- 426
- Posts
- 15
- Years
- Betwixt Hither and Thither
- Seen Nov 27, 2021
Greetings. I joined this forum a few months ago, and have gotten into some great discussions on these boards that have sparked tons of ideas in me, whether they be new evolutions of existing pokémon, new pokémon (fakemon), new types, or even new items. This is a work-in-progress thread that will showcase all of the stuff I have come up with in conversation. I put it in the art thread for lack of a better place, but it is really more of a conceptual thread, meant to be read as well as looked at.
Please note that anything in this thread is subject to change, and I am looking for input from all of you to add to my ideas.
Last updates:
Sprites added for Tanichi, courtesy of tnguye3!
New Graphics for Alfa and Ohmega
Major Overhaul of Alfa/Ohmega section
New Graphics for Tanichi
Major Overhaul of Tanichi's section
-----====Θ Fakemon Θ====-----
Inarisu (evolution of Pachirisu)
Elesquirrel Pokémon
Type: Electric
Ability: Static or Lightning Rod
Evolutions: Evolves from Pachirisu. Level up via happiness while holding a Spark Ball.
Breeding: Able to pass on an undecided species-specific move to Pachirisu when holding a Spark Ball.
Base Stats: (undecided as of now)
Level-up Moves: (Italics indicate moves that are shared with Pachirisu)
1 Growl
1 Bide
5 Quick Attack
9 Charm
13 Spark
17 Endure
21 Swift
25 Charge
30 Discharge
35 Hyper Fang
38 Reflect
42 Mind Reader
50 Zap Cannon
Design notes:
The name "Inarisu" is a Japanese portmanteau of Inazuma (稲妻) - flash of lightning, and Risu (栗鼠) - squirrel. It is meant to parallel Raichu, which is roughly "thunder mouse." The two of them are Thunder and Lightning.
Inarisu was designed with simplicity in mind. It is roughly the height and weight of a fully-grown pikachu, and does not have much texture, as I was going for the cute look moreso than the cool look. In designing this, I intentionally meant to design a mascot that could stand next to Pikachu and look like its sibling. Because of that, I felt it important to keep the design to three colors.
Its distinguishing features are the stripe running from the middle of its forehead to the tip of its tail and its lightning-bolt shaped tail, from which it discharges electricity.
Alfa (♂) and Ohmega (♀) (Legendary Unown)
Glyph Pokémon
Type: Psychic
Ability: Pressure
Method of Obtaining: Available in a Secret Room in the Ruins of Alph or an equivalent location. Only available after catching all 28 Unown.
Breeding: Alfa and Ohmega are not in an Egg Group, and can only breed with each other. Their offspring are normal Unown, but these two have the sole ability to pass down Egg Moves to Unown.
Base Stats: (at least 450. They are Legendary)
Design Notes:
These are obviously modeled after the Greek A and[FONT="] Ω (alpha and omega). I had to find some way to differentiate the "alpha" from the regular "A" Unown, as well as find a way to make these look cool. I decided to incorporate a lot of triangles into their designs and avoid little "stubs" for legs whenever possible.
[/FONT]
[FONT="]
[/FONT]Tanichi (Pokémon that changes form based on the DS's internal calendar)
Solar Raccoon Pokémon
Type: ??? (the actual type)
Ability: Specialize (changes user's type based on the day)
Method of Obtaining: Caught in the wild. Rare.
Breeding: Ground Egg Group
Base Stats: (undecided)
Held Items: Stabilizer - 20% chance (see 'new items' section)
Level-up Moves:
start Power Blast (type: ???) (pwr: 60) (acc: 100) (PP: 20) - Attack that changes type with the user
For the rest, Tanichi's level-up moveset depends on which Route it is trained on. Each route corresponds with a certain type.
