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Deviation Actions
I've been wanting to do this for a while, so why the hell not, eh?
I'm gonna start with giving all 18 types a Defensive and Offensive rating; defensive will gain +1 for a resistance or an immunity and -1 for a weakness. Offensive will gain +1 for Super Effective (SE) and -1 for Not Very Effective (NVE) (Normally Effective = NE). Balancing like this only makes sense when taking into account how many +1's and -1's the types gain, so those'll be noted down as well:
Defensive
Bug: 0 (+3, -3)
Dark: 0 (+3, -3)
Dragon: 1 (+4, -3)
Electric: 2 (+3, -1)
Fighting: 0 (+3, -3)
Fire: 3 (+6, -3)
Flying: 1 (+4, -3)
Ghost: 2 (+4, -2)
Grass: -1 (+4, -5)
Ground: 0 (+3, -3)
Ice: -3 (+1, -4)
Normal: 0 (+1, -1)
Poison: 3 (+5, -2)
Psychic: -1 (+2, -3)
Rock: -1 (+4, -5)
Steel: 8 (+11, -3)
Water: 2 (+4, -2)
Fairy: 2 (+4, -2)
Offensive
Bug: -4 (+3, -7)
Dark: -1 (+2, -3)
Dragon: -1 (+1, -2)
Electric: -2 (+2, -4)
Fighting: -1 (+5, -6)
Fire: 0 (+4, -4)
Flying: 0 (+3, -3)
Ghost: 0 (+2, -2)
Grass: -4 (+3, -7)
Ground: 2 (+5, -3)
Ice: 2 (+6, -4)
Normal: -3 (+0, -3)
Poison: -3 (+2, -5)
Psychic: -1 (+2, -3)
Rock: 1 (+4, -3)
Steel: -1 (+3, -4)
Water: 0 (+3, -3)
Fairy: 0 (+3, -3)
Now, I know these numbers don't mean everything; Poison is a better defensive typing than Fire, even though they share the same number, since a weakness is more easily exploited by the attacker than a resistance is exploited by the defender. Fire is offensively better than Ghost, even though they share the same number, since, again, a weakness is more easily exploited by the attacker than a resistance is exploited by the defender. There's also factors like Grass types being immune to powder type attacks and Leech Seed, Fire types being immune to Burn status, Poison types being immune to Poisoned status, and so on. Also, immnunities are better than resistances, but giving immunities a -2 for Defensive and +2 for Offensive seems like too much. Now, without really going into much detail, I'm gonna propose an altered type chart, which will hopefully still make sense. I'll note what changes have been made after the numbers, since I am not actually able to post a type table here. I might upload one if anyone's interested in using it.
Defensive (altered)
Bug: 0 (+4, -4) Resistance to Ground, Weakness to Psychic
Dark: 0 (+3, -3)
Dragon: 1 (+4, -3)
Electric: 0 (+2, -2) Weakness to Electric
Fighting: 0 (+3, -3)
Fire: 2 (+6, -4) Weakness to Dragon
Flying: 1 (+4, -3)
Ghost: 1 (+4, -3) Weakness to Psychic
Grass: 0 (+5, -5) Resistance to Rock
Ground: 0 (+3, -3)
Ice: 0 (+4, -4) Resistance to Fairy, Resistance to Ghost, Resistance to Water
Normal: 0 (+2, -2) Weakness to Dark, Resistance to Psychic
Poison: 1 (+4, -3) No Resistance to Grass, Weakness to Water
Psychic: -1 (+2, -3) Weakness to Normal
Rock: 0 (+4, -4) Resistance to Electric, No Weakness to Ground, No Resistance to Poison
Steel: 6 (+9, -3) No Resistance to Bug, No resistance to Steel
Water: 1 (+4, -3) Weakness to Poison
Fairy: 1 (+4, -3) Weakness to Ghost
Offensive (altered)
Bug: -3 (+3, -6) NE against Steel
Dark: 0 (+3, -3) SE against Normal
Dragon: 0 (+2, -2) SE against Fire
Electric: -1 (+3, -4) SE against Electric, NVE against Rock
Fighting: -1 (+5, -6)
Fire: 0 (+4, -4)
Flying: 0 (+3, -3)
Ghost: 0 (+3, -3) SE against Fairy, NVE against Ice
Grass: -3 (+3, -6) NE against Poison
Ground: 1 (+4, -3) NVE against Bug, NE against Rock
Ice: 0 (+4, -4)
Normal: -3 (+1, -4) SE against Psychic
Poison: -1 (+3, -4) SE against Water, NE against Rock
Psychic: 0 (+4, -4) SE against Ghost, NVE against Normal, SE against Bug
Rock: -1 (+4, -5) NVE against Rock
Steel: 0 (+3, -4) NE against Steel
Water: 0 (+4, -4) SE against Poison, NVE against Ice
Fairy: -1 (+3, -4) NVE against Ice
Uhh... I might've gone a bit overboard with this, but I feel like I've reached a point just before things are starting to make less and less sense to add '^^ Tell me what you think of these changes, and if you would like them to happen or not. Maybe you have your own ideas? I know some might be excessive xD I could've spend some more time on this... but I think this was more than enough for now
-SF
I'm gonna start with giving all 18 types a Defensive and Offensive rating; defensive will gain +1 for a resistance or an immunity and -1 for a weakness. Offensive will gain +1 for Super Effective (SE) and -1 for Not Very Effective (NVE) (Normally Effective = NE). Balancing like this only makes sense when taking into account how many +1's and -1's the types gain, so those'll be noted down as well:
Defensive
Bug: 0 (+3, -3)
Dark: 0 (+3, -3)
Dragon: 1 (+4, -3)
Electric: 2 (+3, -1)
Fighting: 0 (+3, -3)
Fire: 3 (+6, -3)
Flying: 1 (+4, -3)
Ghost: 2 (+4, -2)
Grass: -1 (+4, -5)
Ground: 0 (+3, -3)
Ice: -3 (+1, -4)
Normal: 0 (+1, -1)
Poison: 3 (+5, -2)
Psychic: -1 (+2, -3)
Rock: -1 (+4, -5)
Steel: 8 (+11, -3)
Water: 2 (+4, -2)
Fairy: 2 (+4, -2)
Offensive
Bug: -4 (+3, -7)
Dark: -1 (+2, -3)
Dragon: -1 (+1, -2)
Electric: -2 (+2, -4)
Fighting: -1 (+5, -6)
Fire: 0 (+4, -4)
Flying: 0 (+3, -3)
Ghost: 0 (+2, -2)
Grass: -4 (+3, -7)
Ground: 2 (+5, -3)
Ice: 2 (+6, -4)
Normal: -3 (+0, -3)
Poison: -3 (+2, -5)
Psychic: -1 (+2, -3)
Rock: 1 (+4, -3)
Steel: -1 (+3, -4)
Water: 0 (+3, -3)
Fairy: 0 (+3, -3)
Now, I know these numbers don't mean everything; Poison is a better defensive typing than Fire, even though they share the same number, since a weakness is more easily exploited by the attacker than a resistance is exploited by the defender. Fire is offensively better than Ghost, even though they share the same number, since, again, a weakness is more easily exploited by the attacker than a resistance is exploited by the defender. There's also factors like Grass types being immune to powder type attacks and Leech Seed, Fire types being immune to Burn status, Poison types being immune to Poisoned status, and so on. Also, immnunities are better than resistances, but giving immunities a -2 for Defensive and +2 for Offensive seems like too much. Now, without really going into much detail, I'm gonna propose an altered type chart, which will hopefully still make sense. I'll note what changes have been made after the numbers, since I am not actually able to post a type table here. I might upload one if anyone's interested in using it.
