Following up on the Make a pokemon thread we have this. Drew Berry: Activates when Health is at 25% hp or lower. Effect:User always go first for 3 turns. Skull of Corruption: Activates when user is at 50% hp or below. Effect: Gives user the ability "Sheer Force" Any other ideas?
Forgetful Band: Choice Band, but gives a Torment-like status rather than a lock-in Forgetful Specs: Choice Specs, but gives a Torment-like status rather than a lock-in Forgetful Scarf: Choice Scarf... etc. TRUANT PILL: When the holder of this item reaches under 10% of its maximum health, its stats are all boosted to +6. However, after one move it is immobilized for the rest of the battle (Like after using Giga Impact.)
Dream Orb - Puts the user to sleep. As long as the user is holding the orb, they will remain asleep. If the user is relieved of the orb, they will wake up in 2 turns. Pokemon that receive the orb will be put to sleep by the end of the turn. Pokemon with the ability Insomnia or Vital Spirit will not fall asleep. Brazen Fang - Increases the power of "fang" moves by 50%. This includes any move with Fang in its name, Bite and Crunch. Alder berry (based on elderberries) - Upon being inflicted by a stat decrease, the stat change is reversed. A change in -1 becomes +1, -2 to +2 etc. If multiple stats are lowered at once, the berry is consumed after the first stat decrease thus only affecting the first stat decreased. Consumed after use.
Skill Stone. Effect: Deactivates the Pokémon's ability while they are holding it. Does not work if user has Multitype, Zen Mode or Klutz. Sticky Orb: If the opponent makes contact with the user, they are then prevented from switching out. Doesn't work if user has Klutz.
Jolting orb: Paralyses the user. Useful for bulky guts attackers. Valiant Shield/Brace: Boosts the defence/special defence of the pokemon holding it by 50%, but the pokemon is forced to alternate between attacking and non-attacking moves. Supposed to be a defensive equivalent of choice items. Not sure it's a good way of going about creating an equivalent item, but whatever.
Gld Apricorn: Boosts the Pokemon's HP by 1/4. Also doubles weight. Tried to think of an item that would be a significant boost to defensive pokemon while being more or less useless for offensive pokemon. There are a lot of pokemon that would be extremely happy to boost their HP, especially defensive Ghosts. The catch of course is that you don't get the recovery from Leftovers, and NFE pokemon would still rather have an Eviolite. I didn't want to boost defense stats because that could easily still be used by offensive pokemon for easier setting up. The doubling weight is mostly a flavour thing but also serves as a little discouragement for some already-bulky pokemon who don't want to take a Grass Knot or a Low Kick. The HP boosts according to the raw stat rather than the base stat. So a 252 HP invested Dusknoir would go from 294 to 367 HP, and a 4 HP Roserade would go from 262 to 327. I'm a bit wary of some pokemon being able to use it (stuff like Jirachi maybe) but this is the best probably-mostly-not-broken boost for defensive pokemon I could think of without also boosting offensive pokemon.
BATON PASS!! Seriously that item would be so broken with Baton Pass I'm sure it would be banned. Swim Goggles would probably be broken as well it's basically a free double Choice Scarf that doesn't lock you into a move as long as you can keep rain on the field. and yeah Drew Berry = OP Custap have fun facing something spamming Flail/Reversal. I like your idea Aurist I feel like Gld Apricorn would be used by Sub sweepers trying to get over 404 HP so Seismic Toss can't break them.
Gah, it is a op custap berry.. :c Guess I'll edit it then.... More of my possibly overpowered ideas!!!! 360orb:Makes all of Spinda's stats go to 90 instead of 60. Also increases the confusion chance of moves by 20% (example: Water pulse now has 40% chance to confuse) Trick Bomb: When opponent uses trick or Switcheroo, the pokemon receiving this item on the other end takes 50% damage. Blowhorn: Effects all sound based moves. Sing has 85% Acc when user is holding this item. The base power of Hyper voice is increased to 125. Supersonic's Acc is increased to 85%. Relic song's Base power is increased to 100. Snore's Base power is increased to 100. Screech now damages Opponent with a base power of 50 and turns to a physical move. Bug Buzz now has a chance to lower Attack by 1 stage. Chatter's Base power is increased to 100.
I really find Trick Bomb interesting I take it that it would also do high damage with Fling. Is it always exactly 50% or 50% of remaining HP?
Distortion Ball Effect: Increases the duration of Trick Room, Magic Room, Wonder Room and Gravity from 4 turns to 10 (including activation turn).
Although I gotta say I do think it would be pretty broken with 10 turns. Maybe it could increase Trick Room to 6 turns and the rest to 10 turns. Both Hollow Trunk/Shockwave Amplifier seem broken to me stick it on a setup sweeper, setup as the check/counter comes in, setup again as it dies from hitting you and sweep.