Sprites (courtesy of tnguye3):
[FONT="] Final Design:
[/FONT]Larger Pictures (links only)
日 (sun) - Sunday - psychic type https://i269.photobucket.com/albums/jj72/scoteaton/tanichi1psychic.jpg
月 (moon) - Monday - dark type https://i269.photobucket.com/albums/jj72/scoteaton/tanichi2dark.jpg
火 (fire) - Tuesday - fire type https://i269.photobucket.com/albums/jj72/scoteaton/tanichi3fire.jpg
水 (water) - Wednesday - water type https://i269.photobucket.com/albums/jj72/scoteaton/tanichi4water.jpg
木 (wood) - Thursday - grass type https://i269.photobucket.com/albums/jj72/scoteaton/tanichi5grass.jpg
金 (gold) - Friday - steel type https://i269.photobucket.com/albums/jj72/scoteaton/tanichi6steel.jpg
土 (earth) - Saturday - ground type https://i269.photobucket.com/albums/jj72/scoteaton/tanichi7ground.jpg
[FONT="]
Design Notes:
Tanichi is a pokémon with no fixed type, and as such is listed in the pokédex as ???-type. It is a gimmick pokémon along the lines of Kecleon and Castform, who can change types and forms. Tanichi changes based on the calendar day. In Japanese, each day corresponds with some sort of elemental kanji. Tanich takes its type from that kanji. When it changes, the tail-rings, belly fur, and eye markings will change color to reflect its new type.[/FONT]
[FONT="]
Its name, Tanichi, is a portmanteau of tanuki and nichi, the Japanese word for "day"
[/FONT]
[FONT="]
[/FONT]Pirsor (evolution of Pinsir)
Scarab Pokémon
Type: Bug/Glass
Ability: Hyper Cutter or Mold Breaker
Evolutions: Trade Pinsir while holding a Crystal Coat (see items section)
Base Stats: 500, undecided which stat goes where
Level-up Moves: mostly the same as Pinsir, but with some as-of-yet undecided changes
Final Design (uncolored and a bit blurry):
Design Notes: I really wanted to make it look like Pinsir, but with notable changes. I tried two arms, but four just looked cooler. The horns on the top of its head were the hardest part, and went through many incarnations. I finally decided on making them (and the arm spikes) look like shards of broken glass, which Pirsor can regenerate within a day if they break off.
You can't see the back in this picture, but its back shell looks almost identical to a Scarab beetle's shell.
Crystix (Evolution of Onix)
Glass Snake Pokémon
Type: Glass/Ground
Ability: Rock Head or Sturdy
Evolutions: Trade Onix while holding a Crystal Coat (see items section)
Base Stats: 510, same as Steelix
Level-up Moves: undecided
Concept Art:
[Art temporarily removed for the crime of sucking really badly]
Design Notes: Wow. Of all of the fakemon I have done, Crystix is the hardest, by far. I wanted to make something that would look unique, and yet still fit with the Onix line. These are just my attempts, but I haven't finalized the design yet. The top one, with the full picture, has almost nothing that's carrying over to the final version. Its body in that picture is shaped like a bunch of crystals; the final design will be completely smooth. Also, the head... oh the head. Onix has one horn on its head, and Steelix has two. I really wanted to go for three, but I couldn't make it look good. I finally settled on the two to the right in the bottom picture. It was the only one that looked good.
Anyway, the final design will look a lot different, but it might be a few weeks/months in coming, so I wanted to post this.
-----====Θ New Types Θ====-----
Light Type - せいタイプ
Light type exists as a counterpart to Dark, and should be considered "holy" as opposed to the more scientific interpretation of light. Dark, in the original Japanese, is written as "aku" (あく - 悪), which means evil. In Japanese, Light type would be written as "sei" (せい - 性), which means holy.
========= Type Effectiveness: =========
-=Super Effective (x2) Against=-
Fighting
Steel
Dark
<> Reasoning: Light and Dark are mutually-effective against one another because they are meant to be counterparts. Light is super-effective against Steel because man-made things never take the place of holy things. It is super-effective against fighting simply to balance out the chart and parallel Dark's relationship to Psychic.
-=Not Very Affective (x1/2) Against=-
Psychic
Light
Rock
<> Reasoning: Psychic types are generally considered pure, so light is ineffective on them. It is ineffective against Light for ontological reasons. Rocks are very natural, and are often enshrined. For that reason, Light type is ineffective against Rock.
-=No Effect (x0) against=-
none
<> Reasoning: none
-=Weak to (x2)=-
Ghost
Poison
Dark
<> Reasoning: Ghost and Poison are considered "corrupting" influences, and though Light, in a metaphysical sense, would trump them, for balance purposes, it is weak. It is mutually-effective against Dark.
