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. Spoiler: Sound Type DetailsSound 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%
Wholely Reclassified Sound Types (monotypes)
Exploud line (whismurr, loudred, exploud)
Chimecho line (chingling, chimecho)
Audino
Reclassified dual-types
Chatot (flying/sound)
Wigglytuff line (fairy/sound)
Maractus (grass/sound)
Noibat/Noivern (dragon/sound)
bronzor/bronzong (sound/steel)
Kling/klang/klinklang (steel/sound)
voltorb/electrode (sound/electric)
vibrava/flygon (sound/dragon)
misdreavus (sound/ghost, regional evolution)
roggenrola/boldore/gigalith (sound/rock)
tympole/palpitoad/seisitoad (water/sound)
litleo/pyroar (fire/sound)
hakamo-o/kommo-o (sound/fighting)
Toxtricity (sound/poison)
Sound Type Moves
Newly Categorized Offensive Moves
Shriek
Special
40 bp
May cause flinching (10%)
Clamor
Special
60 bp
May cause flinching
Sonorous Blast
Special
90 bp
May cause flinching
Hypersonic Blast
Special
120 bp
Greater Flinch chance (30%)
Recharge turn
Pulsing Audio
Special
95 bp
May cause flinching
Effected by bulletproof
Surround Sound
Special
90 bp
Spread move (hits ally)
May cause flinching
High-Pitch
Special
65 bp
Deafening Roar
Special
80 bp
May reduce special defense
Alarming Barrage
Physical
65 bp
Wakes up sleeping pokemon
Double damage on sleeping pokemon
Sonic Burst
Physical
40 bp
+1 Priority
Accoustics
Physical
70 bp
Next non-Accoustics sound move does 1.2 damage
Defeaning Assault
Physical
80 BP
May lower defense
High-Freqency
Phsyical
50 bp
Higher critical rate (⅛)
Reclassified offensive moves
Astonish
Hyper voice
Disarming voice
Echoed Voice
Boomburst
Mach punch
Chatter
Clanging scales
Uproar
Overdrive
Snarl
Snore
Round
Newly Classified Status Moves
Amplify
Boosts user’s special attack by +1 stage
Serenade
Infatuates the target
90% accuracy
Surprise Volume
Causes the target to flinch
80% accuracy
Secretive Whisper
Lower’s the target’s special defense
Throwing Voice
Confuses the target
95% accuracy
Insulation
Boosts users’s special defense
During double battles, also boosts ally’s special defense
Reclassified Status Moves
Perish song
Screech
Sing
Roar
Noble roar
Clangorous soul
Parting Shot
Supersonic
Sound Z Moves
Damaging variety: Hypersonic Breakdown
Status Variety
Z-Amplify
Boosts special attack by 2 stages, speed by 1
Z-Serenade
Confuses and Infatuates the target
Z-Suprise Volume
Paralyze the target
Z-Secretive Whisper
+1 to the user's special attack
Z-Throwing Voice
Boost’s user’s evasion by 1 stages
Z-insulation
Protects the users’s team from attacks
Abilities associated with Sound Type Pokemon
New Abilities
Raised Volume
Raises sound type moves in a pinch
Reverberation
All sound moves do spread damage
White Noise
Stats can’t be lowered
Recording
Immune to sound moves
Boost special attack when hit by sound move
War Cry
Lowers opponents speed when enters battle
Old abilities common to sound types
Soundproof
Punk-rock
Insomnia
Own tempo
Telepathy
Items associated with sound types
Charged Speaker
Boosts sound type moves by 20%
Sound Gem
Boosts first sound move by 50%
Soundinium Z
Allows user access to Sound Z moves
Sound Memory
Changes the type of a pokemon with RKS System to sound, as well as Multi-Attack
Auditory Plate
Boosts sound moves by 1.2
Changes Arceus and Judgement to Sound Type
Chocilla Berry
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.