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#evolution #fakemon #pokemon #soul #spirit #spiritual #stone #type #typing #new
Published: 2014-09-23 23:50:15 +0000 UTC; Views: 3357; Favourites: 16; Downloads: 5
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Description
<~~Spirit Type Pokémon~~>
About Spirit Typing:
~Spirit type Pokémon are in between the realm of the eternal and physical worlds. They are in a sense ghosts without the grudge, evil moves, demented looks, and incomplete bodies. Unlike ghosts they are bound to the physical elements of the world like gravity and matter, but retain an incredible resistance to hot and cold. They are meant to represent a mix of fighting type ferocity with the mysterious element of ghost types. They are the good counterpart to ghosts without the sweetness of fairies. They represent Justice, Loyalty, Sacrifice, and having Strength when appearing weak.
Reason:
~Spirit type Pokémon would balance the rest of the Pokémon types while adding a host of new battling strategies for competitive matches. Spirit types would add a much needed strength for normal type moves, and will add a new affliction which we haven't seen since the original games. It will create moves with varied power, similar to magnitude, which will open the door to new moves within all different types.
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(Defensive)
~Weak to: Normal/Ghost moves
~Not affected by: Psychic moves
~Resistant against: Fire/Water/Electric/Dark/Ice/Spirit/Fairy moves
(Offensive)
~Strong against: Fighting/Water/Ghost/Electric Pokémon
~Doesn't affect: Psychic Pokémon
~Weak against: Fairy/Flying/Ice/Spirit Pokémon
~Ultimately gives advantage over~
*Dark (slight)
Dark moves have little effect on the overall spirit of the Pokémon.
*Fire (slight)
Spirits feel little temperature changes being part eternal and therefore resist intense fire.
*Fighting (decent)
Being that fighting Pokémon generally fight by predicting the Pokémon’s next move and how to counter it they do not deal well with the unpredictability of the spirit force.
*Water (dominance)
Spirits resist overwhelming rushing water by staying calm with peace and patience. The power of spirit forces are twice as intense against water Pokémon because they carry water weight which results in an extra burden of pressure when being manipulated by the spirit force.
*Electric (dominance)
Spirits feel little temperature changes being part eternal and therefore resist extreme energy. Electric types are speedy which intensifies damage from spirit moves. Picture someone running really fast but then being tripped by an invisible foot.
~Ultimately ties with~
*Psychic (no effect)
Psychic types cannot use telekinesis on those in the eternal realm like ghosts and spirits.
The spirit force has no effect on the pure mind of a psychic type.
*Ice (dull)
Spirits feel little temperature changes being part eternal and therefore resist intense cold.
Ice being slow and calm gives it a big defensive advantage against spirit moves.
*Spirit (dull)
Two spirit types both trying to use the spirit forces against one another pose a weak threat and can easily defend against one another.
*Fairy (dull)
Spirits have the same relationship with Fairy types as they do with themselves because fairies are themselves a type of positive spirit. Therefore using spirit moves generally has little effect on both types.
*Ghost (strong)
Being that both have one foot in the physical and eternal realms all moves will be twice as affective than they would be in just the physical realm.
*Grass (normal)
*Rock (normal)
*Steel (normal)
*Bug (normal)
*Ground (normal)
*Dragon (normal)
*Poison (normal)
~Ultimately at a disadvantage with~
*Flying (slight)
Defensively Flying types recover well after being hit by the spirit force in the air. They simply get hit or pushed and just keep flying.
*Normal (decent)
Normal types deal double damage because of the absence of elemental assistance and pure essence of the move. Normal type moves are pure of spirit and therefore have dominance over Pokémon who are in the spirit realm.
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~Energy Drain (spec): Drains the opponent’s energy. 80% acc 100% drain chance
~Soul Mark (spec): The user exposes the opponent's soul markings. This move deals double the power to dark types. 55 pwr 100% acc
~Fair Game (spec): Both Pokémon’s separate stats are averaged and spread evenly (HP excluded). If a pokemon has an affliction and the other does not, they gain their opponent's affliction. 100% acc
~Soul Smash (phy): Tackles using a Pokémon’s spirit energy, may cause a drain. 60 pwr 90% acc 40% drain chance
~Spirit Rally (phy): maximizes the user's attack and boosts every Pokémon’s atk 1 stage. 100% acc
~Soul Ripple (spec): Deals normal damage for the first hit, then will deal 10 less damage for every turn following unless the Pokémon who used the move is switched out. May cause draining. 50 pwr 100% acc 20% drain chance
~Spirit Markings (phy): Changes an ally's secondary type to spirit. 100% acc
~High Spirits (spec): Raises the user's special defense 1 stage and lowers the opp special atk 1 stage. 100% acc
~Spike Force (spec): This attack can only affect the opponent if they have the ability levitate or if it is a flying type. This attack deals double damage to flying types. A spirit force hits down the opp in midair, may cause flinching. 70 pwr 80% acc 40% flinch
~Light Gravity (spec): Lessons the users weight by use of spirit force causing an increase in speed.