-=Resistant to (x1/2)=-
Fighting
Light
<> Reasoning: see "super-effective" notes
-=Immune to (x0)=-
Steel
<>Reasoning: Shrines and holy places are almost always pockets of nature in Japan. Cities can be built around them, but they never touch the shrines themselves.
========= Light-type Pokemon: =========
<> Re-types:
Mawile (Steel/Light)
<> Evolutions:
(??) Mr. Mime (Psychic/Light)
<> New Pokemon:
Pure Light-type counterpart to Absol
Counterpart to Zorua/Zoroark
Glass Type - ガラスタイプ
(thanks to Cyberglass and Kingler5 for planting this idea in my head)
Steel has always been a very good defensive type, but when Steel-type was made in Gen.II, we did not yet have the physical/special split that was introduced in Gen.IV. Now that we have the split, it is time for Steel, a Defensive type, to have a Special Defense counterpart type. This is where Glass type comes in. It could alternatively be named Crystal Type, but I haven't decided yet.
========= Type Effectiveness: =========
-=Super Effective (x2) Against=-
Electric
Flying
Poison
<> Reasoning: Glass is officially considered an insulator, and glass may be the number one killer of birds in urban areas other than pollution. As for poison, glass is the substance usually used to contain it. This also serves the purpose of giving two highly defensable types, Electric (1 weakness - ground) and Poison (2 weaknesses - ground and psychic), another succeptability.
-=Not Very Affective (x1/2) Against=-
Ice
Rock
Steel
<> Reasoning: A fragile substance like Glass is not going to hurt harder substances like Ice, Rock, and Steel very much. Ice could also use another resistance, since it currently only has one (itself).
-=No Effect (x0) against=-
none
<> Reasoning: All types have some succeptability to glass
-=Weak to (x2)=-
Rock
Steel
Dark
<> Reasoning: Rock and Steel will almost always shatter glass. Dark is supereffective simply because Dark is only effective against two types, and it is usually the sneaky thief that will break a window.
-=Resistant to (x1/2)=-
Grass
Electric
Fighting
Poison
Ground
Psychic
Bug
Ghost
<> Reasoning: Glass is supposed to resist a lot of previous "special" types, and as we already noted, it is an insulator and can be used to safely contain poison. That makes Grass, Electric, Poison, Psychic, and Ghost explainable. Ground is easy to explain, since even a sandstorm does little more than put minor scratches on glass. Bug and Fighting resistances are less obvious. I wanted to keep with the tradition of Bug being really good when it's good and not-so-useful in other situations. (And honestly, there are a lot of dead bugs on my windshield when I drive in the summer.) Fighting... well, Fighting is already super-effective against 5 types. And really... who would be dumb enough to punch through glass? It does just as much damage to the puncher as it does to the glass.
-=Immune to (x0)=-
Water
Flying
<>Reasoning: I traded off Steel's 11 resistances and 1 immunity for 8 resistances and 2 immunities... a defensive combination not seen before. As for water... you can immerse glass in water for a hundred years and not see any deterioration. Glass is also used to shield against wind, and, as I stated above in a rather tongue-in-cheek fashion, lots of birds die by flying straight into glass. Usually, the glass isn't even scratched. I considered making Glass immune to Poison, since glass vials are really the only safe way to contain poisons and acids for any length of time, but poison is already underpowered enough as it is, so I simply made Glass resistant.
-=Normal Effectiveness (x1)=-
Normal
Fire
Ice
Dragon
<>Reasoning: First, I wanted more types to be normally-effective against glass than there are against Steel since I am giving it two immunities. Because of that, Normal and Dragon have normal effectiveness, keeping with tradition of those two types. I considered making Normal super-effective, just to give normal a super-effectiveness, but decided against it. Fire and Ice were tricky. I considered making glass weak to fire, since fire can obviously melt glass, but fire is already the most powerful of the starting three, and as one person whom I can't remember pointed out, if these games were really true to life, Fire and Rock would beat everything. I guess I can say that Fire is used to shape glass, but it can't actually destroy it. As for Ice... it can be used to make glass brittle by hardening it to the point where it is almost solid (glass is considered a liquid), but glass is also used as an insulator against the cold. So I settled for a middle ground. Also, Ice doesn't need another super-effectiveness.
