They really should create a _____ ball!

Affliction ball- increased chance based on how far you've lowered the pokemon's speed or evasion with attacks like scary face or sweet scent.

Suicide ball- better odds for pokemon that are likely to injure themselves with their own attacks like double edge, self destruct

Wrecking ball- not for capturing. just for doing damage to pokemon. lol

Yelling ball- increased chance of capture if you yell into the mic of the DS. depending on how angry you are, the more likely it is to work ;D
 
Grasp ball- x5 capture rate if the wild pokemon is holding an item
 
Glitter ball- Increases chances to catch a pokemon that has "beauty" moves
 
Masochist Ball - 1/4 as good as a regular Pokeball
 
Awesome ball- something you could throw at the start of a battle and catch any pokemon.
 
Foot Ball

Does nothing except irritates the Pokémon it's thrown at. Or it might just look at you like - "what the hell? If you're not gonna take this seriously I might as well go do something else." Either way it leaves you feeling like an idiot.
 
Classic ball - Higher chance of catching a Pokemon that was available in the 1st generation.
 
Primary ball: works well for catching pokemon that don't evolve
 
Looove ball for catching opposite gender pokes.
 
Okay so:


Freeze Ball: Has a 10% catch rate but can freeze the target if it breaks loose providing it has not status inflictions already. (10% chance of inflicting freeze)

Sleep Ball
: Has a 20% catch rate but can inflict sleep on the target if it breaks loose providing it has no status inflictions already. (40% chance of inflicting sleep)

Paralysis Ball: Has a 30% catch rate but can inflict paralysis on the target if it breaks loose providing it has no status inflictions already. (50% chance of inflicting paralysis)

Burn Ball: Has a 40% catch rate but can inflict burn on the target if it breaks loose providing it has no status inflictions already. (60% chance of inflicting burn)

Posion Ball: Has a 50% catch rate but can inflict posion on the target if it breaks loose providing it has no status inflictions already. (70% chance of inflicting posion)


Toxic Ball: Has a 60% catch rate but can inflict severe posion on the target if it breaks loose providing it has no status inflictions already. (80% chance of inflicting severe posion)

Flinch Ball: Has a 30% catch rate but can cause flinching for the target if it breaks loose. (70% chance of flinching) this one is to use to aid the efficiency of the with the timer ball.

Lucky 8 Ball: Has a 1% catch rate but if successful the Pokemon caught in the ball will have it's level multiplied by 8. (Maxing out at lvl 100, obv.)

Crystal Ball: Catch rate improved on Ghost and Psychic pokemon.

Mirror Ball: Works better on species that are the same as the users active pokemon.

Twine Ball: Works better on Meowth, Persian, Skitty, Delcatty, Glameow, Purugly and all Grass type Pokemon

Miracle Ball: Catch rate if the target pokemon has a higher level than the users pokemon: the difference in the users pokemon's level to the target pokemon's level is divided by 10. The catch rate is multiplied by this number and then divided by 1.5.

Eg. lvl1 vs lvl 100. The difference is 99. 99/10 = 9.9. 9.9/ 1.5 = 6.6. The catch rate is multipled by 6 (rounded down).

Catch rate if the target pokemon has a lower level than the users pokemon: the difference in the users pokemon's level to the target pokemon's level is divided by 10. The catch rate is divided by this number.

Eg. lvl80 vs 20. The difference is 60. 60/10 = 6. The catch rate is divided by 6. (Ie. reduced to 60 percent.

Stamina Ball: Works better the when the users current pokemon has more of it's HP.

Egg Ball: Works better on Exeggute, Exeggutor and Chansey.

Feint Ball: Will always catch a pokemon that has just used protect or detect.

Fetch Ball: Works better on Houndour, Houndoom, Growlithe, Arcanine...all the dog pokemon basically.

Homing ball: The catch rate is improved by the number of speed+ or evasion+ modifiers the target pokemon has. (+0.5 for every one)

Flip Ball:The catch rate is improved by the number of attack+ or special attack+ modifiers the target pokemon has. (+0.5 for every one)

Armor Ball:The catch rate is improved by the number of defense+ or special defense+ modifiers the target pokemon has. (+0.5 for every one)

Phase Ball: Works better if the target pokemon is protected by reflect, light screen, safeguard or lucky chant.

Desert Ball / Beach Ball / Umbrella Ball / Igloo Ball: Catch rate improved in weather conditions. (You know which ones.)

Impossiball: Catch rate improves by 0.5 every time the target pokemon lands a critical hit.

______________

I'm sorry once I got going I couldn't stop!!
 
OK...

Sunshine Ball : Increases capture rate while used in the morning .
Easiest thing ever.
 
Persistence Ball - Starts with a 0.5x capture rate, but raises by .5 every time it is used in succession. If you stop to throw a different ball, heal, or switch out, you have to start over. Your lead pokemon fainting does not disrupt the chain.
 
h@x0r b@ll - works amazingly when you troll PokeCommunity

The Combo Ball - Catch Percentage rises each time one is thrown. Interrupting the combo restarts it.

Example -
Throws Combo Ball at Wild Pokemon 10%
Throws Again 11%
Throws Again 12%
Throws Again 13%
Throws Again 14%
Pokemon Attacks Wild Pokemon
Throws Combo Ball 10%
Throws Again 11%

And so on. Kinda reminds me of the Timer Ball though.
 
My ideas

Camera Ball: Works better the more pictures that you have on your DSi (DSi and DSiXL exclusive)

Color Ball: This ball gives you 1 minute to take a picture (DSi), and the more the color resembles that of the pokemon, the higher chance of capturing. (Also exclusive to DSi and XL)
 
how bout a swag ball? works well if the other poke is holding an item
 
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