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Overwatch with Pokemon Types

Features
In this gamemode you will be given a random type from Pokémon. With the default settings this will give you several passives as well. The type you are dictates how much damage you do to others. For the sake of the attacker, you attacks will be the type that deals the most damage. So if you are Fire/Ghost and are attacking a Normal/Grass type you will deal double damage instead of Zero damage. Every instance of damage also has the chance to be critical for double the damage.
Found in the Workshop settings is the option to have a max of three types instead of the usaul two.


Normal Type

Passive: You have an additional 75 hit points health.
Rest - If you stand still for 3 seconds, you will begin to 'Rest.' This reduces your active cooldowns by 2 seconds and heals you 35 hit points every second while resting.
Protect - By clicking the interact button, you become phased out and unable to perform any actions for 2 seconds. This has a cooldown of 8 seconds.

"Normal type in the main game is a base. You came here for fun damage and not to be playing normal Overwatch. So I added normal-type moves that may help you. With the 75 additional health you might be able to hold out another second against fighting types. The only point of controversy I see is binding a bonus to interact, without reading you will most likely not know about Protect."


Fire Type

Passive: You heal for 30 and gain a 2% speed bonus every second while on fire.
Status: Burn - Whenever you deal damage, there's a 2% chance to burn your enemy. While burned their damage is halved and takes 15 damage per second for 5 seconds. {Cannot burn other fire types}
Blaze - You deal an additional 50% more damage when below 40% health. You also catch on fire.

"Ah Fire, the glass cannon. The attributes I settled on were all to increase your lethailty, even though offensively your type is already covered. P.s. I know Blaze should be 33% but I just feel that in this mode where you can explode if unlucky a 7% increased threshold is not a war crime."


Water Type

Passive: 10% Bonus to Movement.
Aqua Ring - You heal for 50 over 5 seconds whenever you use any of your abilities.
Splash - You deal 33% splash damage to people who are within 4 meters of your victim.

"Water types have a load of speed-altering and priority moves, so I wanted them to be faster. And where fire is offensively strong, the water type is very good for defense. I added splash damage first as a joke about splash, but then found that was the most enjoyable part. While testing, I never had a problem with water. Will add a more water themed passive eventually"


Electric Type

Passive: You passively gain ultimate charge. {2% every 2 seconds}
Status: Paralysis - 1.7% chance to stun enemies when you damage them. {Cannot Stun Ground types or other Electric types}
Discharge - Whenever you reload, if an enemy is within 3 meters, they get stunned. {Will not activate if the closest enemy is Electric or Ground type}

"Being given the ability to stun is quite strong. So I couldn't give them anything else too strong. I decided with an electric cherry effect and more ultimate charge to give it a really offensive feel."


Grass Type

Passive: You heal 3 hitpoints a second.
Sleep Powder - A 1.25% to put an enemy to sleep. {Does not affect other Grass Types}
Solar Beam - Most W.I.P. atm. Crouch to charge power. When you uncrouch you release a damaging ball.

"Still working out the kinks with this one. Move along."


Ice Type

Passive: You spawn in with 100 temporary armor points. And a quick recover if you are frozen.
Status: Frozen - 1% to freeze the enemy you damaged for 3 seconds. {Ice types are immune to this}
Hail - Enemies within 10 meters of you take 1/16 of their health in damage every 3 seconds For Arceus sake, it has a 0.03% chance to freeze for 1.25 seconds. {Ice types are immune to this.}

"I love their typing in-game even though they are defensively poo-poo. So the possible freeze was easy. Fun to freeze people except the fact you fall over faster than a house of cards. I gave you a temp 100 armor out the get-go so you can survive the gust of wind while leaving spawn."


Fighting Type

Passive: You deal 275% knockback.
Power-Up Punch - When you deal damage, you gain +1 ammo. {This bonus does not apply to all heroes; some guns really glitch out.}
Counter - Whenever you take damage, you store that damage. Whenever you melee someone, you release all the stored damage. Yes, this applies to Rein and Brig. Also yes, they are scary.

"Honestly, this one I had fun with. Yes, 275% is too much; yes, counter just gaining more and more damage with no reduction isn't fair. But it is very fun. Last time I checked, meleeing people in a mode where they can one-tap you isn't a good idea. Not balanced maybe in isolation, but against an algorithm that deems a crit-induced 4x was more than your current HP. Yup. Power-Up punch is fun for the characters it is enabled for. Sorry, for those who needed it disabled. Mostly beam characters or semi autos. It turns they're gun into a single fire what sucks!"


Poison Type

Passive: Deals 20% less Damage. However your damage now appiles a damage over time for 5% of your orignal damage for 5 seconds.
Status: Poison - Whenever you damage someone, there is a chance for them to become poisoned. {Poison and Steel types are immune to Poison.}
Poison Point - Chance to poison anyone that damages you.

"Bias out of the way, in-game Poison is my favorite. I really, and I mean REALLY, wanted damage over time. The hit markers are what I wanted. Since they are a one trick pony in this mode I apologize to fellow poison lovers. Plus the poison prevents the natural health regen."