-=-=Overall Type Chart Reasoning=-=-
I tried to preserve the integrity of certain "unusual" types like Normal, Ice, Bug, and Dragon, while making Glass interact realistically with the other types. The current type chart, combined with the fact that glass will tend to have high special defense and low defense, makes Glass a strong defending type without overpowering it. I had to trade off a few "obvious" explanations and add in a few non-obvious explanations in order to balance it, but such is the nature of the beast.
========= Glass-type Pokemon: =========
<> Re-types:
none
<> Evolutions:
Pinsir -> trade while holding 'Crystal Coat' -> Pirsor (Bug/Glass)
Onix -> trade while holding 'Crystal Coat' -> Crystix (Glass/Ground)
(??) Torkoal?
(??) Claydol alternate? (psychic/glass)
<> New Pokemon:
Glass-type pseudo-legendary along the lines of the Beldum family.
-----====Θ New Items Θ====-----
Stabilizer
Held Item
Effect: Causes a pokémon to retain whatever form it has at the end of its first battle as long as it is holding the Stabilizer. When the Stabilizer is removed, it will either revert to its original form or change to whichever form is appropriate.
Works With: Ditto (transform), Porygon (conversion/2), Mew (transform), Smeargle (transform/conversion/2), Castform (forecast ability), Kecleon (color change ability), Tanichi/Daycoon (specialize ability)*
*See Tanichi/Daycoon in the 'Fakemon' section
Crystal Coat
Stat-Enhancing Item / Evolution-Inducing Held Item
Effect: Raises the Sp.Def of the holder by 20%
Secondary Effect:
Causes Pinsir to evole into Pirsor when traded*
Causes Onix to evolve into Crystix when traded*
*see Glass type in the 'New Types' section
Please note that anything in this thread is subject to change, and I am looking for input from all of you to add to my ideas.
Last updates:
Sprites added for Tanichi, courtesy of tnguye3!
New Graphics for Alfa and Ohmega
Major Overhaul of Alfa/Ohmega section
New Graphics for Tanichi
Major Overhaul of Tanichi's section
-----====Θ Fakemon Θ====-----
Inarisu (evolution of Pachirisu)
Spoiler:
Elesquirrel Pokémon
Type: Electric
Ability: Static or Lightning Rod
Evolutions: Evolves from Pachirisu. Level up via happiness while holding a Spark Ball.
Breeding: Able to pass on an undecided species-specific move to Pachirisu when holding a Spark Ball.
Base Stats: (undecided as of now)
Level-up Moves: (Italics indicate moves that are shared with Pachirisu)
1 Growl
1 Bide
5 Quick Attack
9 Charm
13 Spark
17 Endure
21 Swift
25 Charge
30 Discharge
35 Hyper Fang
38 Reflect
42 Mind Reader
50 Zap Cannon
![[PokeCommunity.com] Bleu's Showcase Thread (Fakemon, Types, Items, etc.) [PokeCommunity.com] Bleu's Showcase Thread (Fakemon, Types, Items, etc.)](https://i269.photobucket.com/albums/jj72/scoteaton/inarisufinal.jpg)
Design notes:
The name "Inarisu" is a Japanese portmanteau of Inazuma (稲妻) - flash of lightning, and Risu (栗鼠) - squirrel. It is meant to parallel Raichu, which is roughly "thunder mouse." The two of them are Thunder and Lightning.
Inarisu was designed with simplicity in mind. It is roughly the height and weight of a fully-grown pikachu, and does not have much texture, as I was going for the cute look moreso than the cool look. In designing this, I intentionally meant to design a mascot that could stand next to Pikachu and look like its sibling. Because of that, I felt it important to keep the design to three colors.
Its distinguishing features are the stripe running from the middle of its forehead to the tip of its tail and its lightning-bolt shaped tail, from which it discharges electricity.
Alfa (♂) and Ohmega (♀) (Legendary Unown)
Spoiler:
Glyph Pokémon
Type: Psychic
Ability: Pressure
Method of Obtaining: Available in a Secret Room in the Ruins of Alph or an equivalent location. Only available after catching all 28 Unown.
Breeding: Alfa and Ohmega are not in an Egg Group, and can only breed with each other. Their offspring are normal Unown, but these two have the sole ability to pass down Egg Moves to Unown.
