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rhydonphilip

Move, ability and item buffs(gen9+)

Jan 23rd, 2023 (edited)
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  1. Notation rulings;
  2. : between the move and the description
  3. ( ) part of the moves description.
  4. < > notation explaining a mechanic, idea by x person, or my written down distaste for how poorly something works.
  5.  
  6. Items:
  7. ---------------------------------------------------------------------------------------------------------------------------------------
  8. - Adrenaline Orb: If the holder is affected by Intimidate, it consumes the Adrenaline Orb and its Speed is increased by one stage.
  9. => The holder boosts Speed by 1 stage each time it is affected by an opposing stat dropping ability. (No longer consumed)
  10.  
  11. - Enigma Berry: Restores 1/4 max HP after holder is hit by a super effective move. Single use. => Restores 1/3 max HP
  12. <typically available later in the gen>
  13.  
  14. - Big Root: Holder gains 1.3x HP from draining/Aqua Ring/Ingrain/Leech Seed/Strength Sap. => 1.4x.
  15. <Current recovery does not outmatch leftovers for Aqua Ring/Ingrain/Leech or provide a damage boost for Draining moves or utility to pair with Strength Sap. Even a boosting item for draining moves, say Miracle Seed gives near equal recovery by notion of more damage for moves like Giga Drain.>
  16.  
  17. - Wide Lens: The accuracy of attacks by the holder is 1.1x. => Increases the users accuracy by 10%
  18.  
  19. - Zoom Lens: The accuracy of attacks by the holder is 1.2x if it moves after its target. => Increases the users accuracy by 20% if it moves after its target.
  20.  
  21. - Cell Battery/Snow Ball/Luminous Moss/Absorb Bulb: Raises <x> if hit by an <x>-type move. => Make these items trigger BEFORE the ability, making them able to synergize with Water Absorb, Dry Skin, Storm Drain, Lighting Rod.
  22.  
  23. - Shell Bell: Whenever the Pokémon holding it deals damage with a move, it restores HP equal to 1/8 of the damage dealt => 1/6
  24. <making leftovers obtainable at later levels in-game would already fix this item. As it stands, it is obtained 1 gym before Leftovers or AFTER, creating no instance its recovery outdoes leftovers by a margin beyond 2%(aka 1HP at that level).>
  25.  
  26. - Sticky Barb: At the end of the turn, the Sticky Barb damages the holder by 12.5% of its maximum HP each turn. If a Pokémon with no held item hits a Pokémon holding a Sticky Barb with a contact move, including Knock Off, the Sticky Barb will transfer to the Pokémon that used the move. => damages the holder equal to 1/7 of its maximum HP.
  27.  
  28. - Binding Band: Holder's partial-trapping moves deal 1/6 max HP per turn instead of 1/8. => In addition, holder's partial-trapping moves now always last 7 turns. <Grip Claw has this effect, preferably the items would become 1 item, mentioned by Wolf Glick>
  29.  
  30. - Float Stone: Halves the users weight. => The user weight is divided by 4, and increase the users speed by 1. <Idea from Pokemon Unite. Just the speed increase alone of 1 singular point, is enough to be used on base 100 pokemon to avoid speed ties.>
  31.  
  32. - Lucky Punch: If held by a Chansey, its critical hit ratio is raised by 2 stages. => If held by a Chansey or Blissey, its critical hit ratio is raised by 3 stages. <Just remove it like Flying Gem and Beserker Gene>
  33.  
  34. - Punching Glove: Holder's punch-based attacks have 1.1x power and do not make contact. => 1.2x
  35.  
  36.  
  37. Buff for Moves:
  38. ---------------------------------------------------------------------------------------------------------------------------------------
  39. - Triple Kick: 10 base power, 90% accuracy, 16 PP => 20 base power <Mirrors Triple Axel>
  40.  
  41. - Poison Sting: 15 base power, 100% accuracy, 35PP, 20% chance to poison => 30 base power, 50% chance to poison <Legend of Arceus buff>
  42.  
  43. - Mud slap: 20 base power, 100% accuracy, 10PP, lowers opponents accuracy by 1. => 30 base power <Legend of Arceus buff>
  44.  
  45. - Absorb: 20 base power, 100%, 25PP, 50% of the damage dealt to the target is restored to the user as HP. => 30 base power <Legend of Arceus buff>
  46.  
  47. - Smog: 30 base power, 70% accuracy, 20 PP, 40% to poison => 40 base power, 90% accuracy, 50% chance to poison <mirroring Poison Fang's poison chance.>
  48.  
  49. - Mega Drain: 40 base power, 100% accuracy, 15PP, 50% of the damage dealt to the target is restored to the user as HP => 55 base power <Bridges Legend of Arceus buffed Absorb and Giga Drain>
  50.  
  51. - Charge Beam: 50 base power, 90% accuracy, 10 PP, 70% chance to rise the user's Special Attack => 100% chance to rise special attack. <matching up to Power-Up-Punch>
  52.  
  53. - Poison Fang: 50 base power, 100% accuracy, 15PP, 50% chance to badly poison the opponent. => 60 base power
  54.  
  55. - Poison Tail: 50 base power, 100% accuracy, 25PP, High critical hit ratio. 10% chance to poison the opponent. => 60 base power
  56.  
  57. - Bug Bite: 60 base power, 100% accuracy, 32 PP. User steals and eats the target's Berry. => 1.5x damage if foe holds a berry.
  58. - Pluck: 60 base power, 100% accuracy, 32 PP. User steals and eats the target's Berry. => 1.5x damage if foe holds a berry.