Shine stone: The Shine Stone can turns your Pokémon shiny, make your Pokémon hold it, the evolving scene will come up on the screen then slowly shiny form appears.
Camouflage Coat: Gives the holder the ability to Type Change like Kecleon's ability does. Also it would have to be held by Kecleon to finally evolve him. :biggrin:
I like it! That seems awesome. Also the value of shines has kind of already dropped to 0... There are those people who trade on the GTS who have everything, shiny...
I made this: Mewnite X = Allows Mew to Mega-Evolve into Mega Mew X Mewnite Y = Allows Mew to Mega-Evolve into Mega Mew Y
I've already done something like this. ... ... ...Are you trying to make Slaking and Regigigas broken beyond repair? ...I get the feeling that the most egregious abusers of this item will be those who use a lot of recoil moves. Especially Emboar and Rampardos, who already have loads of HP primarily so they can use recoil moves a lot. I dunno. It sounds like Baton Pass would also pass the "unable to move for the rest of the battle" thing. Which sounds like a horrible, horrible drawback.
Hard Helmet - Grants the user an immunity to recoil from attacks. This could be useful for some Pokemon that really want to use Recoil moves, but don't feel like losing a load of health each time. Water Balloon - Grants the user of the item an immunity to Water-type attacks until the item breaks by being hit with an attack. A Water version of Air Balloon basically. It could make Choice Rain offense a lot less powerful, which is always nice.
Name: Novacoda Berry (Berry) Effect Type: One-time Use (Healing) Triggering Condition: Fainting What it does: If the Pokemon holding this item is KO'd, it is automatically revived with 1/4 of its Max HP. The user is still forced to switch out unless it is the last Pokémon remaining on its owner's team, and a new Pokémon is brought onto the field to replace it at the end of the round as normal. This item can also be used from the bag outside of or during a battle to revive a Pokémon with 1/4 of its Max HP (sort of like a Revive with half efficacy). Like any other Berry, it disappears once used. This Berry is compatible with Natural Gift, and provides an 80 BP Mystic-type attack (Psychic-type if Mystic is unimplemented, Fairy-type in Gen VI). If Flung at another Pokemon, it heals that Pokémon for 1/4 of its maximum HP (no Base Power). This Item can be stolen by Bug Bite or Pluck (which will result in the user of those moves immediately consuming it), and can also be destroyed by Incinerate. If consumed by another Pokémon by using Bug Bite or Pluck, it restores 1/4 of the Bug Bite/Pluck-using Pokémon's HP. Notes: I actually have some reservations about the Novacoda Berry in Gen V. Why? One word: Harvest. Without Harvest, the Novacoda Berry simply gives the holder a second shot at success, and it's far from an insurmountable obstacle; sure, it can be regenerated with Recycle, but a quick sweeper can easily finish most Pokemon off before they could get to use such a trick, and who'd want to risk using Recycle at 25% HP anyways? But with Harvest (especially in the sun)... oh God. Exeggutor, Tropius, Malaconda, and Psuedoak would be near-freaking-invincible, and that's just not fair for any of the other Pokémon in the game. Not like there aren't ways around it (here's a short list: Thief, Covet, Knock Off, Incinerate, Bug Bite, Pluck, Trick, Switcheroo, Pickpocket, Heal Block, Embargo, and Unnerve), but a lot of them are unlikely to be used in serious competitive battles. Maybe the "user must switch out after being revived" clause would prevent Recycle and Harvest from working - I dunno, I haven't studied the game mechanics that closely. The reason I put that in was so that a Novacoda Berry-holding Pokémon wouldn't cause the game to crash by using Healing Wish or Lunar Dance (both of which require another Pokémon to switch in in order to resolve their effects). Without having any more Pokémon in reserve, Healing Wish and Lunar Dance would fail anyways (for want of a target), so it'd be safe for the Novacoda Berry user to stay in. But yeah, that's the Novacoda Berry - Auto Revive. Name: Tough Horseshoe Effect Type: Constant (Boost) This item can only be used by Ponyta, Rapidash, Tauros, Stantler, Miltank, Blitzle, Zebstrika, Deerling, Sawsbuck, Bouffalant, Cobalion, Terrakion, Virizion, Keldeo, Skiddo, Gogoat, Xerneas, and Trophiblen. Effect: This item effectively increases the holder's base Attack and Defense by 30 apiece, as well as boosting its base Speed by 5. For instance, a Rapidash holding this item would effectively have a base Attack of 130, a base Defense of 100, and a base Speed of 110 (instead of 100, 70, and 105, respectively). All other base stats remain unaffected. This is not a Mega Evolution; the user's appearance and ability do not change, it does not take up your Mega slot, it's always active (you don't have to activate it mid-battle), and the Tough Horsehoe's BST increase is 65, not 100. Notes: All of the Pokémon able to use this item are horses or some other kind of ungulate; this is completely intentional. (And, yes, Trophiblen's a horse. I don't think I made that clear enough in its description. It's a bipedal horse, but still, it's a horse. Horses are the most badass herbivorous species I could think of when I first came up with the idea; if I'd thought of it more recently, it'd probably be a hippo instead.) Name: Meat Strip Type: One-time Use (Non-Berry) Triggering Condition: Half HP User: Any, Fearow (see below) Effect: When the user's HP is reduced to below 1/2, this item is consumed to restore 30 HP. It is not a Berry, and is therefore unaffected by Bug Bite, Pluck, Incinerate, Unnerve, Gluttony, Cheek Pouch, or Harvest. If Fearow levels up while holding this item, it evolves into Panyck after the battle, consuming the Meat Strip in the process if allowed to complete the evolution. (It will not attempt to evolve if it consumed the Meat Strip to restore HP in the middle of the battle.) Notes: This is kind of a successor to the Gen III Sitrus Berry (though it can actually be considered to have existed in Gen III; it just stayed the same, while the Sitrus Berry didn't). (Needless to say, it wouldn't be allowed in Smogon's Little Cup.) It's also the key to one of my fakemons.