Base Stats: (at least 450. They are Legendary)
![[PokeCommunity.com] Bleu's Showcase Thread (Fakemon, Types, Items, etc.) [PokeCommunity.com] Bleu's Showcase Thread (Fakemon, Types, Items, etc.)](https://i269.photobucket.com/albums/jj72/scoteaton/alfaohmega.jpg)
Design Notes:
These are obviously modeled after the Greek A and[FONT="] Ω (alpha and omega). I had to find some way to differentiate the "alpha" from the regular "A" Unown, as well as find a way to make these look cool. I decided to incorporate a lot of triangles into their designs and avoid little "stubs" for legs whenever possible.
[/FONT]
[/FONT]Tanichi (Pokémon that changes form based on the DS's internal calendar)
Spoiler:
Solar Raccoon Pokémon
Type: ??? (the actual type)
Ability: Specialize (changes user's type based on the day)
Method of Obtaining: Caught in the wild. Rare.
Breeding: Ground Egg Group
Base Stats: (undecided)
Held Items: Stabilizer - 20% chance (see 'new items' section)
Level-up Moves:
start Power Blast (type: ???) (pwr: 60) (acc: 100) (PP: 20) - Attack that changes type with the user
For the rest, Tanichi's level-up moveset depends on which Route it is trained on. Each route corresponds with a certain type.
Sprites (courtesy of tnguye3):
[FONT="] Final Design:
![[PokeCommunity.com] Bleu's Showcase Thread (Fakemon, Types, Items, etc.) [PokeCommunity.com] Bleu's Showcase Thread (Fakemon, Types, Items, etc.)](https://i269.photobucket.com/albums/jj72/scoteaton/tanichicollage.jpg)
[/FONT]Larger Pictures (links only)
日 (sun) - Sunday - psychic type https://i269.photobucket.com/albums/jj72/scoteaton/tanichi1psychic.jpg
月 (moon) - Monday - dark type https://i269.photobucket.com/albums/jj72/scoteaton/tanichi2dark.jpg
火 (fire) - Tuesday - fire type https://i269.photobucket.com/albums/jj72/scoteaton/tanichi3fire.jpg
水 (water) - Wednesday - water type https://i269.photobucket.com/albums/jj72/scoteaton/tanichi4water.jpg
木 (wood) - Thursday - grass type https://i269.photobucket.com/albums/jj72/scoteaton/tanichi5grass.jpg
金 (gold) - Friday - steel type https://i269.photobucket.com/albums/jj72/scoteaton/tanichi6steel.jpg
土 (earth) - Saturday - ground type https://i269.photobucket.com/albums/jj72/scoteaton/tanichi7ground.jpg
[FONT="]
Design Notes:
Tanichi is a pokémon with no fixed type, and as such is listed in the pokédex as ???-type. It is a gimmick pokémon along the lines of Kecleon and Castform, who can change types and forms. Tanichi changes based on the calendar day. In Japanese, each day corresponds with some sort of elemental kanji. Tanich takes its type from that kanji. When it changes, the tail-rings, belly fur, and eye markings will change color to reflect its new type.[/FONT]
[FONT="]
Its name, Tanichi, is a portmanteau of tanuki and nichi, the Japanese word for "day"
[/FONT]
[/FONT]Pirsor (evolution of Pinsir)
Spoiler:
Scarab Pokémon
Type: Bug/Glass
Ability: Hyper Cutter or Mold Breaker
Evolutions: Trade Pinsir while holding a Crystal Coat (see items section)
Base Stats: 500, undecided which stat goes where
Level-up Moves: mostly the same as Pinsir, but with some as-of-yet undecided changes
Final Design (uncolored and a bit blurry):
![[PokeCommunity.com] Bleu's Showcase Thread (Fakemon, Types, Items, etc.) [PokeCommunity.com] Bleu's Showcase Thread (Fakemon, Types, Items, etc.)](https://i269.photobucket.com/albums/jj72/scoteaton/pirsor.jpg)
Design Notes: I really wanted to make it look like Pinsir, but with notable changes. I tried two arms, but four just looked cooler. The horns on the top of its head were the hardest part, and went through many incarnations. I finally decided on making them (and the arm spikes) look like shards of broken glass, which Pirsor can regenerate within a day if they break off.
