BAM [Build A Metagame] is a Fakemon Project. The fakemon will battle only other fakemon, rather than real Pokemon, and there will not be art (unless a spriter appears). It will be implemented only on Pokemon Perfect's Pokemon Showdown Server once it is complete. (Well, if it is ever complete...) I have total control on the direction but I really want your opinions and ideas!
The idea is to design a metagame: we have complete control over the mechanics, the moves, the items, the abilities, and the Pokemon. We will not (at least, until we have made a first version) make pre-evolutions, Legendary Pokemon, or Pokemon which are overpowered or unviable in the metagame. We will have around 60 Pokemon.
The goal is that it will have a pace something akin to ADV, and to control this we focussed heavily on move power, with few moves above 100 base power permitted. The only moves above 100 BP included are Double Edge, Flail, Focus Punch, Reversal, as well as new moves Vengeance and Meridian Blast. That does mean no Explosion-like moves. In addition, we do not have weather-related moves or abilities whatsoever: this is for two reasons. One is that they become very central to the game's design if you do bother including them, and the other is that because of how heavily they favour particular types and how much they power up moves, they can be very challenging to balance. There are also no moves which can confuse, freeze, raise evasion, OHKO, or lower accuracy. There are no moves that can send an opponent to sleep, but rest still exists. Since we have control of the moves, it makes more sense to not include evasion boosting and OHKO moves than to have them but clause them out of existence. Regarding the other options, a goal of the design is to make the metagame less "haxy". This does not mean removing the element of luck entirely - if you were to do that it would turn predictions into pure 50/50s in many cases for example - but to reduce the role of luck and to, more importantly, reduce the aggravatingness of it.
Type-Chart (Listed twice for visibility / reference):
To Do List:
- Determine relationship between Concealed Power and IVs and Berry Blast's exact functions.
- Add New Pokemon
- Ideas in my head: specially-based fighting type, fast subseed, mons w/ really high hp + low defenses and vice versa. Hardcore defensive bug type?! marsh/desert/cave/fossil pokemon. 101 HP sub mons and generally mons w higher HP...
The idea is to design a metagame: we have complete control over the mechanics, the moves, the items, the abilities, and the Pokemon. We will not (at least, until we have made a first version) make pre-evolutions, Legendary Pokemon, or Pokemon which are overpowered or unviable in the metagame. We will have around 60 Pokemon.
The goal is that it will have a pace something akin to ADV, and to control this we focussed heavily on move power, with few moves above 100 base power permitted. The only moves above 100 BP included are Double Edge, Flail, Focus Punch, Reversal, as well as new moves Vengeance and Meridian Blast. That does mean no Explosion-like moves. In addition, we do not have weather-related moves or abilities whatsoever: this is for two reasons. One is that they become very central to the game's design if you do bother including them, and the other is that because of how heavily they favour particular types and how much they power up moves, they can be very challenging to balance. There are also no moves which can confuse, freeze, raise evasion, OHKO, or lower accuracy. There are no moves that can send an opponent to sleep, but rest still exists. Since we have control of the moves, it makes more sense to not include evasion boosting and OHKO moves than to have them but clause them out of existence. Regarding the other options, a goal of the design is to make the metagame less "haxy". This does not mean removing the element of luck entirely - if you were to do that it would turn predictions into pure 50/50s in many cases for example - but to reduce the role of luck and to, more importantly, reduce the aggravatingness of it.
Mechanics are based on Generation 6 unless otherwise stated.
(that does mean that Electric-types cannot be paralyzed)
- PAR Status does not have 25% chance to immobilise. Instead, it gives the paralyzed user effectively -1 Accuracy and -1 Evasion.
- Attacks cannot miss versus a Sleeping opponent.
- Critical Hits: 1.5x Power, All boosts are ignored if the defending Pokémon has accrued boosts in their defensive stat. Furthermore, the message that a critical hit occured no longer displays.
- Type Chart Changes: Steel resists Ghost and no longer resists Fairy, Bug resists Fairy, and Ice resists Water and Grass. Here it is in visual format:
Move-related Mechanics
Concealed Power - Will have a different IV configuration (TBD)
Flail, and by extension Vengeance, use generation 4 mechanics.
Hazard Order - Health Orb's healing effect activates after all other switch-in effects.
Whirlwind and moves with the same secondary effect operate under Generation 2 mechanics. This means that the move must be used last for the secondary effect to work.