~Head Rush (phy): Drags the opp against the ground using its head. 95 pwr 100% acc
~Miraculous Blow (phy): The user lands a hit without fail, may cause flinching. 55 pwr 100% acc 10% flinch chance
~Safe Passage (phy): After the user faints the next Pokémon sent out will be fully healed and protected for 1 turn. 100% acc
~Afterlife (phy): The user will survive fainting and be restored to 25% of it's max health. The user's speed is increased 1 stage. 95% acc
~Valor Legacy (phy): The user summons all of its spirit energy into one focused attack leaving the user with 1 hit point. 160 pwr 90% acc
~Close Quarters (phy): The user gets close to its opponents before entrapping all in a force field of spiritual energy causing all damaging moves to become physical for 4-6 turns. 100% acc
~Miracle Heal (phy): The user recovers from its affliction. 80% acc
~Painful Loss (spec): If the opponent faints the next Pokémon sent out will receive 50% dmg. 100% acc
~Rug Burn (phy): Moves quickly using it's body to brush the opp possibly causing a burn 50 pwr 50% burn chance 95% acc
~Volley (phy): Tosses the opponent into the air causing small damage but lowers opponent’s sp def 1 stage. 40 pwr 85% acc
~Spirit Blast (spec): Severely weakens opponent’s atk and sp atk by 2 stages, may cause a critical hit. 80 pwr 90% acc 20% crit hit
~Illusion (phy): Weakens opponent’s sp defense by 1 stage, acc by 2, and lowers users defense 2 stages. 100% acc
~Infinity Strike (phy): The user strikes once but the opponent is hit several times after by spirit force varying from 40-80 pwr and continually cuts the dmg in half dealing that until it falls below 10 pwr. Ex: 50,25,12 = 87 total pwr or 80,40,20,10 = 150 pwr 100% acc
*New Affliction!
Draining: Lowers a random stat of the Pokémon afflicted by 1 stage every turn. Moves take double the PP.
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Pokémon:
~Castform- spirit
~Frillish & Jellicent- water/spirit
~Froslass- ice/spirit
~Shedinja- bug/spirit
~Tangela & Tangrowth- grass/spirit
Moves:
~No moves will be retyped due to the large amount of new spirit moves and there being no presence of spirit-like attacks in existence in the Pokémon universe.
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The Look:
~Spirit Pokémon look distinctly different from other types by a variety of different means. They can have markings on their body known as spirit markings. They can have markings close to their body, usually behind them, in the form of light. Spirits may have gems on their bodies or anything else representing the spiritual realm. Spirits sometimes emit an aura or glow of sorts as some ghosts have (ex: Ghastly). They are unlike ghost types in the sense that their bodies are completely present (no ghostly tail or missing limbs).
Battling Differences:
~Spirit type moves are generally strategic and powerful in an attempt to cover their large weakness to normal type moves which many Pokémon can learn. Spirit moves that are physical tend to be much like fighting type moves whereas special moves tend to take advantage of the spirit realms spirit force. This spirit force looks and acts much like psychic type moves without the strange glow and long slow pauses. They act quickly like being hit with a blunt object that isn't actually there. They differ from psychic moves in their ability to affect ghosts and with the low power against flying types. They also tend to have low accuracy as conjuring the spirit force is unreliable. The spirit force also has a sort of sacrifice to gain the advantage strategy (Ex: Illusion, Valor Legacy, Safe Passage, Fair Game, and Spirit Rally).
Move Pool Variants:
~Unlike most Pokémon, spirit types generally cannot use normal, dark, and psychic type moves unless paired with that particular type. They are primarily bound to using their same typing move set. When leveling they tend to be able to learn moves of the elemental type, namely those which manipulate hot or cold. For example Fire Electric and Ice moves.
Other Types Learning Spirit Moves:
~Ghost and Fairy types can learn spirit moves by normal leveling because they are both a form of spirit. Fighting types can learn mostly physical type spirit moves by normal leveling. Pokémon that learn spirit moves mostly through breeding/tms consist of dragon, grass, rock, ground, ice, electric, water, and fire types. Pokémon that generally cannot learn any spirit moves consist of dark, psychic, normal, steel, bug, flying, and poison types unless combined with the spirit type.
(Please give credit to me if you choose to use this type when creating fakemon. Give a link and toss it around )