CAP Project - Details

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CAP Project - Details

by AerisDraco » Fri Dec 02, 2016 8:39 pm

A thread for fleshing out the designs.
Names/Stats/Movepools

National Dex

001 Pixeed (Grass)
002 Seealer (Grass)
003 Eldryad (Grass/Fairy)
Suggested Distribution: Bulky mixed attacker w/ support

004 Flawn (Fire)
005 Incandeer (Fire)
006 Combustag (Fire/Electric)
SD: Bulky physical attacker

007 Flufsky (Water)
008 Malamyst (Water)
009 Gracolar (Water/Ice)
SD: Fast Special attacker

Kingdom Dex

Plains

010 Mammal (Normal/?)
011 Mammal (Normal/?)

012 Chicoo (Normal/Flying)
013 Zhenrush (Poison/Flying)

015 Larva (Bug)
016 Nymph (Bug/Dragon)
017 Dragonfly (Bug/Dragon)
SD: ???

018: One family

019-020: One family

021-022: One family

023: One family

024-026: One family

027-028: One family

Mountains

045-046: One family

047-048: One family

049-051: One family

052: One family

053-054: One family

055-056: One family

057: One family

058-060: One family

061-062: One family


Wastes

081-082: One family

083-084: One family

085-087: One family

088: One family

089-090: One family

091-092: One family

093: One family

094-096: One family

097-098: One family



Frontiers Dex

Deserts

029 Huppy (Normal)
030 Hysterena (Normal)
SD: Special attacker, sound based attacks

012 Chicoo (Normal/Flying)
014 Secreteel (Steel/Flying)

031: Werkabug (Bug)
032: Termight (Bug/Ground)
033: Isopterra (Bug/Ground)

034: Genie

035: Scorpion (Ground/Poison)
036: Scorpion (Ground/Poison)

037: Hermit Crab (Bug)
038: Conglomode (Bug + Grass/Ice/Fire/Ground/Poison/Rock/Water)

039: One family

040: Albatross Hatchling (Normal/Flying)
041: Albatross Juvenile (Normal/Flying)
042: Albatross (Flying)

043: Snake (Ground)
044: Snake (Ground/Fighting)

Jungles

063-064: One family

065-066: One family

067-068: One family

069: One family

070-071: One family

072-073: One family

074: One family

075-077: One family

078-079: One family


Caves

099-100: One family

101-102: One family

103-105: One family

106: One family

107-108: One family

109-110: One family

111: One family

112-113: One family

114-115: One family



Since it's likely that my Github page will be used for hosting the full details, this thread will be used for map, move, and ability details; along with the discussion for the Pokemon.

https://aerisdraco.github.io/


Image
[+] SPOILER
Image

1 - Linirea
2 - Silveroak Forest
3 - Southport
4 - Sarelgaz' Lair
5 - Otil
6 - Pagras
7 - Hushwood
8 - Lozagon
9 - Breeze Farmstead (?)
10 - Stormcloud Temple
11 - Castle Blackburn
12 - Rotwick
13 - Rotten Forest (Lowest two tiles are the Fungal Forest).
14 - The Dark Tower
15 - Lopah
16 - Hammerhold
17 - Buccaneer's Den
18 - Port Tortuga
19 - Sunken Citadel
20 - Golton (?)
21 - Ruins of Nas'de
22 - Dracomire Heights (?)
23 - Crimson Valley
24 - Bonesburg
25 - Temple of Saqra
26 - Emberspike Mountain
27 - Ma'qwa Urqu
28 - Lost Jungle
29 - Temple of Ethereal Evil
30 - Gray Ravens
31 - Gryphon Point
32 (Left Tile) - Battle Frontier
32 (Right Tile) - Aredhel

-Unlisted Lakes-
Storm Atoll (Directly to the southeast of 18)
Nightfang Swale (In between 11 and 12)
Sape Oasis (North of 21)
Rift of Cinders (Encompassing 14)
Wheezing Bog (?) (Northeast of 13)