Ground Type

Passive: You are 10% more affected by gravity. You are unaffected by knockback.
Bulldoze - You deal 40 damage and knock back anyone who gets within 2.5 meters.
Fissure - A tiny chance to one shot. We love gambling! {Flying types are immune}

"Bulldoze is very fun, and being knockback immune is a middle finger to a fighting type. Just rolled an Ice/Ground and felt overpowered. Good stuff..."


Flying Type

Passive: You are 25% faster and 25% less affected by gravity. You also heal 1 health per second on the ground.
Tailwind - When you use your Ultmate you gain a 100% speed boost for 8 seconds.
Fly - Super simple. Hold jump while crouched and get launched into the air.

"I also felt bad for not having ideas for flying. Yet I also enjoyed the speed and less gravity. So I added some filler to make it more."


Psychic Type

Passive: You have an additional 50 hit points in the form of shields. After you use an ability, it reduces its cooldown by 33%.
Disable - 2% chance when you damage someone they become hacked for 4 seconds. {Psychics are immune to this.}
Trace - While using your ultimate, you and your team are informed where the enemies are.

"The Psychics are eating good. Hacks are strong, and everyone loves shorter cooldowns, so who is to complain? Well, the other types would. If I were to edit this further I would just say this type did not shrink from the previous patch... Note to self the passive seems to give Tracer unlimited blinks... Please nerf?"


Bug Type

Passive: You are 20% smaller, 10% less affected by gravity, and 5% faster. With Lifesteal.
String Shot - When you damage someone, if they are faster than you, you will root them down for 2 seconds. With a 12 second cooldown.
Harden - When you use your ultimate, you gain 300 non-recoverable armor.

"This one is a W. I swear, when you take in the weaknesses and your offensive prowess, these attributes are in your favor. I believe I was bug-fighting, and I felt unstoppable. Regardless, this is fun. You will have fun. Might be just me but with all these damage numbers flying about, I think I was sqaushed too many times..."


Rock Type

Passive: You gain 2% max health every 4 seconds you are alive. And there is a random Sandstorm.
Stealth Rock - Anyone with full health takes 30 damage when they damage you.
Smack Down - Whenever you damage someone, they are pushed downwards.

"You you played the previous verisons this type got gutted. I am sorry. But atleast now I can add abilites... So... I added some intresting bonuses. Gonna be frank, I can't get that sandstorm the right color. "


Ghost Type

Passive: You do not have collision with other players. Gain 1% to speed, damage, and healing based on the amount of deaths you have.
Dream Eater - If you approach a sleeping enemy, you will kill them instantly and heal 500 hit points .{unless they are unkillable or are a Normal type}
Spite - A 2% chance that when you damage an enemy, their current clip of ammo will deplete. {Unless they are a Normal type}

"Ghosts are really cool. To try to express that in Overwatch was something. Going through walls would be pushing it, so I settled with only players. Alright, spite the move that usually lowers PP, except in this it is super strong against some and useless against others. Now I do not know about you, but those are some underused moves in the games, and I was pretty happy to apply them here. In testing, this type has gotten me excited for either the glory of Grass/Ghost for sleep powder and dream eater or being Ana. One hit KO, Is all I can say."


Dragon Type

Passive: You are 20% larger and you also deal 5% more damage.
Dragon Dance - Emote to get 20% speed boost, 10% ultimate charge, and 10% damage boost. For 15 seconds with a 22 second cooldown.
Dragon Breath - Whenever you deal damage, you deal an additional flat 5 damage. {Fairy types are immune}

"I think I can take this type further. SInce right now I am not liking it when I roll it. *Lip smacks In due time."*


Dark Type

Passive: Does not have a player outline.
Sucker Punch - 15 seconds cooldown for when you damage someone while they are using an ability; you knock them down for 1 second, damage for 45, and slightly push them backwards. {Dark types are immune}
Moxie - After dealing the final blow on an enemy, your cooldowns reset, your ammo refills, and you get a +10% speed boost and a 10% damage boost for 10 seconds.

"This type is just the rich gets richer. And whenever I get a kill, I still try to reload. This type I can keep giving more things to. They just write themselves. Like I am sure there is a old Thief ability toggled off in the Dark Type Moves Rule. Eh what do I know."


Steel Type

Passive: You have an additional 25 hit points in the form of armor. 20% reduced knockback and 5% slower.
Iron Barbs - Whenever you take damage, deal 5 damage back. {Steel types are immune}.
Heavy Slam - Land on an enemy and deal 175 damage. Has a 5 second cooldown.

"Ah Steel types. In my first verison truly a gem. Having two steel types hit each other and then iron barbs repeating indifently until one dies. Truly an era. Truley the best part of this type is the immunity to Iron barbs and poison. Cheif's Kiss."


Fairy Type

Passive: You deal double the healing, and you are 5% smaller.
Cute Charm - If someone damages you within 8 meters, they lose 5% damage for 5 seconds.
Nature's Madness - ...Anyone you damage during your ultimate loses half their current health.

"They have grown on me. Like a parasite."

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