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- Seen Oct 17, 2012
Hello, I was running into a difficult problem concerning Fakemon and I was hoping that I can get some opinions on how I can tackle this issue or what to change on my general approach.
Basically, I'm worried about making my pokemon be too powerful. I want to make sure that the pokemon are decently strong but aren't uber and can take down the regular pokemon too easily. After playing competitive battles on the Pokemon Showdown site since December, I've come to realize how one little change in a pokemon's overall stats can make them waaaay too powerful (such as Blazkien's dream world ability Speed Boost or when Scizor was given Technician). As such, I try to make sure this doesn't happen.
When making a decently strong fakemon I usually aim for a total base stats of around 500+30. This is the range that I feel like we have decently strong pokemon. I usually lower or raise it if the fakemon has bad abilities, outstanding moves, etc.
Next, I determine what kind of pokemon I want to make. Physical sweeper, special wall, status inflictor, etc. I then focus on how their stats should be arranged. This can be done by basing it off pokemon that fill those roles (like Scizor as a physical sweeper or Blissey as a special wall) or by googling ''x-act base stat ratings'' and entering in the stats on that site
(for a more in-depth look at what these figures mean, go to the second link on the google search)
By now, the type/type combinations of the fakemon should be known. I now need to determine the moves. For the most part, they should compliment the stats but there are exceptions. I go to these articles to help me figure out what moves the fakemon SHOULD have.
for the first one, google ''cap movepool submissions'' and click the second link from smogon (the bottom part of the article is the most helpful)
and this article highlights great moves in general, google ''cap competitive moves''
Bulbapedia basically fills in the rest; I go to the TM list and give the fakemon TMs it could reasonably learn. Go to the Type page and give it moves varying in strength that the fakemon would learn by leveling up.
Level up moves are probably the most difficult, sometimes I have too many moves for the fakemon. I have to limit between 13 to 16 moves per fakemon.
Finally, abilities. For this, I have to avoid giving powerful abilities unless the fakemon is not that strong (usually less than 500 in total base stats).
I then look at the whole thing, see if it looks good, leave it alone, come back later and maybe change around stats or moves to make it better or weaker. Finally, when satisfied, I add the pre-evo, and basically dim down the stats and such.
I have done a quite a few already so here's my first and if you want, take a look.
So...what do you guys do when creating a fakemon/ Thanks for your input1
All my fakemon will be based off of prehistoric animals such as the weird Cambrian organisms, the placoderms, the first land-dwelling animals, Pleistocene mammals and of course, dinosaurs.
This one is based off Triceratops. As you can tell, I used Pokemon Essentials start up kit as a basis for making the whole set.
Name=Tritops
InternalName=TRITOPS
Type1=GRASS
Type2=ELECTRIC
HP=80
ATTACK=105
DEFENSE=115
SPECIAL ATTACK=66
SPECIAL DEFENSE=80
SPEED=82
TOTAL=528
GenderRate=Female50Percent
Abilities=ROCKHEAD,SAPSIPPER
Moves=1,FURYATTACK,1,MEGAHORN,3,GROWL,7,LEECHSEED,7,THUNDERWAVE,10,SPARK,14,VINEWHIP,18,GROWTH,21,DISCHARGE,26,SWORDSDANCE,31,CHARGE,38,WOODHAMMER,44,WILDCHARGE,49,TAUNT,55,HORNLEECH,60,THUNDERHORN
TMs=X-Scissor, Grass Knot, Light Screen, Solar Beam, Thunderbolt, Thunder, Earthquake, Energy Ball, Charge Beam, Swords Dance, T-wave, Stone Edge, Volt Switch, Cut, Strength, Rock Smash, and general TM moves that everyone learns.
Thunder Horn is a made up move for Tritops. It's physical, 90 power, with 10 percent chance of paralysis.
