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Sound Type Ideas and Concepts

MehIDKMan

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So, I'm very interested in the competitive part of pokemon (whether I'm good at it or not is a different question.) And naturally, different types will be better or worse than others. Dragon was overpowered due to hitting everything but itself and steel for neutral, and of course, it hit dragon for super-effective. This resulted in the fairy typing, but fairy's weaknesses- steel and poison- are not exactly strong offensive types in their own right, and their most common use is on dragon types as coverage. So, I decided to try my hand at making a Sound type, to create a more offensively oriented counter to fairies.

Sound Type
super effective on fairy, flying, water
weak to electric, fire, ghost
resist sound, fairy, flying, water,
resisted by sound, electric, fire, ghost
extra STAB sound moves bypass substitute

Known Sound Type Pokemon * (may = 10%, greater = 30%, likely 60%
  1. Wholely Reclassified Sound Types (monotypes)
    1. Exploud line (whismurr, loudred, exploud)
    2. Chimecho line (chingling, chimecho)
    3. Audino
  2. Reclassified dual-types
    1. Chatot (flying/sound)
    2. Wigglytuff line (fairy/sound)
    3. Maractus (grass/sound)
    4. Noibat/Noivern (dragon/sound)
    5. bronzor/bronzong (sound/steel)
    6. Kling/klang/klinklang (steel/sound)
    7. voltorb/electrode (sound/electric)
    8. vibrava/flygon (sound/dragon)
    9. misdreavus (sound/ghost, regional evolution)
    10. roggenrola/boldore/gigalith (sound/rock)
    11. tympole/palpitoad/seisitoad (water/sound)
    12. litleo/pyroar (fire/sound)
    13. hakamo-o/kommo-o (sound/fighting)
    14. Toxtricity (sound/poison)

Sound Type Moves
  1. Newly Categorized Offensive Moves
    1. Shriek
      1. Special
      2. 40 bp
      3. May cause flinching (10%)
    2. Clamor
      1. Special
      2. 60 bp
      3. May cause flinching
    3. Sonorous Blast
      1. Special
      2. 90 bp
      3. May cause flinching
    4. Hypersonic Blast
      1. Special
      2. 120 bp
      3. Greater Flinch chance (30%)
      4. Recharge turn
    5. Pulsing Audio
      1. Special
      2. 95 bp
      3. May cause flinching
      4. Effected by bulletproof
    6. Surround Sound
      1. Special
      2. 90 bp
      3. Spread move (hits ally)
      4. May cause flinching
    7. High-Pitch
      1. Special
      2. 65 bp
    8. Deafening Roar
      1. Special
      2. 80 bp
      3. May reduce special defense
    9. Alarming Barrage
      1. Physical
      2. 65 bp
      3. Wakes up sleeping pokemon
      4. Double damage on sleeping pokemon
    10. Sonic Burst
      1. Physical
      2. 40 bp
      3. +1 Priority
    11. Accoustics
      1. Physical
      2. 70 bp
      3. Next non-Accoustics sound move does 1.2 damage
    12. Defeaning Assault
      1. Physical
      2. 80 BP
      3. May lower defense
    13. High-Freqency
      1. Phsyical
      2. 50 bp
      3. Higher critical rate (⅛)
  2. Reclassified offensive moves
    1. Astonish
    2. Hyper voice
    3. Disarming voice
    4. Echoed Voice
    5. Boomburst
    6. Mach punch
    7. Chatter
    8. Clanging scales
    9. Uproar
    10. Overdrive
    11. Snarl
    12. Snore
    13. Round
  3. Newly Classified Status Moves
    1. Amplify
      1. Boosts user’s special attack by +1 stage
    2. Serenade
      1. Infatuates the target
      2. 90% accuracy
    3. Surprise Volume
      1. Causes the target to flinch
      2. 80% accuracy
    4. Secretive Whisper
      1. Lower’s the target’s special defense
    5. Throwing Voice
      1. Confuses the target
      2. 95% accuracy
    6. Insulation
      1. Boosts users’s special defense
      2. During double battles, also boosts ally’s special defense
  4. Reclassified Status Moves
    1. Perish song
    2. Screech
    3. Sing
    4. Roar
    5. Noble roar
    6. Clangorous soul
    7. Parting Shot
    8. Supersonic
  5. Sound Z Moves
    1. Damaging variety: Hypersonic Breakdown
    2. Status Variety
      1. Z-Amplify
        1. Boosts special attack by 2 stages, speed by 1
      2. Z-Serenade
        1. Confuses and Infatuates the target
      3. Z-Suprise Volume
        1. Paralyze the target
      4. Z-Secretive Whisper
        1. +1 to the user's special attack
      5. Z-Throwing Voice
        1. Boost’s user’s evasion by 1 stages
      6. Z-insulation
        1. Protects the users’s team from attacks
Abilities associated with Sound Type Pokemon
  1. New Abilities
    1. Raised Volume
      1. Raises sound type moves in a pinch
    2. Reverberation
      1. All sound moves do spread damage
    3. White Noise
      1. Stats can’t be lowered
    4. Recording
      1. Immune to sound moves
      2. Boost special attack when hit by sound move
    5. War Cry
      1. Lowers opponents speed when enters battle
  2. Old abilities common to sound types
    1. Soundproof
    2. Punk-rock
    3. Insomnia
    4. Own tempo
    5. Telepathy
Items associated with sound types
  1. Charged Speaker
    1. Boosts sound type moves by 20%
  2. Sound Gem
    1. Boosts first sound move by 50%
  3. Soundinium Z
    1. Allows user access to Sound Z moves
  4. Sound Memory
    1. Changes the type of a pokemon with RKS System to sound, as well as Multi-Attack
  5. Auditory Plate
    1. Boosts sound moves by 1.2
    2. Changes Arceus and Judgement to Sound Type
  6. Chocilla Berry
    1. Reduces the damage of an incoming sound-type move

So, what's the rationale for this design?
Well, sound is already a category of move in pokemon, similar to slashing moves or biting moves, but I figured it interacted differently enough to actually justify being made into another type, and it seemed less redundant than say, light, or magic. Space was also considered, but i see psychic as having a good number of those themselves and i feel it's tied to psychic's identity as a type.

sound moves already bypass substitute, probably by reverberation, but i limited this to stab for balance

Why is it super-effective to what it is?
Well, like i said, it exists to weaken fairy. But Water and Flying are because sound, being an energization of air particles travels decently well through both of those types.

Why is it weak to those types?
Electric and Fire are the other 'energy types,' so to speak, and being not-matter, they don't conduct sound well- hence the resistances. But importantly, they also disrupt sound to some degree. electricity is known to warp sound waves, and fire, by proxy of heat, can excite and warp these things. Ghost is because it's also not-matter, and because ghosts are "known" to create eerie and ethereal sounds, as well as screw with that sort of equipment.
 
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