-Possible Route Names- (The numbers indicate which two zones the path connects.)
(3 - 6) Farmlands
(8 - 9) Royal Bridge
(6 - 9 - 2 - 1) Twin Rivers Highway
(1 - 5) Northern Road
(4 - 5) Wintry Trail
(Twin Rivers Highway - 7) Rangers' Watch
(5 - West Mountain Entrance) Valoras Bridge
(West Mountain Entrance - 10) Coldstep Mines
(10 - East Mountain Entrance) Icewind Pass
(10 - 15 - 12) Wastes
(Intersection close to 12 - 14) Forsaken Valley
(11 - 12) Ancient Necropolis
(12 - 13) Royal Road
(15 - 16) Sandhawk Hamlet
(16 - 17) Dunes of Despair
(20 - 23) Nazeru's Gates
(N'sG - 22) The Ascent
(23 - 28) Snapvine Bridge
(28 - 27) Reaper's Trail
(27 - 25) Volcano Pass
(24 - 25) Unending Range
(UR - 26) Victory Road
(13 - 24) Underpass
(31 - 30) Waterfalls Trail
(30 - 32) High Bridge
(Left of 32) Howling Moors
(North from Howling Moors) Dragon Throne

-Accessing Additional Locations-
18 - Boat rides from 3, 17, and 20. Using Fly.
19 - Boat rides from 18.
29 - Hiring a Native Tour Guide in Ma'qwa Urqu. (?)
30 - Boat rides from 18 after the E4 have been beaten and Gryphon Point has been flown to at least once..
31 - Flight from Sylvan Expedition in Linirea or Hammerhold (depending on version) after the E4 have been beaten.


New Moves

Forest Wrath (Grass)
The user charges nature's power over the course of the turn, before unleashing it on the target. Opponents that attack the user while they are charging lose 1/8 of their max HP.
BP: 100 | Acc: 100% | Special

Horn Charge (Electric)
The user rubs its horns together, sharpening them. This raises the user's Attack stat, and makes the next attack have a 30% chance of paralysis.
BP: n/a | Acc: 100% | Status

Quench (Water)
The user sprays a jet of freezing-cold water. This may freeze the target.
BP: 80 | Acc: 100% | Special

New Abilities
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Re: CAP Project - Details

by AerisDraco » Fri Dec 02, 2016 8:48 pm

double post, but anyway:

Grass Starter names:
Pixieed (Pix-seed)
Greenlin
Effley
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Re: CAP Project - Details

by Magnus0 » Fri Dec 02, 2016 11:32 pm

For the fire starter, I was thinking really high attack with decent everything else (except special attack) and a reckless and proud attitude. Basically all out offense. It stats would be something like: 90/130/80/50/80/90.

It's abilies would be blaze and reckless.

As for moves, it mostly learns powerful ramming moves with recoil, like wild charge, double edge and flare blitz, maybe head smash. To make up for the recoil, it learns horn leach to get some health back and to cover ground types. It would also get a signiture move that sharpens it antler, raising attack and defense by one stage while not getting hit by recoil for three turns. Basically, a variation of bulk up with the added benifit of a recoil immunity. It also gets some other boosting moves like agility and swords dance.
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Re: CAP Project - Details

by RaZoR LeAf » Sat Dec 03, 2016 11:56 am

The Stag's sig move should raise attack and special attack rather than defence. If it were sharpening it's antlers then it's also generating electricity on them. But having it also prevent recoil for a few turns is a nice addition.

Grass type names:
Trymph (Tree+Nymph)
Treefae (Tree+Fae)
Seedlie (Seed+Seelie)
Dryadama (Dryad+Kodama)
Kodahama (Kodama+Hamadryad)

Kodama is a Japanese forest spirit
Dryad are Greek woodland nymphs
Hamadryad is a specific tree dryad

I picture its final form being a bulky trunk like body and stomps feet, long branch arms with longer narrower branches for hands and fingers. Lots of leakage all around what would be its shoulders and for a face it has a round wooden mask carved to look like a Green Man
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Re: CAP Project - Details

by Magnus0 » Sat Dec 03, 2016 2:17 pm

RaZoR LeAf wrote:The Stag's sig move should raise attack and special attack rather than defence. If it were sharpening it's antlers then it's also generating electricity on them. But having it also prevent recoil for a few turns is a nice addition.

Grass type names:
Trymph (Tree+Nymph)
Treefae (Tree+Fae)
Seedlie (Seed+Seelie)
Dryadama (Dryad+Kodama)
Kodahama (Kodama+Hamadryad)

Kodama is a Japanese forest spirit
Dryad are Greek woodland nymphs
Hamadryad is a specific tree dryad

I picture its final form being a bulky trunk like body and stomps feet, long branch arms with longer narrower branches for hands and fingers. Lots of leakage all around what would be its shoulders and for a face it has a round wooden mask carved to look like a Green Man

Raising attack and special attack would work, but it wouldn't really fit with the stats I came up with. It's special attack is too low to be usable, even with a boost. We could lower the attack a bit and put that into special attack to make it a mixed attacker, but then it would be too similar to Incineroar and Emboar.