Physical Sweepiness equals 154
Physical Tankiness equals 173
Special Sweepiness equals 103
Special Tankiness equals 122
Overall Ratting 299
Basically, I'm worried about making my pokemon be too powerful. I want to make sure that the pokemon are decently strong but aren't uber and can take down the regular pokemon too easily. After playing competitive battles on the Pokemon Showdown site since December, I've come to realize how one little change in a pokemon's overall stats can make them waaaay too powerful (such as Blazkien's dream world ability Speed Boost or when Scizor was given Technician). As such, I try to make sure this doesn't happen.
When making a decently strong fakemon I usually aim for a total base stats of around 500+30. This is the range that I feel like we have decently strong pokemon. I usually lower or raise it if the fakemon has bad abilities, outstanding moves, etc.
Next, I determine what kind of pokemon I want to make. Physical sweeper, special wall, status inflictor, etc. I then focus on how their stats should be arranged. This can be done by basing it off pokemon that fill those roles (like Scizor as a physical sweeper or Blissey as a special wall) or by googling ''x-act base stat ratings'' and entering in the stats on that site
(for a more in-depth look at what these figures mean, go to the second link on the google search)
By now, the type/type combinations of the fakemon should be known. I now need to determine the moves. For the most part, they should compliment the stats but there are exceptions. I go to these articles to help me figure out what moves the fakemon SHOULD have.
for the first one, google ''cap movepool submissions'' and click the second link from smogon (the bottom part of the article is the most helpful)
and this article highlights great moves in general, google ''cap competitive moves''
Bulbapedia basically fills in the rest; I go to the TM list and give the fakemon TMs it could reasonably learn. Go to the Type page and give it moves varying in strength that the fakemon would learn by leveling up.
Level up moves are probably the most difficult, sometimes I have too many moves for the fakemon. I have to limit between 13 to 16 moves per fakemon.
Finally, abilities. For this, I have to avoid giving powerful abilities unless the fakemon is not that strong (usually less than 500 in total base stats).
I then look at the whole thing, see if it looks good, leave it alone, come back later and maybe change around stats or moves to make it better or weaker. Finally, when satisfied, I add the pre-evo, and basically dim down the stats and such.
I have done a quite a few already so here's my first and if you want, take a look.
So...what do you guys do when creating a fakemon/ Thanks for your input1
Spoiler:
All my fakemon will be based off of prehistoric animals such as the weird Cambrian organisms, the placoderms, the first land-dwelling animals, Pleistocene mammals and of course, dinosaurs.
This one is based off Triceratops. As you can tell, I used Pokemon Essentials start up kit as a basis for making the whole set.
Name=Tritops
InternalName=TRITOPS
Type1=GRASS
Type2=ELECTRIC
HP=80
ATTACK=105
DEFENSE=115
SPECIAL ATTACK=66
SPECIAL DEFENSE=80
SPEED=82
TOTAL=528
GenderRate=Female50Percent
Abilities=ROCKHEAD,SAPSIPPER
Moves=1,FURYATTACK,1,MEGAHORN,3,GROWL,7,LEECHSEED,7,THUNDERWAVE,10,SPARK,14,VINEWHIP,18,GROWTH,21,DISCHARGE,26,SWORDSDANCE,31,CHARGE,38,WOODHAMMER,44,WILDCHARGE,49,TAUNT,55,HORNLEECH,60,THUNDERHORN
TMs=X-Scissor, Grass Knot, Light Screen, Solar Beam, Thunderbolt, Thunder, Earthquake, Energy Ball, Charge Beam, Swords Dance, T-wave, Stone Edge, Volt Switch, Cut, Strength, Rock Smash, and general TM moves that everyone learns.
Thunder Horn is a made up move for Tritops. It's physical, 90 power, with 10 percent chance of paralysis.
Physical Sweepiness equals 154
Physical Tankiness equals 173
Special Sweepiness equals 103
Special Tankiness equals 122
Overall Ratting 299
Last edited: