Saint-type Pokemon
**If you want to read my very wordy explanation of WHY I chose this particular type, scroll down to my "Exposition" well past all the other stuff**
BREAKDOWN
Concept
The Saint-type would be a new type for Pokemon based around the element of "holy" from traditional RPGs.
Theming
Saint-type Pokemon are able to interact with a world beyond our own, whether they hail from it or have become disciplined enough to gain access. Throughout history, they have been used by humans to improve fortunes, provide guidance, or give a connection to realms outside our own. Not all Saint-types are holy beings of light either. While some seem to come to us with a divine purpose, there are others who come from the darker belly of the underworld and use their supernatural powers for ill-gain. Still, some may be neither of these -- just mortal Pokemon who exhibit high levels of saintliness and faith in greater powers. What connects Saint-type Pokemon together is not their origins, but their otherworldly abilities. Saint-types are connected by their shared use of hellish and heavenly energies to do battle, and even moreso connected by their reliance on faith for their power.
Type Matchups
...Super-Effective Against: Dragon, Fairy, Dark
...Not Very Effective Against: Ghost, Bug, Psychic, Poison
-DEFENSIVE
...Weak Against: Dragon, Dark, Psychic
...Resists: Ghost, Steel, Fairy
Saint-type has a complex relationship with its weaknesses, as it is mutually strong against and weak to them. Saints slay dragons (ex. the legend of St. George, pictured above), but they may also die fighting them. Holy beings are also known to vanquish darkness, but the darkness is also their mortal enemy. Psychics are beings who rely on their mental abilities, not faith, for their strength. If you could consider Psychic the "Mind" and Saint the "Soul," you could understand that the mind has some power over beliefs, giving an origin for the advantage Psychic has over Saint both offensively and defensively. Also, Psychic needed another type to hit for SE damage, so this change may buff Psychic in the current meta.
As for its strengths, Saint has simpler relationships. Priests and holy men were often employed to stop "tricksters" and fairies, potentially saving entire villages from a curse, which is why Saint has an advantage of Fairy in all aspects. Plus, Fairy needed another check in this current meta. Metal is a sacred element in Eastern philosophy and retains a strong role in religious practice; hence, Saint would be resistant to Steel.
As for the final three relationships: Ghosts, representing spirits, would be both weak to a religious blessing but also resilient against faith as they also beings "not of this world." Hence, there is a mutual resistance between Saint and Ghosts. Bug, being a type focused on the "hivemind," would have no use for faith, making it resistant to attacks from Saints. Finally, Poison is impure and thus a little tougher than most to influence with the power of a Saint. Both of these also make Bug and Poison a little more defensive in use, which I am 100% on board with.
Pokemon Ideas
One idea for a "basic" Saint-type might be this temple monkey right here, which could fulfill a role as an early game Pokemon who evolves multiple times. |
The story of Buddha meditating underneath a tree until reaching Nirvana gives me an idea for a tree which itself is meditating, a possible Grass/Saint Pokemon in the making. |
Move Ideas
- Searing Light: more powerful Special attack, similar to Fire Blast or Hydro Pump
- Luminous Burst: basic powerful Special attack, similar to TBolt and Ice Beam
- Divine Storm: extremely powerful Special attack, hits both targets, user recharges
- Saintly Chorus: retyped Boomburst with less damage but a chance to cause Sleep
- Gaia Magnade: powerful Physical attack that hits all Pokemon, similar to Equake
- Light Daggers: weaker Physical multi-hit move
- Heaven Sword: powerful Physical attack, works like all other "blade" moves
- Angelic Arrow: mid-power Physical attack, ignores barriers like Reflect or Aurora Veil to deal damage but does not break them
- Righteous Fist: Saint-type punching move (compare to Ice Punch, Thunderpunch...)