Also, your idea of a forest nymph is like, the complete opposite of my idea of a forest nymph. I thought a nymph was a very light, shy and mystic creature. With emerald wings and lots of flowers and glittery sparkles or something. Basically like Catha... (Not saying that the pokemon should be like Catha)

And then it could have an ability like triage and lots and of healing moves like leech seed, wish, synthesis, giga drain and draining kiss. Maybe quiver dance too.
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Re: CAP Project - Details

by AerisDraco » Sat Dec 03, 2016 2:35 pm

I was imagining in the same vein as Magnus.
As for my thoughts, I think the Nymph should be a support or special attacker, the Stag a bulky physical attacker, and Gracolar be a fast mixed attacker.
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Re: CAP Project - Details

by RaZoR LeAf » Sat Dec 03, 2016 2:38 pm

Magnus0 wrote:Raising attack and special attack would work, but it wouldn't really fit with the stats I came up with. It's special attack is too low to be usable, even with a boost. We could lower the attack a bit and put that into special attack to make it a mixed attacker, but then it would be too similar to Incineroar and Emboar.

Also, your idea of a forest nymph is like, the complete opposite of my idea of a forest nymph. I thought a nymph was a very light, shy and mystic creature. With emerald wings and lots of flowers and glittery sparkles or something. Basically like Catha... (Not saying that the pokemon should be like Catha)

And then it could have an ability like triage and lots and of healing moves like leech seed, wish, synthesis, giga drain and draining kiss. Maybe quiver dance too.


Well a Pokemon' moves don't always suit its stats. You're giving it moves to perfectly compliment its stats but that's not always the case, especially with starters. You need to give it some moves that it's not going to use too, rather than saying "I've given it good attack so every move it learns will be physical".

Just because it's a fairy type, doesn't mean it has to be princess sparkles. I see it more as a forest spirit than a specific nymph. Typically fairies and nymphs are violent towards those who would hurt the forest, so it can be a defender with moments of rage, rather than just cuddles and kisses. Plus if I chose a grass starter I wouldn't want to be stuck with loads of healing moves when the others get loads of attacks. They are meant to be fairly equal.
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Re: CAP Project - Details

by Magnus0 » Sat Dec 03, 2016 10:40 pm

RaZoR LeAf wrote:
Magnus0 wrote:Raising attack and special attack would work, but it wouldn't really fit with the stats I came up with. It's special attack is too low to be usable, even with a boost. We could lower the attack a bit and put that into special attack to make it a mixed attacker, but then it would be too similar to Incineroar and Emboar.

Also, your idea of a forest nymph is like, the complete opposite of my idea of a forest nymph. I thought a nymph was a very light, shy and mystic creature. With emerald wings and lots of flowers and glittery sparkles or something. Basically like Catha... (Not saying that the pokemon should be like Catha)

And then it could have an ability like triage and lots and of healing moves like leech seed, wish, synthesis, giga drain and draining kiss. Maybe quiver dance too.


Well a Pokemon' moves don't always suit its stats. You're giving it moves to perfectly compliment its stats but that's not always the case, especially with starters. You need to give it some moves that it's not going to use too, rather than saying "I've given it good attack so every move it learns will be physical".

Just because it's a fairy type, doesn't mean it has to be princess sparkles. I see it more as a forest spirit than a specific nymph. Typically fairies and nymphs are violent towards those who would hurt the forest, so it can be a defender with moments of rage, rather than just cuddles and kisses. Plus if I chose a grass starter I wouldn't want to be stuck with loads of healing moves when the others get loads of attacks. They are meant to be fairly equal.


I´m not saying that the starter shouldn´t learn any special moves, I´m saying that it would be a waste to give it signature move that doesn´t complement it´s stats well. I´m really fed up with gamefreak giving pokemon great potential in their movepools and ability, but then giving it a stat distribution that totally disconnects with that movepool. Look at Ledian, a pokemon with a fantastic physical movepool and an interesting ability in iron fist. But when I look at its base 35 attack I become real sad about the wasted potential.

Decidueye is another example. When you look at, you think: fast, sneaky physical attacker. But no, it's a slow, bulky mixed attacker. It's actually used as a defensive utility pokemon in competitive play, with the ability to remove hazards with defog and its reliable recovery move. All offensive sets are done better by faster pokemon. This is really stupid, since it completely contradicts Decidueye's intimidating design. If only its speed and special attack stats would have been swapped, it could have been used as an offensive pokemon while having the same defensive capabilities. You could argue that it would make it too strong, but you can make the other starters just as strong and balance the whole game accordingly.


