Current Events > Fix That Pokemon!(Let's Go Pikachu/Eevee! edition)

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ElatedVenusaur
05/21/18 1:16:26 PM
#1:


We have seen a full 7 generations of pokemon games, and the tide has changed innumerable times. Some lucky few(Alakazam, Starmie, Zapdos, Gengar, etc.) have always managed to find their way to the top(or near enough) while many others have come and gone(Pokemon like Tauros, Milotic, and Jolteon once reached lofty heights, only to be left behind). Many others were never any good at all.(Think of the Arboks, Sunfloras, and Crabominables of the world).

The aim of this topic is to put a new shine on old pokemon. It is not necessarily to turn them into titans of the OU metagame, but to buff and tweak them in such a way as they become better but remain familiar. As its seems the upcoming Switch versions are entitled Let's Go Pikachu!/Let's Go Eevee! , that seems a good place to start.

Pikachu Base Stats: 35HP/55ATK/40DEF/50SPA/50SPD/90SPE (320 total)

Raichu Base Stats: 60HP/90ATK/55DEF/90SPA/80SPD/110SPE (485 total)

Alolan Raichu Base Stats: 60HP/85ATK/50DEF/95SPA/85SPD/110SPE (485 total)

Pikachu is fine: its BST is well in-line with the base forms of other starters, and it has its special-snowflake exclusive item: the Light Ball, which doubles its offensive capabilities(making it hit harder than its evolved form!)

Right away, you notice that Raichu has a paltry base stat total. The 1st-gen starters come in at 525(Venusaur), 530(Blastoise), and 534(Charizard), respectively. Furthermore, each of them has a Mega Evolution(and Charizard has 2!) which further enhances their stats(+100 stat points). So, real quick, I'm going to bring Raichu up to 525(+40 stat points).

Raichu Altered Stats: 65HP/100ATK/55DEF/105SPA/80SPD/125SPE
There. Not much more durable, but better offenses combined with buffed speed allow Raichu to live faster and hit harder, because it's certainly going to die fast.

Its abilities are Static/Lightning Rod , which are fine.

Let's see what CE can do!
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Calwings
05/21/18 1:24:07 PM
#2:


Are we allowed to give mega evolutions in our efforts to fix Pokemon? Because I have an idea for two of my favorite Pokemon of all time (that are sadly total shit)
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"Someday I too will fly... and find you again!"
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ElatedVenusaur
05/21/18 1:50:45 PM
#3:


Calwings posted...
Are we allowed to give mega evolutions in our efforts to fix Pokemon? Because I have an idea for two of my favorite Pokemon of all time (that are sadly total shit)

Of course! Forms and normal evolutions are in play too.
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fire_bolt
05/21/18 1:54:09 PM
#4:


Flareon now gets access to a decent STAB physical fire move. FIXED
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LittleRoyal
05/21/18 2:00:12 PM
#5:


Cancel this game
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I-I really needed this~~
Why does everyone think I like girls?
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prince_leo
05/21/18 2:06:33 PM
#6:


the Johto starters should get megas
Typhlosion as the "volcano" pokemon should def get Earth Power and become fire/ground

fire_bolt posted...
Flareon now gets access to a decent STAB physical fire move. FIXED

if he got tough claws or technician he's be good too
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Calwings
05/21/18 2:34:39 PM
#7:


ElatedVenusaur posted...
Calwings posted...
Are we allowed to give mega evolutions in our efforts to fix Pokemon? Because I have an idea for two of my favorite Pokemon of all time (that are sadly total shit)

Of course! Forms and normal evolutions are in play too.

All right then.

Mega Ninjask
- changes type from Bug/Flying to Bug/Ground upon mega evolution
- base stat changes of +40 Attack, +70 Defense, -10 Speed (+100 total) upon mega evolution
- can now learn Drill Run via move reminder
- still has Speed Boost as its ability

Mega Shedinja
- changes type from Bug/Ghost to Bug/Fairy upon mega evolution
- base stat changes of +40 Attack, +70 Speed, -10 Defense (+100 total) upon mega evolution
- can now learn Play Rough via move reminder
- new ability upon mega evolution: "Final Blessing"
--- Immediately after this Pokemon faints, the trainer has the option to select an already fainted Pokemon in his/her party and send it into battle revived with half of his maximum HP. If the trainer instead selects a Pokemon that is not fainted, that Pokemon has its HP restored by half of its maximum HP upon entering battle. The Pokemon switched in with this ability is also unaffected by entry hazards such as Toxic Spikes, Stealth Rock, or Sticky Web for that switch-in only.

So basically, Mega Ninjask gets higher Attack and a reliable way to hit Steel-types to help it sweep, plus it gets higher physical bulk to help it set up (and possibly Baton Pass) boosts. Meanwhile, Mega Shedinja turns into an unpredictable wildcard with more power, much higher speed, and a unique ability that can turn the tide of a battle by reviving a fallen comrade or leading a Pokemon normally crippled by entry hazards into the battlefield safely. Of course, it loses the benefits of Wonder Guard, so now it falls in one hit no matter what attack comes its way. But with its ability, that sacrifice will be for a greater cause.

Note that since trainers are limited to only one mega evolution per battle, infinitely looping between two Mega Shedinja reviving each other would not be allowed.
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