(that does mean that Electric-types cannot be paralyzed)
- PAR Status does not have 25% chance to immobilise. Instead, it gives the paralyzed user effectively -1 Accuracy and -1 Evasion.
- Attacks cannot miss versus a Sleeping opponent.
- Critical Hits: 1.5x Power, All boosts are ignored if the defending Pokémon has accrued boosts in their defensive stat. Furthermore, the message that a critical hit occured no longer displays.
- Type Chart Changes: Steel resists Ghost and no longer resists Fairy, Bug resists Fairy, and Ice resists Water and Grass. Here it is in visual format:
Move-related Mechanics
Concealed Power - Will have a different IV configuration (TBD)
Flail, and by extension Vengeance, use generation 4 mechanics.
Hazard Order - Health Orb's healing effect activates after all other switch-in effects.
Whirlwind and moves with the same secondary effect operate under Generation 2 mechanics. This means that the move must be used last for the secondary effect to work.
- The evasion-dropping effective of Paralysis means that in the case of two paralyzed Pokemon facing eachother, the accuracy and evasion drops cancel eachother out and move accuracy is calculated as normal.
- The non-display of critical hits occurring is for two reasons. One is to reduce frustration / "hax" - when players aren't aware there's critical hits they're less likely to be salty. The second is an interesting information bonus. When an unboosted - no Choice Band or Specs - attack critical hits, it enables the user to bluff a Choice item if the attack has not done damage before and no other item, such as Leftovers, has been revealed.
- GSC RestTalk and GlitchDrum mechanics.
- The non-display of critical hits occurring is for two reasons. One is to reduce frustration / "hax" - when players aren't aware there's critical hits they're less likely to be salty. The second is an interesting information bonus. When an unboosted - no Choice Band or Specs - attack critical hits, it enables the user to bluff a Choice item if the attack has not done damage before and no other item, such as Leftovers, has been revealed.
- GSC RestTalk and GlitchDrum mechanics.
Items taken from Pokemon:
BAM-Exclusive Items:
Choice Crown (1.3x Atk, 1.3x SpA, Choice Locked)
Pixie Dust - Holders Fairy-type attacks have 1.2x power.
Trick Room Extender (Extends Trick Room to 8 Turns)
Air Balloon
Apicot Berry
Babiri Berry
Black Belt
Black Glasses
Black Sludge
Charcoal
Charti Berry
Chesto Berry
Chilan Berry
Choice Scarf
Chople Berry
Coba Berry
Colbur Berry
Custap Berry
Dragon Fang
Expert Belt
Ganlon Berry
Haban Berry
Hard Stone
Iron Ball
Kasip Berry
Kebia Berry
Kee Berry
Lagging Tail
Lansat Berry
Leftovers
Liechi Berry
Lum Berry
Magnet
Maranga Berry
Metal Coat
Miracle Seed
Muscle Band
Mystic Water
Never-Melt Ice
Occa Berry
Passho Berry
Payapa Berry
Petaya Berry
Poison Barb
Roseli Berry
Salac Berry
Sitrus Berry
Silk Scarf
Silver Powder
Sharp Beak
Shuca Berry
Soft Sand
Spell Tag
Starf Berry
Tanga Berry
Twisted Spoon
Wacan Berry
Wise Glasses
Yache Berry
Apicot Berry
Babiri Berry
Black Belt
Black Glasses
Black Sludge
Charcoal
Charti Berry
Chesto Berry
Chilan Berry
Choice Scarf
Chople Berry
Coba Berry
Colbur Berry
Custap Berry
Dragon Fang
Expert Belt
Ganlon Berry
Haban Berry
Hard Stone
Iron Ball
Kasip Berry
Kebia Berry
Kee Berry
Lagging Tail
Lansat Berry
Leftovers
Liechi Berry
Lum Berry
Magnet
Maranga Berry
Metal Coat
Miracle Seed
Muscle Band
Mystic Water
Never-Melt Ice
Occa Berry
Passho Berry
Payapa Berry
Petaya Berry
Poison Barb
Roseli Berry
Salac Berry
Sitrus Berry
Silk Scarf
Silver Powder
Sharp Beak
Shuca Berry
Soft Sand
Spell Tag
Starf Berry
Tanga Berry
Twisted Spoon
Wacan Berry
Wise Glasses
Yache Berry
BAM-Exclusive Items:
Choice Crown (1.3x Atk, 1.3x SpA, Choice Locked)
Pixie Dust - Holders Fairy-type attacks have 1.2x power.