Anyways, I think we should go with your design, and then just change its category from a nymph to a guardian or something. Really, it's a good design, but it's simply not a nymph. A more tanky pokemon would fit better for balance's sake, as we would have a specially based playmaker, an all-out physical attacker, and a tanky attacker, which would be a great, balamced trio imo.

The way I see your concept, it would have stats like: 90/95/105/95/90/55
I figure it would have powerful moves like wood hammer, play rough, leaf storm and moonblast. It would also have moves that complement its defensive stats and its duty as a guardian, like reflect, light screen, leech seed and maybe spikes to fend of foes.

Is something like that what you had in mind, Razor?
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Re: CAP Project - Details

by RaZoR LeAf » Sun Dec 04, 2016 8:04 pm

Is something like that what you had in mind, Razor?


Yes.


Sorry, just sticking this here whilst I have the pages open:
Ability possibilities for the poison/steel birds
Merciless The Pokémon's attacks become critical hits if the target is poisoned.
Poison Point Contact with the Pokémon may poison the attacker.
Poison Touch May poison a target when the Pokémon makes contact.
Steelworker Powers up Steel-type moves.

Alternatively, two made up abilities that could allow them to oppose each other:
??? Boosts Attack, Special Attack and Speed when facing a Steel type
??? Boosts Defence, Special Defence and Speed when facing a Poison type
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Re: CAP Project - Details

by Magnus0 » Sun Dec 04, 2016 9:14 pm

I prefer merciless and steelworker respectively. The two new abilities would work well, but the steel type gets more out of the ability than the poison type because it already has a favorable matchup against poison type, while the poison type is already at a disatvantage against a steel type. I think the abilities would be justified if the poison type gets a signiture move that gives it an equal chance against steel types. A poison move that is super effective against steel (similar to freeze-dry) would suffice.

Some options for a hidden ability for the grass starter:

- natural cure
- analytic
- bulletproof
- regenerator
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Re: CAP Project - Details

by ShaDowAn » Mon Dec 05, 2016 12:18 am

I had in mind that the Steel bird would have "Battle Armor" which is like immunity to critical hits

And i had an idea of the stats for the poison bird

Hp medium
Atk medium
Sp. Atk high
Def medium
Sp. Def low
Speed high
Um..
What do I put here..
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Re: CAP Project - Details

by Magnus0 » Mon Dec 05, 2016 10:29 am

I made a complete level-up movepool for all three starters. Please tell me if I miss any move that seems fitting, and I'll edit it.

Grass starter
the forest guardian pokemon
ability: overgrow/analytic (analytic is my personal favorite hidden ability for the grass starter, this is not yet decided)

Hp: 90
Atk: 95
Def: 105
Sp. atk: 95
sp. def: 90
spd: 55
Total: 530

Movepool:

1. leaf storm (move relearner only)
1. tackle
1. harden/withdraw (depends on the design for the pre evolution, but something that boosts defense would fit.)
1. vine whip
7. sand attack
10. leech seed
13. fairy wind
16. magical leaf
20. reflect
24. take down
28. nature power
32. spikes
36. signuture grass type move
38. spore
43. play rough
48. wood hamer
53. earth power
58. calm mind
58. bulk up

Egg moves:

grassy terrain
moonlight
moonblast
flower shield
fairy lock
stun spore
power whip
ingrain
aromatherapy
rapid spin

Fire starter
the static deer pokemon
ability: blaze/reckless

Hp: 90
Atk: 130
Def: 80
Sp. atk: 60
sp. def: 80
spd: 90
Total: 530

Movepool:

1. horn leech (relearner only)
1. tackle
1. leer
1. ember
7. sharpen
10. flame charge
13. fury attack
16. spark
18. focus energy
22. incinerate
26. take down
30. reversal
34. signature move
39. wild charge
44. flare blitz
49. double edge
54. agility
59. thunder

Egg moves:

jump kick
endure
electric terrain
quick attack
horn attack
retaliate
charge
ion deluge


Water starter:
the graceful pokemon
ability: torrent/serene grace

Hp: 90
Atk: 60
def: 70
sp. atk: 110
sp. def: 85
spd: 115
Total: 530

Movepool:

1. baton pass (relearner only)
1. tackle
1. tail whip
1. water gun
8. powder snow
11. work up
14. bite
17. water pulse
21. ice wind
25. taunt
29. calm mind
33. razor wind
37. quench
42. ice beam
47. wish
52. moonblast
57. aura sphere
62. hydro pump

Egg moves:

aurora veil
freeze-dry
twister
tailwind
ice shard
aqua ring
brine
soak
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Re: CAP Project - Details

by AerisDraco » Mon Dec 05, 2016 11:54 am

Honestly, I would like something other than Reckless for the deer, as there is already another Fire starter with that ability.
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Re: CAP Project - Details

by NastyBird339 » Mon Dec 05, 2016 7:04 pm

Rivalry would make s nose as male deer often compete for females.Or we could give him rock head as deer/stags have some of the strongest skulls in the animal world(if my book is correct)
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Re: CAP Project - Details

by RaZoR LeAf » Tue Dec 06, 2016 11:10 am

Rock Head would work well, but we'd have to change the sig move to account for the recoil protection.
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Re: CAP Project - Details

by Magnus0 » Tue Dec 06, 2016 3:08 pm

RaZoR LeAf wrote:Rock Head would work well, but we'd have to change the sig move to account for the recoil protection.

Rock head would be nice.

Really we could make the signature move increase the power of recoil move by like 25%. That would essentialy be the same thing as reckless + recoil protection from the sig move, but then you need some setup to get the most power out of its recoil moves.
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Re: CAP Project - Details

by AerisDraco » Wed Dec 14, 2016 1:52 am

Concept stuff
Grass Starter:
-Pixieed (Pixie + Seed)
-Seealer (Seelie + Healer)
-Eldryad (Elder + Dryad)

My idea is that the first stage is a little pixie like thing, which becomes a nymph that heals, perhaps with a shield, then finally becomes RaZoR's idea, a hulking, defender of the forest type thing.
Ability: Berserk/Intimidate/any other suggested abilities
Move: Wrath of the Forest: Deals heavy damage, but after a charge through a turn (Similar to Beak Blast). If the user is attacked during this period, the opponent takes ~1/16 of it's max HP in damage.

Fire starter:
-Oxidoe or Flawn (Oxidation + Doe/Flame + Fawn)
-Incandeer (Incandescent + Deer)
-Combustag (Combustion + Stag)

It's fairly self explanatory, but the antlers would get steadily more impressive.
Ability: Rock Head/Rivalry/Lightning Rod
Move: "Horn Charge": Raises the user's Atk by one stage. The user has a 30% chance to inflict paralysis with its next physical attack.

Water starter:
-Treachanine (Treacherous canine) {A bit long} -or- Woloak (Wolf + Cloak)

Move: Quench
Ability: Serene Grace/speed boost in weather, or:
"Guile": The effect of moves that the user uses that lower opponent's stats double in effect. (i.e., tail whip lowers two stages of Def). Moves such as Taunt or Disable last 1.5x as long.
This ability is potentially devastating, especially in combination with a freeze from Quench, or, god, Flash. Two stages of lower accuracy in one hit. Pray.
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Re: CAP Project - Details

by Minuet » Wed Dec 14, 2016 3:04 am

I know I'm getting a bit ahead of myself, but maybe we could have a pseudo-legendary that isn't Dragon-type again, like Metagross?
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Re: CAP Project - Details

by Magnus0 » Sat Dec 17, 2016 12:57 pm

I have some details for the normal type hyena and the dragonfly. Please feel free to suggest edits.

possible names for the normal type:
first stage: Huppy (hyena + puppy)
second stage: Hylude (hyena + delude)

abilities: competitive, keen eye and prankster. Maybe scrappy or quick feet...?

the stats would be something like:

Hp: 75
Atk: 62
Def: 68
sp. atck: 95
sp. def: 72
spd: 98
total: 470

1. tackle
1. growl
1. tail whip
6. echoed voice
9. baby-doll eyes
12. bite
15. taunt
18. disarming voice
21. (signature move. Type: normal, base power: 70, accuracy: 100, secondary effect: 30% chance to confuse the target. Basically the special version of dizzy punch)
21. sand attack
25. snarl
29. switcheroo
33. roar
37. hyper voice
41. substitute
45. nasty plot
49. boomburst

Egg moves:

charm
screech
round
assist
snore
fake tears
encore
foul play
snore
snatch

This pokemon deceives others by acting cute and helpless and sometimes sad when in a bad position. It strikes back when someone comes close to console it. Most of its attacks are sound based.