Defensive (altered)
Bug: 0 (+4, -4) Resistance to Ground, Weakness to Psychic
Dark: 0 (+3, -3)
Dragon: 1 (+4, -3)
Electric: 0 (+2, -2) Weakness to Electric
Fighting: 0 (+3, -3)
Fire: 2 (+6, -4) Weakness to Dragon
Flying: 1 (+4, -3)
Ghost: 1 (+4, -3) Weakness to Psychic
Grass: 0 (+5, -5) Resistance to Rock
Ground: 0 (+3, -3)
Ice: 0 (+4, -4) Resistance to Fairy, Resistance to Ghost, Resistance to Water
Normal: 0 (+2, -2) Weakness to Dark, Resistance to Psychic
Poison: 1 (+4, -3) No Resistance to Grass, Weakness to Water
Psychic: -1 (+2, -3) Weakness to Normal
Rock: 0 (+4, -4) Resistance to Electric, No Weakness to Ground, No Resistance to Poison
Steel: 6 (+9, -3) No Resistance to Bug, No resistance to Steel
Water: 1 (+4, -3) Weakness to Poison
Fairy: 1 (+4, -3) Weakness to Ghost
Offensive (altered)
Bug: -3 (+3, -6) NE against Steel
Dark: 0 (+3, -3) SE against Normal
Dragon: 0 (+2, -2) SE against Fire
Electric: -1 (+3, -4) SE against Electric, NVE against Rock
Fighting: -1 (+5, -6)
Fire: 0 (+4, -4)
Flying: 0 (+3, -3)
Ghost: 0 (+3, -3) SE against Fairy, NVE against Ice
Grass: -3 (+3, -6) NE against Poison
Ground: 1 (+4, -3) NVE against Bug, NE against Rock
Ice: 0 (+4, -4)
Normal: -3 (+1, -4) SE against Psychic
Poison: -1 (+3, -4) SE against Water, NE against Rock
Psychic: 0 (+4, -4) SE against Ghost, NVE against Normal, SE against Bug
Rock: -1 (+4, -5) NVE against Rock
Steel: 0 (+3, -4) NE against Steel
Water: 0 (+4, -4) SE against Poison, NVE against Ice
Fairy: -1 (+3, -4) NVE against Ice
Uhh... I might've gone a bit overboard with this, but I feel like I've reached a point just before things are starting to make less and less sense to add '^^ Tell me what you think of these changes, and if you would like them to happen or not. Maybe you have your own ideas? I know some might be excessive xD I could've spend some more time on this... but I think this was more than enough for now
-SF
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New (fake) Ultra Beast + Update
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Coming soon:
Codename: UB-08 Laser
Name: ???
Species: Equatorial Pokémon
Type: Ground / Psychic
Ability: Beast Boost
Height: 1.67m
Weight: 620.0Kg
One of the Ultra Beasts that came from the Ultra Wormhole. It appears to be shaped like a sundial. As it fires off powerful lasers, its normally pitch black lower body glows a bright pink.
Hp: 127
Att: 79
Def: 79
SpA: 149
SpD: 107
Spd: 29
Total: 570
Make of this what you will ;) it will likely not go up today, but I promise you it will be up soon. I am sorry for the lack of
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I honestly haven't done these enough as of late (you can thank the Status Updates for that) but I wanted to shortly talk about something. Even after not having done commissions for a long time, I still very often get asked for them. I am now wondering whether or not I should start them up again, because I feel like I could make a lot of people happy by doing that. There's one reason I stopped doing them though; half the things I got asked to do, I didn't want to do, so if I do start them up again, I'll probably be quite picky with them, I'll likely only do one at a time, and make sure not to clutter my page with only commissions.
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Comments17
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Ice needs a buff for sure, as does Dark. I've always thought that Ice should be SE on Water (which still only has 2 weaknesses) and at the very least resist Water, if not also Flying and Dragon (could leave Grass neutral as it needs all the help it can get). I also think Dark should be SE on Fairy (which is the new OP type like Psychic was in Gen 1) even if Dark remains weak to Fairy. That would be a fair balance, I think.