- Soul Fist: Saint-type version of Shadow Punch (also never misses)
- Spirit Dance: dancing move that deals light Physical damage and boosts Evasion
- Purifying Water: mid-power Special attack, deals dual Saint and Water damage
- Cleansing Flame: same as above, but dual Saint and Fire
- Smudging Sage: same as above, but dual Saint and Grass
- Wheel of Fire: powerful Special attack that hits both opponents, can cause Burn
- Exorcise: deals massive damage to Ghosts, but has no effect on anything else
- Miracle Move: powerful move that deals dmg with user's higher attacking stat
- Magic Seal: low accuracy and priority, cuts target's HP by 1/2 then forces a switch
- White Aura: protects user's side of field from indirect damage for 5 turns
- Chakra: heals 1/8 max HP on target and cures Poison, Paralysis or Burn
- Hallowed Terrain: 5 turn terrain that increases likelihood of secondary effects
- Consecrate: clears hazards around user and prevents their use while user is out
- Come Back: switches out target and heals incoming Pokemon by 30%, can self target
- Lucent Barrier: high priority, protects user and allies from status effects this turn
- Healing Palms: retyped Heal Pulse but also a contact move
- Beacon: high priority, turns user into a beacon, drawing attacks to them on this turn
- Blessing: non-damaging move that reverses just stat drops into stat boosts
- Angel Whisper: cuts HP by 50%, gives target indefinite Endure effect until activated
- Sacred Chant: sound move that causes target to be more susceptible to crit-hits
- Glorious Guard: increases Def +1 and SpDef +2
- Dispel: inaccurate, removes all stat boosts on the target
- Shining Halo: user slowly restores 1/16 HP at end of each turn
- Inverted Halo: restores 1/8 HP instead, but loses 1PP from random move each turn
- Nirvana: charges, then restores HP by 50%, recovers all PP, and drops each stat -1
- Hand of Fate: extremely powerful Physical attack that has a small chance to OHKO
- Runespell: pulls a rune with 1 of 4 effects: dmg, heavy dmg, Def buff, Att buff
- Offering: sacrifices user but next Pokemon to switch in gets +3 in highest stat
- Z-Move: Otherworldly Gate
New Abilities
- Thaumaturge: special attacks deal physical damage
- Third Eye: ignores type immunities when attacking
- Divine Intervention: activates at low health to boost Att, SpAtt, and Speed +1 each
- Discipline: immune to moves and abilities that work based on gender or trickery (ex. Foul Play, Captivate, Prankster...)
- Sanctum: becomes a vessel of saintliness and boosts power of Saint attacks for all on field
- Exalted: has reached a higher level of holiness, granting immunity to lowered stats
- Malevolent: upon switching in, lowers all opponent's Defense -1
- Martyrdom: lowers opponent's Att and SpAtt -1 when KO'd
Other Things
- Arceus Plate: Chosen Plate
- Silvally Memory: Saint Memory
- Type Boosting Item: Ancient Relic
- Type Boosting Item 2: Old Inscription
- Z-Crystal: Saintnium Z
EXPOSITION
Let's cut to the chase: it's pretty hard to come up with a new type for Pokemon. Dark and Steel being added in Generation II made sense -- they not only covered two elements already evidently missing in Pokemon from Generation I, but we also knew they were being added pretty much from day one. Fairy was a tough sell for Generation VI, considering a lot of people to this day still have mixed feelings about the typing. However, despite how polarizing it became, Fairy-type did decentralize the meta (at the time) and help to better define a few other types who needed attention; Fairy gave Steel a reason to use attacking moves, Poison a boost in usage, and the gift of better outlined designs for Psychic and Normal types. Whether Fairy actually is well defined itself is up for debate (not quite sure how a set of living keys, an aquatic moon rabbit and a nature deity are all of the same type that fights with "moon magic" and kisses, but I digress). Currently, there are 18 types in Pokemon, and all of them (to one extent or another) cover your base elements in fantasy RPGs. Is there really room for something else?
I'm going to argue that there is, and in fact it's quite simple. Let me explain a little of my rationale here.
Dungeons & Dragons, Final Fantasy, World of Warcraft... the "classic" RPGs all use similar theming for magic elements. Fire, Air, Earth and Water are the ones everyone knows, but you also get a healthy dose of abilities that may be other elements or "magic classes" such as Nature, Ether, Arcane, Psionic, Void, Darkness, etc. All of these have analogues to Pokemon types, as you can probably tell. And you would also be able to find similar trends or precedent for the more esoteric types like Dragon, Steel, Fighting, Fairy, Ghost or Bug; for example, Metal is an element in traditional Eastern mysticism, and classes of just dragon or insect monsters are a popular trope in Japanese monster battling games. My point is, none of the existing types in Pokemon come from "nowhere."
So, working backwards, what is the one "common element" we see in fantasy that is NOT currently in Pokemon? Light, or better put Holy. But let's not call it either of those. Let's call it Saint-type.
The Saint-type could best be defined as a type that focuses on sacred arts, such as meditation, prayer, hymns, and so forth. It would not be reliant entirely on "holy," but it would be best described as the Pokemon equivalent.
If we're also being completely honest here, back when there were rumors about Fairy-type being added in Pokemon XY, there were similar rumors about a new Saint-type being added to the games. Personally, this excited me more than the fairies, but we all know how history turned out. So, for me, this is sort of my way of vindicating my feelings about the Fairy-type being real and how cool it was, for that brief moment in time, to think it wasn't going to be the only new type in Generation VI.
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