Earmuffs - Blocks sound based moves. Assault Belt - Raises user's defense by 50% whilst restricting the use of "Other" moves. Pumpkin - Heals for 1/16 of total HP and cannot be removed when held by a Grass-type. Does not boost Knock Off. What Pumpkin? Life Shard - Increases damage by 50%, but deals 25% recoil damage. /necrobunp
Mystic Sword: When held by a Pokémon, it increases their Attack and Sp.Attack by +1 and decreases their Defence and Sp.Defence by -1 Mystic Shield: Opposite of above
Rations - Increases a Pokémon's total Hit Points by 50HP. (Capped at 714 HP) Generous Rations- Increases a Pokémon's total Hit Points by 150HP and reduces Speed by -1 stage. (Capped at 714 HP) Antivenom - When held by a Pokémon, if the Pokémon is poisoned or badly poisoned, it will gain 1/8 of its maximum HP at the end of each turn instead of taking damage. More options for defensive pokemon thanks. I realise my older post also sorta did that, but worse. lol
Chain Trap: Opponents cannot escape. The reason I made this was cuz stupid Game Freak got rid of Chandelure's Shadow Tag.
Turbocharger: Doubles next stat boost/drop. Consumed after use. This item would be awesome on Unburden pokes. Sceptile and Hawlucha getting +4 Attack and +2 Speed in one turn. Driflblim might finally be viable, able to get an effective Geomancy off in one turn. This item has its drawbacks though - obviously it's best used on boosting sweepers, but it is one time use and it also doubles the effects of Sticky Web.
Spirit sash: Increased defenses by 30% reduced speed by 30% Trick mine: Deals 50% damage to holder on second turn Switch it fast!
If you dint put the part where you said kecleon evolves with that item I was ready to declare kecleon extinct
OP item... Just imagine Jolteon with Quick Feet using Dream Orb and knowing only Roar + Sleep Talk after SR/Spikes are up at 252+ speed... The only thing that can beat it are higher Priority moves or Suction Caps/Ingrain which are very rare... Sturdy+Baton Pass... gg...
Catch Everything? Sun Gem: When a Pokémon uses Sunny Day, the sun lasts until the weather is manually changed by another move/ability. Consumed after use, doesn't work with Drought Rain Gem: Same as above, but with Rain Dance Sand Gem: Same but with Sandstorm Hail Gem: Same but with Hail Making manual weather much more viable.
The wanta berry, wich ups all attack moves by 50% when hp goes below half. only works for one battle, and effect doesn't wear off when pokemon is switched.
Armaments: The attack power of a Pokémon holding this item is increased by 20%, however the Pokémon may not use whatever move occupies its fourth (bottom right) move slot. Randomiser: The attack and defense stats of a Pokémon holding this item are boosted by 25%, but the Pokémon is unable to choose its moves manually. A random move from its moveset is used each turn. Damp Clothes: The damage inflicted to the holder by Fire-type moves is reduced by 1/3 Rubber Shoes: The damage inflicted to the holder by Electric-type moves is reduced by 1/3 Warm Coat: " Ice-type moves Tinfoil Hat " Psychic-type Warding Talisman " Ghost-type Radiant Sphere " Dark-type
Poison Spores - Adds a 10% chance of Poison to all attacks. Hot Irons - Adds a 7.5% chance of Burn to all attacks. Electric Nodes - " 7.5% " Paralysis Dream Smoke - " 5% " Sleep Shaved Ice - " 2.5% " Freeze Insano Glasses - " 10% " Confusion Incubator - Increases egg hatching rate by 5%. Stacks with other incubators and Magma Armor/like abilities. Invisoguise - All attacks ignore substitute. Cute Scarf - Makes your Pokémon look quite fetching.