Trick Room Extender (Extends Trick Room to 8 Turns)
Moves from Pokemon:
Body Slam, Bubble, Bubblebeam, Bug Buzz, Bulk Up, Bullet Seed, Charm, Covet, Destiny Bond, Dig, Disable, Double Edge, Earth Power, Earthquake, Ember, Endeavor, Endure, Energy Ball, Flail, Fling, Focus Punch, Future Sight, Growl, Grudge, Heal Bell, Heal Block, Howl, Hyper Voice, Imprison, Leaf Blade, Leech Seed, Light Screen, Magical Leaf, Metronome, Nasty Plot, Night Shade, Pain Split, Peck, Perish Song, Pound, Power Gem, Protect, Recycle, Reflect, Rest, Reversal, Scratch, Shadow Ball, Shadow Claw, Sleep Talk, Spikes, Spite, Substitute, Switcheroo, Swords Dance, Taunt, Thief, Thunder Wave, Torment, Transform, Trick Room, Water Gun, Whirlwind, Wish
Moves from Pokemon where we use older versions:
Belly Drum - uses GSC glitchdrum
Knock Off - uses pre-Gen 6 Base Power.
Moves from Pokemon which we tweak:
Mirror Move - Uses the last move the opponent used in the battle even if it was several turns previous.
Roost - When using the move, health gained is reduced by spikes damage.
Toxic - Has 100% Accuracy
New Moves:
Body Slam, Bubble, Bubblebeam, Bug Buzz, Bulk Up, Bullet Seed, Charm, Covet, Destiny Bond, Dig, Disable, Double Edge, Earth Power, Earthquake, Ember, Endeavor, Endure, Energy Ball, Flail, Fling, Focus Punch, Future Sight, Growl, Grudge, Heal Bell, Heal Block, Howl, Hyper Voice, Imprison, Leaf Blade, Leech Seed, Light Screen, Magical Leaf, Metronome, Nasty Plot, Night Shade, Pain Split, Peck, Perish Song, Pound, Power Gem, Protect, Recycle, Reflect, Rest, Reversal, Scratch, Shadow Ball, Shadow Claw, Sleep Talk, Spikes, Spite, Substitute, Switcheroo, Swords Dance, Taunt, Thief, Thunder Wave, Torment, Transform, Trick Room, Water Gun, Whirlwind, Wish
Moves from Pokemon where we use older versions:
Belly Drum - uses GSC glitchdrum
Knock Off - uses pre-Gen 6 Base Power.
Moves from Pokemon which we tweak:
Mirror Move - Uses the last move the opponent used in the battle even if it was several turns previous.
Roost - When using the move, health gained is reduced by spikes damage.
Toxic - Has 100% Accuracy
New Moves:
- There is no Baton Pass, U-turn, or similar moves. The reason for not including Baton Pass is that it is very challenging to balance compared to the interest it can add to the game. U-turn and similar moves I just decided I didn't want because reasons. :>
- However, we added the move Tag Out, which... just switches the user out. Nothing carries over, no boosts or substitutes, and it does not do damage.
- These are the hazards and hazard control options (new bolded):
Hazards: Spikes (Gen 3-7 Mechanics), Health Orbs
Hazard Clearing: Raze, Wash Away
Raze is akin to a Ground-type Rapid Spin. This means that, besides Flying-types, Pokemon with Levitate also block Raze. Even more awesome, equipping a Pokemon with an Air Balloon enables it to block Raze until it is damaged! Since Wash Away and Raze remove your own Health Orbs, it makes little sense to run them together, but Health Orbs are an effective way to mitigate damage from Spikes to some extent. Pokemon which aren't grounded only get the positive effect, and Pokemon which are grounded only lose 7/48 (a little under 1/6) of their max HP, with 3 layers of Spikes up.
- Every type has a decent (more than 80 base power and accuracy) Physical and Special option.
- Soul Drain, Leech, Energy Fist, and Syphon are all decently powered attacks which heal 100% of the damage dealt. From my epxperience in Violet this is an awesome mechanic that provides great recovery. It is very easy to overrate or underrate its effectiveness, depending on your persuasion.
- Thunder Wave, Fiery Spell, and an accuracy-buffed Toxic all reliably (100% accuracy) status their opponents now. Tail Sting is a Bug-type attack which badly poisons, outclassing Toxic on Pokemon which learn it. Venomous Bite is Poison-type and the same can be said for it. Ignite is weak but does a similar thing in the case of burns.