You can't see the back in this picture, but its back shell looks almost identical to a Scarab beetle's shell.
Crystix (Evolution of Onix)
Spoiler:
Glass Snake Pokémon
Type: Glass/Ground
Ability: Rock Head or Sturdy
Evolutions: Trade Onix while holding a Crystal Coat (see items section)
Base Stats: 510, same as Steelix
Level-up Moves: undecided
Concept Art:
[Art temporarily removed for the crime of sucking really badly]
Design Notes: Wow. Of all of the fakemon I have done, Crystix is the hardest, by far. I wanted to make something that would look unique, and yet still fit with the Onix line. These are just my attempts, but I haven't finalized the design yet. The top one, with the full picture, has almost nothing that's carrying over to the final version. Its body in that picture is shaped like a bunch of crystals; the final design will be completely smooth. Also, the head... oh the head. Onix has one horn on its head, and Steelix has two. I really wanted to go for three, but I couldn't make it look good. I finally settled on the two to the right in the bottom picture. It was the only one that looked good.
Anyway, the final design will look a lot different, but it might be a few weeks/months in coming, so I wanted to post this.
-----====Θ New Types Θ====-----
Light Type - せいタイプ
Spoiler:
Light type exists as a counterpart to Dark, and should be considered "holy" as opposed to the more scientific interpretation of light. Dark, in the original Japanese, is written as "aku" (あく - 悪), which means evil. In Japanese, Light type would be written as "sei" (せい - 性), which means holy.
========= Type Effectiveness: =========
-=Super Effective (x2) Against=-
Fighting
Steel
Dark
<> Reasoning: Light and Dark are mutually-effective against one another because they are meant to be counterparts. Light is super-effective against Steel because man-made things never take the place of holy things. It is super-effective against fighting simply to balance out the chart and parallel Dark's relationship to Psychic.
-=Not Very Affective (x1/2) Against=-
Psychic
Light
Rock
<> Reasoning: Psychic types are generally considered pure, so light is ineffective on them. It is ineffective against Light for ontological reasons. Rocks are very natural, and are often enshrined. For that reason, Light type is ineffective against Rock.
-=No Effect (x0) against=-
none
<> Reasoning: none
-=Weak to (x2)=-
Ghost
Poison
Dark
<> Reasoning: Ghost and Poison are considered "corrupting" influences, and though Light, in a metaphysical sense, would trump them, for balance purposes, it is weak. It is mutually-effective against Dark.
-=Resistant to (x1/2)=-
Fighting
Light
<> Reasoning: see "super-effective" notes
-=Immune to (x0)=-
Steel
<>Reasoning: Shrines and holy places are almost always pockets of nature in Japan. Cities can be built around them, but they never touch the shrines themselves.
========= Light-type Pokemon: =========
<> Re-types:
Mawile (Steel/Light)
<> Evolutions:
(??) Mr. Mime (Psychic/Light)
<> New Pokemon:
Pure Light-type counterpart to Absol
Counterpart to Zorua/Zoroark
Glass Type - ガラスタイプ
Spoiler:
(thanks to Cyberglass and Kingler5 for planting this idea in my head)
Steel has always been a very good defensive type, but when Steel-type was made in Gen.II, we did not yet have the physical/special split that was introduced in Gen.IV. Now that we have the split, it is time for Steel, a Defensive type, to have a Special Defense counterpart type. This is where Glass type comes in. It could alternatively be named Crystal Type, but I haven't decided yet.
========= Type Effectiveness: =========
-=Super Effective (x2) Against=-
Electric
Flying
Poison
<> Reasoning: Glass is officially considered an insulator, and glass may be the number one killer of birds in urban areas other than pollution. As for poison, glass is the substance usually used to contain it. This also serves the purpose of giving two highly defensable types, Electric (1 weakness - ground) and Poison (2 weaknesses - ground and psychic), another succeptability.
-=Not Very Affective (x1/2) Against=-
Ice
Rock
Steel
<> Reasoning: A fragile substance like Glass is not going to hurt harder substances like Ice, Rock, and Steel very much. Ice could also use another resistance, since it currently only has one (itself).
