or Crunch and Play Rough to decrease Defense so Play Rough can decimate the opponent? Megaburst Omega's effect is supposed to reference Mega Mawile's Huge Power, which allowed Mawile to be viable in competitive, would it be too broken for Unite?

Hawlucha is probably more interesting, you can even mix and match if you want

Sky Attack to shove Pokemon away from you whilst supposedly "flinching" them like Snorlax's Heavy Slam, and then Flying Press onto them to make sure they won't dodge, High Jump Kick also works, but if the opponent dodges, it would be more of a problem

Or if you really want to play risky, you can have High Jump Kick and Roost

Also, I'd think Flying Press and High Jump Kick would work as a way to get somewhere faster, which is why someone might choose Flying Press over High Jump Kick even with Special 2 having "flinching" or healing, depending on what you choose

Also, Hawlucha's Unite move is kinda boring, maybe I should add something to it?
 
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