- Phazing moves: Kinetic Shift, Strong Gust (also an attack), Whirlwind
- Boosting Moves:
+2 Acc - Magnify
+1 Atk - Howl
+12 Atk - Belly Drum (Cuts uers HP by 50%)
+1 Atk / +1 Def - Bulk Up
+1 Atk / +1 Def / -1 Spe - Crystallize
+1 Atk / +1 SpD / -1 Spe - Legend's Curse
+1 Atk / +1 Spe - Soar
+1 Def - Polish
+1 Def / +1 SpD - Guardian Call
+1 Def / +1 SpD / -1 Spe - Fortify
+2 Def - Shield Enchant
+1 SpA / +1 SpD - Energy Draw
+1 SpA / +1 SpD / -1 Spe - Enchantment
+2 SpA - Nasty Plot
+2 SpD - Wind Song
+1 Spe - Flutter (Physical Attack)
+2 Spe - Scuttle
- Priority Moves: Flash Freeze, Rapid Burst, Rocket Slam, Whirlwind Palm
- Recovery moves: Healing Circle, Leech Seed, Pain Split, Recharge, Rekindle, Roost, Wish
- Moves that hit additional types super-effectively: Corrosive Acid (Poison-type move super-effective on Steel), Dragon's Fire (Dragon-type move super-effective on Steel), Hellfire (Fire-type move super-effective on Ghosts), Mower (Grass-type move super-effective on Grass), Pesticide (Poison-type move super-effective on Bug types), Unnatural Slice (Normal-type move super-effective on Ghost)
- Other things worth mentioning:
Acid Burn - Poison Type Special Attack which burns Badly Poisoned foes.
Air Blade - Physical Flying-type attack which uses the opponent's SpDef in calculations.
Healing Circle - Raises the HP of both the user and the opponent to Max HP.
Low Blow - a medium-powered fighting-type attack with a 50% chance of taunting the opponent for a 1-turn duration as its effect.
Meridian Blast - Damage formula of 110 - 0.5 * |50 - HP(%)|. This means that at max or effectively zero HP, it has a Base Power of 85, and at exactly 50% HP it has 110 BP. The nearer to 50% HP, the stronger the attack is.
Reset Punch - Basically like Haze but an attack.
Soul Snatch - Changes the user's secondary typing to the that of the opponent's secondary typing, unless it is single-typed, in which case is changes the user's secondary typing to that of the opponent's type. If the user is single-typed, adds the opponent's secondary typing or type as a secondary type.
Trip - Inflicts half of the opponent's current speed as fixed damage.
Safeguard is replaced by Canopy.
- However, we added the move Tag Out, which... just switches the user out. Nothing carries over, no boosts or substitutes, and it does not do damage.
- These are the hazards and hazard control options (new bolded):
Hazards: Spikes (Gen 3-7 Mechanics), Health Orbs
Hazard Clearing: Raze, Wash Away
Raze is akin to a Ground-type Rapid Spin. This means that, besides Flying-types, Pokemon with Levitate also block Raze. Even more awesome, equipping a Pokemon with an Air Balloon enables it to block Raze until it is damaged! Since Wash Away and Raze remove your own Health Orbs, it makes little sense to run them together, but Health Orbs are an effective way to mitigate damage from Spikes to some extent. Pokemon which aren't grounded only get the positive effect, and Pokemon which are grounded only lose 7/48 (a little under 1/6) of their max HP, with 3 layers of Spikes up.
- Every type has a decent (more than 80 base power and accuracy) Physical and Special option.
- Soul Drain, Leech, Energy Fist, and Syphon are all decently powered attacks which heal 100% of the damage dealt. From my epxperience in Violet this is an awesome mechanic that provides great recovery. It is very easy to overrate or underrate its effectiveness, depending on your persuasion.
- Thunder Wave, Fiery Spell, and an accuracy-buffed Toxic all reliably (100% accuracy) status their opponents now. Tail Sting is a Bug-type attack which badly poisons, outclassing Toxic on Pokemon which learn it. Venomous Bite is Poison-type and the same can be said for it. Ignite is weak but does a similar thing in the case of burns.