-=No Effect (x0) against=-
none
<> Reasoning: All types have some succeptability to glass
-=Weak to (x2)=-
Rock
Steel
Dark
<> Reasoning: Rock and Steel will almost always shatter glass. Dark is supereffective simply because Dark is only effective against two types, and it is usually the sneaky thief that will break a window.
-=Resistant to (x1/2)=-
Grass
Electric
Fighting
Poison
Ground
Psychic
Bug
Ghost
<> Reasoning: Glass is supposed to resist a lot of previous "special" types, and as we already noted, it is an insulator and can be used to safely contain poison. That makes Grass, Electric, Poison, Psychic, and Ghost explainable. Ground is easy to explain, since even a sandstorm does little more than put minor scratches on glass. Bug and Fighting resistances are less obvious. I wanted to keep with the tradition of Bug being really good when it's good and not-so-useful in other situations. (And honestly, there are a lot of dead bugs on my windshield when I drive in the summer.) Fighting... well, Fighting is already super-effective against 5 types. And really... who would be dumb enough to punch through glass? It does just as much damage to the puncher as it does to the glass.
-=Immune to (x0)=-
Water
Flying
<>Reasoning: I traded off Steel's 11 resistances and 1 immunity for 8 resistances and 2 immunities... a defensive combination not seen before. As for water... you can immerse glass in water for a hundred years and not see any deterioration. Glass is also used to shield against wind, and, as I stated above in a rather tongue-in-cheek fashion, lots of birds die by flying straight into glass. Usually, the glass isn't even scratched. I considered making Glass immune to Poison, since glass vials are really the only safe way to contain poisons and acids for any length of time, but poison is already underpowered enough as it is, so I simply made Glass resistant.
-=Normal Effectiveness (x1)=-
Normal
Fire
Ice
Dragon
<>Reasoning: First, I wanted more types to be normally-effective against glass than there are against Steel since I am giving it two immunities. Because of that, Normal and Dragon have normal effectiveness, keeping with tradition of those two types. I considered making Normal super-effective, just to give normal a super-effectiveness, but decided against it. Fire and Ice were tricky. I considered making glass weak to fire, since fire can obviously melt glass, but fire is already the most powerful of the starting three, and as one person whom I can't remember pointed out, if these games were really true to life, Fire and Rock would beat everything. I guess I can say that Fire is used to shape glass, but it can't actually destroy it. As for Ice... it can be used to make glass brittle by hardening it to the point where it is almost solid (glass is considered a liquid), but glass is also used as an insulator against the cold. So I settled for a middle ground. Also, Ice doesn't need another super-effectiveness.
-=-=Overall Type Chart Reasoning=-=-
I tried to preserve the integrity of certain "unusual" types like Normal, Ice, Bug, and Dragon, while making Glass interact realistically with the other types. The current type chart, combined with the fact that glass will tend to have high special defense and low defense, makes Glass a strong defending type without overpowering it. I had to trade off a few "obvious" explanations and add in a few non-obvious explanations in order to balance it, but such is the nature of the beast.
========= Glass-type Pokemon: =========
Spoiler:
<> Re-types:
none
<> Evolutions:
Pinsir -> trade while holding 'Crystal Coat' -> Pirsor (Bug/Glass)
Onix -> trade while holding 'Crystal Coat' -> Crystix (Glass/Ground)
(??) Torkoal?
(??) Claydol alternate? (psychic/glass)
<> New Pokemon:
Glass-type pseudo-legendary along the lines of the Beldum family.
-----====Θ New Items Θ====-----
Stabilizer
Held Item
Effect: Causes a pokémon to retain whatever form it has at the end of its first battle as long as it is holding the Stabilizer. When the Stabilizer is removed, it will either revert to its original form or change to whichever form is appropriate.
Works With: Ditto (transform), Porygon (conversion/2), Mew (transform), Smeargle (transform/conversion/2), Castform (forecast ability), Kecleon (color change ability), Tanichi/Daycoon (specialize ability)*
*See Tanichi/Daycoon in the 'Fakemon' section
Crystal Coat
Stat-Enhancing Item / Evolution-Inducing Held Item
Effect: Raises the Sp.Def of the holder by 20%
Secondary Effect:
Causes Pinsir to evole into Pirsor when traded*
Causes Onix to evolve into Crystix when traded*
*see Glass type in the 'New Types' section
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