Possible names for the dragonfly pokemon:
I've got nothin'. I think we need a specific trait of the dragonfly before we can name it. We could base it on meganeura, an genus of prehistoric dragonflies, because that makes sense with the dragon/bug typing. However, I'm pretty sure that Yanmega is also based on that species, which would make them too similar. otherwise, Dragoneura maybe...

I was thinking of a fast mixed attacker for the dragonfly, something like:

Hp: 70
Atk: 90
def 80
sp. atk: 90
sp. def: 75
spd: 105
total: 510

1. quick attack
1. double team
5. detect
9. bug bite
13. supersonic
17. dragon breath
21. struggle bug
25. air cutter
29. dragon claw
33. quiver dance
33. dragon dance
37. bug buzz
41. dragon pulse
45. lunge
49. aura sphere

I feel like I'm missing a lot of fitting moves fort the dragonfly. I could include things like sonicboom and u-turn, but then it would be very similar to Yanma and Yanmega.
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Re: CAP Project - Details

by RaZoR LeAf » Sat Dec 17, 2016 2:05 pm

Magnus0 wrote:possible names for the normal type:
first stage: Huppy (hyena + puppy)
second stage: Hylude (hyena + delude)

abilities: competitive, keen eye and prankster. Maybe scrappy or quick feet...?


I like Huppy.

Hysterena (Hysterical+Hyena)
Hyenackle (Hyena+Cackle)

Scrappy is a good choice for a hyena, maybe have that as a Hidden Ability and Prankster or Competetive as standard ones.

snore
snore


You have Snore twice, did you mean Sleep Talk?

This pokemon deceives others by acting cute and helpless and sometimes sad when in a bad position. It strikes back when someone comes close to console it. Most of its attacks are sound based.


First stage:
They hunt in small packs, keeping out of sight of larger predators and picking from the remains of their kills. The smallest always eat first.

It has a weak voice so makes whimpering sounds that others mistake for their young. Whilst distracted, other members of the pack move in to steal food.

Second stage:
It has an uncanny ability to mimic the cries of both predator and prey. It uses a combination of both to lure fresh meat or to scare away rival packs.

Powerful vocal chords mean it's cry can be heard for many miles. People once believed they were the cries of people lost in the desert.


Possible names for the dragonfly pokemon:
I've got nothin'. I think we need a specific trait of the dragonfly before we can name it. We could base it on meganeura, an genus of prehistoric dragonflies, because that makes sense with the dragon/bug typing. However, I'm pretty sure that Yanmega is also based on that species, which would make them too similar. otherwise, Dragoneura maybe...


I thought maybe going down the line of Masquerain, with the dragonfly's wings looking like the face of a dragon. So it's being hunted, lands on a branch, spreads its wing and BANG there's a dragon looking right back at some poor unsuspecting bird.


AerisDraco wrote:-Pixieed (Pixie + Seed)

My idea is that the first stage is a little pixie like thing, which becomes a nymph that heals, perhaps with a shield, then finally becomes RaZoR's idea, a hulking, defender of the forest type thing.
Ability: Berserk/Intimidate/any other suggested abilities
Move: Wrath of the Forest: Deals heavy damage, but after a charge through a turn (Similar to Beak Blast). If the user is attacked during this period, the opponent takes ~1/16 of it's max HP in damage.


Works for me.

Fire starter:
-Flawn (Oxidation + Doe/Flame + Fawn)
-Incandeer (Incandescent + Deer)
-Combustag (Combustion + Stag)

It's fairly self explanatory, but the antlers would get steadily more impressive.
[/quote]

Those names = Perfect

I saw the antlers as looking like lightning bolts. So little stumps at first, then straigh bolts, then a massive storm of them for the final form.

Water starter:
-Treachanine (Treacherous canine) {A bit long} -or- Woloak (Wolf + Cloak)


Yeah a bit long. How about Malamyst (Malamute+Mystery/Mist)?

"Guile": The effect of moves that the user uses that lower opponent's stats double in effect. (i.e., tail whip lowers two stages of Def). Moves such as Taunt or Disable last 1.5x as long.
This ability is potentially devastating, especially in combination with a freeze from Quench, or, god, Flash. Two stages of lower accuracy in one hit. Pray.


Like it. Can you imagine Screech? One move, defence gone four stages. We'd have to change Magnus' move list a little to put some stat changers in. Maybe Noble Roar?


Also Aeris, I hope you don't mind but I changed your first post to split the dex up into the two versions we discussed in the other thread.
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