- Phazing moves: Kinetic Shift, Strong Gust (also an attack), Whirlwind
- Boosting Moves:
+2 Acc - Magnify
+1 Atk - Howl
+12 Atk - Belly Drum (Cuts uers HP by 50%)
+1 Atk / +1 Def - Bulk Up
+1 Atk / +1 Def / -1 Spe - Crystallize
+1 Atk / +1 SpD / -1 Spe - Legend's Curse
+1 Atk / +1 Spe - Soar
+1 Def - Polish
+1 Def / +1 SpD - Guardian Call
+1 Def / +1 SpD / -1 Spe - Fortify
+2 Def - Shield Enchant
+1 SpA / +1 SpD - Energy Draw
+1 SpA / +1 SpD / -1 Spe - Enchantment
+2 SpA - Nasty Plot
+2 SpD - Wind Song
+1 Spe - Flutter (Physical Attack)
+2 Spe - Scuttle
- Priority Moves: Flash Freeze, Rapid Burst, Rocket Slam, Whirlwind Palm
- Recovery moves: Healing Circle, Leech Seed, Pain Split, Recharge, Rekindle, Roost, Wish
- Moves that hit additional types super-effectively: Corrosive Acid (Poison-type move super-effective on Steel), Dragon's Fire (Dragon-type move super-effective on Steel), Hellfire (Fire-type move super-effective on Ghosts), Mower (Grass-type move super-effective on Grass), Pesticide (Poison-type move super-effective on Bug types), Unnatural Slice (Normal-type move super-effective on Ghost)
- Other things worth mentioning:
Acid Burn - Poison Type Special Attack which burns Badly Poisoned foes.
Air Blade - Physical Flying-type attack which uses the opponent's SpDef in calculations.
Healing Circle - Raises the HP of both the user and the opponent to Max HP.
Low Blow - a medium-powered fighting-type attack with a 50% chance of taunting the opponent for a 1-turn duration as its effect.
Meridian Blast - Damage formula of 110 - 0.5 * |50 - HP(%)|. This means that at max or effectively zero HP, it has a Base Power of 85, and at exactly 50% HP it has 110 BP. The nearer to 50% HP, the stronger the attack is.
Reset Punch - Basically like Haze but an attack.
Soul Snatch - Changes the user's secondary typing to the that of the opponent's secondary typing, unless it is single-typed, in which case is changes the user's secondary typing to that of the opponent's type. If the user is single-typed, adds the opponent's secondary typing or type as a secondary type.
Trip - Inflicts half of the opponent's current speed as fixed damage.
Safeguard is replaced by Canopy.
Custom Abilities:
Buoyant - Reduces damage taken from contact moves by 15%.
Deadly Sting - STAB bonus is also applied to Poison-type moves.
Deep Freeze - When this Pokemon has 1/3 or less of its max HP, its Ice attacks do 1.5x damage.
Dirty Jaws - Bite moves have a 50% chance to (regular) poison.
Fencer - Increases the power of certain moves1 by 20%.
Penetrate - Contact moves reduce defense modifiers in calculations by 30%.
Precipitation - 20% increase to power of various weather-related moves2.
Scrap Recycler - Its attacks heal 33% of damage dealt if the opponent is a Steel-type.
Short Circuit - When this Pokemon has 1/3 or less of its max HP, its Electric attacks do 1.5x damage.
Sleuth - Detects the opponent's Concealed Power type upon switch-in3.
Thunder Thighs - Boosts the power of Kicking4 moves by 20%.
Ability Clones:
Mystic Healing - Shield Dust
Spiny - Rough Skin
Vigilant - Shell Armor
Non-Custom Abilities used:
Battle Armor
Blaze
Cheek Pouch
Competitive
Cursed Body
Defiant
Flame Body
Flash Fire
Forewarn
Frisk
Immunity
Infiltrator
Iron Barbs
Iron Fist
Levitate
Lightning Rod
Limber
Natural Cure
Overgrow
Pickup
Pickpocket
Poison Point
Pressure
Prankster
Quick Feet
Reckless
Shed Skin
Shell Armor
Shield Dust
Sturdy
Suction Cups
Technician
Torrent
Thick Fat
Volt Absorb
Water Veil
1Any move with Slash, Slice, or Blade in the name. (Abyssal Slash, Grass Blade, Serpent Slash, Sword Slash, Unnatural Slice, Venom Slash)
2Any of the following moves: Iron Storm, Lightning Strike, Pestilential Storm, Pixie Storm, Snowstorm, Strong Gust, Tornado
3Full list of messages:
4 - It boosts any move with Kick in its name. The only moves which are boosted, hence, are Sliding Kick and Tornado Kick.
Buoyant - Reduces damage taken from contact moves by 15%.
Deadly Sting - STAB bonus is also applied to Poison-type moves.
Deep Freeze - When this Pokemon has 1/3 or less of its max HP, its Ice attacks do 1.5x damage.
Dirty Jaws - Bite moves have a 50% chance to (regular) poison.
