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To make the Pokémon type chart work, I think we actually need 2 type charts. 1 for attacks against defences and 1 for attacks against the creatures. In addition each type needs to be unique when the following list for that element is filled out.

  • Attack

    • Feature
    • Trade Off
  • Defence

    • Feature
    • Trade Off
  • Creature

    • Feature
    • Trade Off
  • Material

    • Feature
    • Trade Off
  • Travel Method
  • Utility
  • Status Effect

And the following list is the maximum I see as potential pokémon types as these elements on this following list were all used seriously as elements somewhere even if not for Pokémon.

  • Normal
  • Water
  • Fire
  • Grass
  • Earth
  • Air
  • Wind
  • Spirit
  • Aether
  • Quintessence
  • Void
  • Wood
  • Metal
  • Ice
  • Undead
  • Stone
  • Light
  • Dark
  • Electricity
  • Robot
  • Machine
  • Nature
  • Artificial
  • Arcane
  • Unreal
  • Evil
  • Good
  • Poison
  • Wax
  • Dinosaur
  • Illusion
  • Shadow
  • Demon
  • Plant
  • Steel
  • Thunder
  • Willpower
  • Fear
  • Hope
  • Rage
  • Greed
  • Compassion
  • Death
  • Life
  • Beast
  • Warrior
  • Dragon
  • Spellcaster
  • Dream
  • Divine
  • Sky
  • Fertility
  • Guardian
  • Chaos
  • Health
  • Sunburst
  • Drekrock
  • Gangreen
  • Bluspew
  • Ground
  • Holy
  • Energy
  • Gravity
  • Magma
  • Bomb
  • Body
  • Mind
  • Anima
  • Plague
  • Glamour
  • Necromancy
  • Sorcery
  • Alchemy
  • Force
  • Power
  • Knowledge
  • Laughter
  • Common
  • Doll
  • Spade
  • Heart
  • Club
  • Diamond
  • Paper
  • Scissors
  • Bug
  • Beauty
  • Sword
  • Sound
  • Love
  • Target
  • Break
  • Fairy
  • Psychic
  • Fighting
  • Flying
  • Ghost
  • Corona
  • Aurora
  • Flash
  • Cosmic
  • Sun
  • Moon
  • Photon
  • Graviton
  • Aquatic
  • Critter
  • Humonoid
  • Player
  • Dancer
  • Vocalist
  • Variety
  • Model
  • Vaccine
  • Virus
  • Data
  • Star
  • Axe
  • Spear
  • Bow
  • Scythe
  • Physical
  • Time
  • Nexus
  • Nether
  • Mana
  • Blastblight
  • Harm
  • Bacon
  • Space
  • Curse
  • Astral
  • Sex
  • Bone
  • Ectoplasm
  • Radiation
  • Ethereal
  • Heaven
  • Entropy
  • Creation
  • Nuclear
  • Amber
  • Candy
  • Slime
  • Lump
  • Magnet

Here is the 1st type that passes the test:

Normal

  • Attack

    • Feature - All of this attack's attack type trade offs are ignored.
    • Trade Off - This attack's base damage multiplier is 1 across the board for all type defences and type creatures at the cost of 90% of its current accuracy being reliance on the user's effectiveness of using this attack.
  • Defence

    • Feature - All of this defence's defence type trade offs are ignored.
    • Trade Off - This defence can be allowed out in definitely at the cost of dealing type less backlash damage to the creature or group this defence was defending when this defence is destroyed.
  • Creature

    • Feature - All of this creature's creature type trade offs are ignored.
    • Trade Off - This creature takes a 1 times multiplier in damage from all attack types at the cost of not being able to become immune to any type of damage.
  • Material

    • Feature - All of this material's material type trade offs are ignored.
    • Trade Off - This material is cheap to get at the cost of extremely high imperfection chance.
  • Travel Method - This is where all means of travel that are too simple, too unique, or too boring to fit into another type goes. Travel options of this type can be used when a creature gets their respective second wind.
  • Utility - Communication: Means by which a creature gives another creature information.
  • Status Effect - Hunger: Indicates how much a creature needs food.

This is the 2nd type that passes the test:

Fire

  • Attack

    • Feature - Any target this attack touches has a 10% chance to be inflicted by a third-degree burn.
    • Trade Off - This attack lasts 3 times as long as it is indicated to last at the cost of its base offence being 1/2 of what it is listed at.
  • Defence

    • Feature - Touching this defence has a 20% chance to inflict a second-degree burn on that which is doing the touching.
    • Trade Off - This defence lasts 3 times as long as it is indicated to last at the cost of its base protection being 1/2 of what it is listed at.
  • Creature

    • Feature - Touching this creature without the creature's willing consent has a 30% chance to inflict a first-degree burn on that which is doing the touching.
    • Trade Off - This creature can safely strive in extreme temperatures without additional protection at the cost of requiring higher than usual fuel to be active.
  • Material

    • Feature - Items made with this material have the ability to melt targets.
    • Trade Off - This material can be made into any shape at the cost of requiring heat proof equipment to handle without causing burns to the user.
  • Travel Method - Warm Displacement: Absorb external energy than turn it into internal fire energy followed by taking that internal fire energy to harmlessly move either the user or target group by fire stream to target location.
  • Utility - Cooking: Prepare food for consumption.
  • Status Effect - Regenerate: Recovery x amount of y over z time.

The hardest part was coming up with a name for the travel method as I don't think this method has a true name.

Here is the 3rd type that passes the test:

Ghost

  • Attack

    • Feature - This attack has a 5% respective chance to force each respective target to switch out.
    • Trade Off - This attack is twice as effective against highly scared targets at the cost of being half as effective against fearless targets.
  • Defence

    • Feature - This defence can only be seen when hit.
    • Trade Off - This defence is twice as effective against special attacks at the cost of letting physical attacks go through 50% of the time.
  • Creature

    • Feature - This creature can't be trapped or captured by most means.
    • Trade Off - This creature can possess another creature at the cost of being easier to find because of the ectoplasm it respectively gives off.
  • Material

    • Feature - Items made of this material is indestructible as long as they respectively aren't being used outside of their respective intended purposes.
    • Trade Off - Items made of this material treat items made of normal type material as nonexistent at the cost of items made of normal type material treating items made of this material as nonexistent.
  • Travel Method - Phase: Pass through solid objects as if they were gas objects.
  • Utility - Haunt: Attempt to scare the respective targets.
  • Status Effect - Transparent: Fully visible and fully see-through at the exact same time.

Here is the fourth type that passes the test:

Flying

  • Attack

    • Feature - This attack has a +30% critical chance.
    • Trade Off - This attack gives a 25% chance of first turn priority at the cost of -5% accuracy to what is listed at.
  • Defence

    • Feature - This defence gives a 20% chance of avoiding an incoming attack by moving its user into or through air/space.
    • Trade Off - This defence can be placed in any open area at the cost of taking 10% bonus damage.
  • Creature

    • Feature - This creature can have the move Fly without it counting towards the creature's move limit.
    • Trade Off - This creature has +50% air maneuverability at the cost of taking double damage when trapped.
  • Material

    • Feature - This material and items made of this material are in constant visible motion.
    • Trade Off - This material and items made of this material will continue moving in the direction they were set in motion at the cost of easily getting lost.
  • Travel Method - Flight: Move freely through air and space.
  • Utility - Acrobatics: Performance of extraordinary feats of balance, agility, and motor coordination.
  • Status Effect - Accelerate: Increase current x speed to a faster y speed over z time.
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