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[Meta thread] Iron's PokeRole Adventure: The Skull Ruins
Aaaaahhh, I've so looked forward to see Nightshade evolve into a beautiful beautiful Cherrim! <3 So looking forward to see Flower Gift Ability in battle. But, ehm, dumb question, what was Special Defense in this campaign again? (Vitality, right?)

Petilil's pretty cool, means both version-exclusive Grass Types from Unova for her. Thank you!
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(07-24-2018, 02:20 PM)PhantomUnderYourDesk Wrote: Aaaaahhh, I've so looked forward to see Nightshade evolve into a beautiful beautiful Cherrim! <3 So looking forward to see Flower Gift Ability in battle. But, ehm, dumb question, what was Special Defense in this campaign again? (Vitality, right?)

Yeah, that just translates to a straight up Defense buff.  Flower Gift is a reeeaaallly strong Ability. +2 Strength and Defense for the user and all their allies (and it stacks with moves, too) is straight up ridiculous.

Kinda similar to how strong Flower Veil is in pokerole, thinking about it.
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I totally love how Shiva as the one who actually isn't as strong in battling as the others of the group has made it to evolve the only known Pokemon with that Ability. Oh, and according to Bulbapedia it cannot be copied with Trace, Role Play etc., HAH! <3
"Anything can be art. Anything can be self-expression. Now take your weapon and run with it" [Gerard Way]

--Windos is my OTP ❤---

`❤★`°・:*:・。[Image: qt5IPWF.png]。・:*:・゚’★❤`
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(07-24-2018, 02:26 PM)PhantomUnderYourDesk Wrote: I totally love how Shiva as the one who actually isn't as strong in battling as the others of the group has made it to evolve the only known Pokemon with that Ability. Oh, and according to Bulbapedia it cannot be copied with Trace, Role Play etc., HAH! <3

*shrug*  Not sure how that really correlates since you don't have to be a strong battler to easily take advantage of such a massive stat boost, but alright.

Book says it too.  Trace has a hard time with most signature abilities.  But despite what the book says, it can copy Wonder Guard in the games.  Since none of us have any Trace or Wonder Guard users currently, though, and Juliet doesn't know Role Play yet, it's a rather moot point for the time being.  

In a similar vein, though, Entrainment also can't change a target's ability to or from any of the same things that Trace/Role Play can't copy, so keep that in mind too.

But the user can change their own ability with Role Play regardless of what their original ability is, so Juliet would be able to use Role Play despite having Illusion, and then could Skill Swap what she copied to another pokemon.  (Skill Swap would fail if she tried to use it while she still had Illusion)  When she knows those moves, that is.
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(07-24-2018, 02:21 PM)Dragonstrike Wrote:
(07-24-2018, 02:20 PM)PhantomUnderYourDesk Wrote: Aaaaahhh, I've so looked forward to see Nightshade evolve into a beautiful beautiful Cherrim! <3 So looking forward to see Flower Gift Ability in battle. But, ehm, dumb question, what was Special Defense in this campaign again? (Vitality, right?)

Yeah, that just translates to a straight up Defense buff.  Flower Gift is a reeeaaallly strong Ability.  +2 Strength and Defense for the user and all their allies (and it stacks with moves, too) is straight up ridiculous.

Kinda similar to how strong Flower Veil is in pokerole, thinking about it.

Of course, the drawback is that it requires Strong Sunlight to trigger, and that any other Weather can instantly disrupt it. That, and if you focus down Cherrim first with EXTREME prejudice....well, it can't provide the buff to its allies if its Fainted, now can they?

Skill Swap and Ability changing Moves also play royal hell with Flower Gift, and Pokémon with Auto Weather/Cloud Nine completely ruin it too if they come out after the little morsel sets up Sun! In fact, it has anti-synergy with A-Vulpix, so you really can't use those together without screwing over one or the other....or both if the Sun is up, since Fire Attacks are ruinous to their long term survival.

Its a nice ability, but its far from over dominating imo.
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It does correlate rather much for me.

Precious Delphox learns Role Play for 0xp, when I'll let him play a little that it.~
"Anything can be art. Anything can be self-expression. Now take your weapon and run with it" [Gerard Way]

--Windos is my OTP ❤---

`❤★`°・:*:・。[Image: qt5IPWF.png]。・:*:・゚’★❤`
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(07-24-2018, 02:43 PM)Lord Windos Wrote: Its a nice ability, but its far from over dominating imo.

Yes, if you're prepared for it, there's many, many ways you can deal with Flower Gift/Veil.  If you're not, however...well, then things could get far more difficult very quickly.
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(07-24-2018, 02:43 PM)Lord Windos Wrote: In fact, it has anti-synergy with A-Vulpix, so you really can't use those together without screwing over one or the other....or both if the Sun is up, since Fire Attacks are ruinous to their long term survival.

It'll be either hail or sunshine in battle, opening a Double Battle with white Vulpix and Nightshade as a pair would be madness. o.o
"Anything can be art. Anything can be self-expression. Now take your weapon and run with it" [Gerard Way]

--Windos is my OTP ❤---

`❤★`°・:*:・。[Image: qt5IPWF.png]。・:*:・゚’★❤`
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(07-24-2018, 02:48 PM)PhantomUnderYourDesk Wrote:
(07-24-2018, 02:43 PM)Lord Windos Wrote: In fact, it has anti-synergy with A-Vulpix, so you really can't use those together without screwing over one or the other....or both if the Sun is up, since Fire Attacks are ruinous to their long term survival.

It'll be either hail or sunshine in battle, opening a Double Battle with white Vulpix and Nightshade as a pair would be madness. o.o

The book says the Pokemon with higher Special gets to determine the weather. I guess I would first look at the default Special for the Pokemon in question, then go to tiebreakers similarly to how I break Initiative ties.

If it's Vulpix vs an opponent weathermon, I'd go with the higher Strength.
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(07-24-2018, 03:01 PM)Iron Wrote: The book says the Pokemon with higher Special gets to determine the weather. I guess I would first look at the default Special for the Pokemon in question, then go to tiebreakers similarly to how I break Initiative ties.

If it's Vulpix vs an opponent weathermon, I'd go with the higher Strength.

I think the book just says that with regards to the weather abilities, though, right?  Would we apply that rule to the weather moves as well? (aka, you'd need higher Strength/Special to override the ability with a move for the next 4 Rounds?)
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