Fencer - Increases the power of certain moves1 by 20%.
Penetrate - Contact moves reduce defense modifiers in calculations by 30%.
Precipitation - 20% increase to power of various weather-related moves2.
Scrap Recycler - Its attacks heal 33% of damage dealt if the opponent is a Steel-type.
Short Circuit - When this Pokemon has 1/3 or less of its max HP, its Electric attacks do 1.5x damage.
Sleuth - Detects the opponent's Concealed Power type upon switch-in3.
Thunder Thighs - Boosts the power of Kicking4 moves by 20%.
Ability Clones:
Mystic Healing - Shield Dust
Spiny - Rough Skin
Vigilant - Shell Armor
Non-Custom Abilities used:
Battle Armor
Blaze
Cheek Pouch
Competitive
Cursed Body
Defiant
Flame Body
Flash Fire
Forewarn
Frisk
Immunity
Infiltrator
Iron Barbs
Iron Fist
Levitate
Lightning Rod
Limber
Natural Cure
Overgrow
Pickup
Pickpocket
Poison Point
Pressure
Prankster
Quick Feet
Reckless
Shed Skin
Shell Armor
Shield Dust
Sturdy
Suction Cups
Technician
Torrent
Thick Fat
Volt Absorb
Water Veil
1Any move with Slash, Slice, or Blade in the name. (Abyssal Slash, Grass Blade, Serpent Slash, Sword Slash, Unnatural Slice, Venom Slash)
2Any of the following moves: Iron Storm, Lightning Strike, Pestilential Storm, Pixie Storm, Snowstorm, Strong Gust, Tornado
3Full list of messages:
Opponents' Concealed Power type - Message which displays
Bug - Katakomb senses a chitinous aura from Tortanium
Dark - Katakomb senses a malicious aura from Tortanium
Dragon - Katakomb senses a mighty aura from Tortanium
Electric - Katakomb senses a stunning aura from Tortanium
Fairy - Katakomb senses a magical aura from Tortanium
Fighting - Katakomb senses a tough aura from Tortanium
Fire - Katakomb senses a warm aura from Tortanium
Flying - Katakomb senses an avian aura from Tortanium
Ghost - Katakomb senses a spooky aura from Tortanium
Grass - Katakomb senses a leafy aura from Tortanium
Ground - Katakomb senses a dry aura from Tortanium
Ice - Katakomb senses a cool aura from Tortanium
Normal - Katakomb cannot sense an aura from Tortanium
Poison - Katakomb senses a caustic aura from Tortanium
Psychic - Katakomb senses a mystic aura from Tortanium
Rock - Katakomb senses a sturdy aura from Tortanium
Steel - Katakomb senses a metallic aura from Tortanium
Water - Katakomb senses a watery aura from Tortanium
Bug - Katakomb senses a chitinous aura from Tortanium
Dark - Katakomb senses a malicious aura from Tortanium
Dragon - Katakomb senses a mighty aura from Tortanium
Electric - Katakomb senses a stunning aura from Tortanium
Fairy - Katakomb senses a magical aura from Tortanium
Fighting - Katakomb senses a tough aura from Tortanium
Fire - Katakomb senses a warm aura from Tortanium
Flying - Katakomb senses an avian aura from Tortanium
Ghost - Katakomb senses a spooky aura from Tortanium
Grass - Katakomb senses a leafy aura from Tortanium
Ground - Katakomb senses a dry aura from Tortanium
Ice - Katakomb senses a cool aura from Tortanium
Normal - Katakomb cannot sense an aura from Tortanium
Poison - Katakomb senses a caustic aura from Tortanium
Psychic - Katakomb senses a mystic aura from Tortanium
Rock - Katakomb senses a sturdy aura from Tortanium
Steel - Katakomb senses a metallic aura from Tortanium
Water - Katakomb senses a watery aura from Tortanium
Type-Chart (Listed twice for visibility / reference):
To Do List:
Should we implement:
When one Pokemon faints before the other Pokemon has had the opportunity to move, that Pokemon will not move [a.k.a. ADV battle engine]
When one Pokemon faints before the other Pokemon has had the opportunity to move, that Pokemon will not move [a.k.a. ADV battle engine]
- Add New Pokemon
- Ideas in my head: specially-based fighting type, fast subseed, mons w/ really high hp + low defenses and vice versa. Hardcore defensive bug type?! marsh/desert/cave/fossil pokemon. 101 HP sub mons and generally mons w higher HP...
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