  59. - Incinerate: 60 base power, 100% accuracy, 15PP, Destroys the target's held berry. => 20PP(32max), 1.5x damage if foe(s) hold a berry. Destroys the taret's held berry. <All 3 to Mirror Knock Off's damage boosting effect>
  60.  
  61. - Dragon Breath: 60 base power, 100% accuracy, 20PP. 30% chance to paralyze the target. => 70 base power
  62.  
  63. - Frost Breath: 60 base power, 90% accuracy, 10PP, always results in a critical hit. => 100% accuracy <mirror Storm Throw>
  64.  
  65. - Water Pulse: 60 base power, 100% accuracy, 20PP, 20% chance to confuse the target. => --%, 24PP <Legend of Arceus buff>
  66.  
  67. - Shadow Punch: 60 base power, --% accuracy, 32 PP => 75 base power <Mirrors other punch moves rather than other --% moves, --% moves now a days reached 70-90 base anyways>
  68.  
  69. - Shock Wave: 60 base power, --%, accuracy, 20 PP(32 max) May affect anyone adjacent to the user => Affects all adjacent foes, but not allies
  70.  
  71. - Bubble Beam: 65 base power, 100% accuracy, 20PP, 10% chance to lower the opponent's Speed. => 100% chance to lower the opponents speed <mirrors Low Sweep and Chatter>
  72.  
  73. - Fire Fang/Thunder Fang/Ice Fang: 65 base power, 95% accuracy, 15PP, 10% to Burn/Paralyse/Freeze and/or 10% to Flinch the opponent. => 75 base power.
  74.  
  75. - Octazooka: 65 base power, 85% accuracy, 10PP, 50% chance to drop the opponents accuracy. => 100% chance to drop the opponents accuracy. Pulse Move, 15PP <Mirrors Mud shot/Mud Bomb>
  76.  
  77. - Venoshock: 65 base power, 100% accuracy, 10PP, Power doubles if the target is poisoned. => 70 base power <Legend of Arceus buff>
  78.  
  79. - Brine: 65 Base power, 100% accuracy, doubles power if the opponent is below half health. => 70 base power
  80.  
  81. - Parabolic Charge: 65 base power, 100% accuracy, 32 PP, recovers 50% of the damage dealt. => 80 base power, 10PP
  82.  
  83. - Skitter Smack: 70 base power, 90% accuracy, 10PP, 100% chance to lower target's Sp. Atk by 1. => 80 base power
  84.  
  85. - Smart Strike: 70 base power, --% accuracy, 20PP => High Crit ratio. Slicing Move
  86.  
  87. - Mist Ball/Luster Purge: 70 Base power, 100% accuracy, 5PP, 50% chance to drop the opponents Special Attack/Special Defense. => 70 Base Power, 100% chance to drop the opponents Special Attack/Special Defense. <Mirrors Trop Kick> <Legendary signatures would be 80 base power at minimum now a days but that's too much for these effects on the Lati twins.>
  88.  
  89. - Trop Kick: 70 Base Power => 80 Base Power <Mirrors Grav Apple, Apple Acid, Drum Beating, Fire Lash and Lunge.. why is it the sole stand-out>
  90.  
  91. - Night Slash: 70 Base power, 100% accuracy, 15PP, High Crit chance ratio. => 20 PP <Mirrors Psycho Cut>
  92.  
  93. - Crush Claw: 75 Base power, 95% accuracy, 10PP, 50% chance to drop the opponents Defense. => 100% chance to drop the opponents Defense.
  94.  
  95. - Razor Shell: 75 Base power, 95% accuracy, 10PP, 50% chance to drop the opponents Defense. => 100% chance to drop the opponents Defense. <Needed since Liquidation became common. The sole level based issue is the Oshawott-line which got this super early anyways, bumped up to level 35(Oshawott), 46(Samurott) would be fitting>
  96.  
  97. - Giga Drain/Horn Leech: 75 base power, 100%, 10PP, 50% recovery of the damage dealth to the target => 80 base power
  98. <matches Leech Life>
  99.  
  100. - Dark Pulse: 80 Base power, 100% accuracy, 15PP, 20% to flinch => --% accuracy <Legend of Arceus buff>
  101.  
  102. - Drill Pick: 80 base power, 100%, 20PP (contact move) => increased critical hit ratio.
  103.  
  104. - Drill Run: 80 base power, 95% accuracy, 10PP, increased chance to crit (contact move) => 85 base power
  105.  
  106. - Slam: 80 base power, 75% accuracy, 32PP => 85% accuracy <Idea from Radical Red>
  107.  
  108. - False Surrdender: 80 base power, --%, 10 PP => 85 base power, 15PP.
  109. <90 mirror Sacred Sword. As it stands it's a worse Darkest Lariath as that also ignores opposing Evasion increases but also opposing Defensive boosts. Only Accuracy drops against the user, Bright Powder/Sand Veil/Snow Cloak's evasion would differentiate it form Darkest Lariath.>
  110.  
  111. - Mega Punch: 80 Base power, 85% accuracy, 20 PP => 110 base Power if keeping return/frustration; 100 without return/frustration
  112. <I made this list before Return/Frustration got announced to be removed so its even a nicely aged perspective that even back than, the buff of +20 base was needed. Body Slam since gen 1 has been common at 85 base, 100% acc, 30% paralysis. Not all moves need to be competitive, but except for gen 1 where you obtain it before level 20, it's never used by anyone or any pokemon. They even increased the level on pokemon like Golurk to learn it from 21 to 32 as if its was a 90 base 90% acc move like Aqua Tail, which it isn't.>
  113.  
  114. - Power Gem: 80 base power, 100%, 20 PP => 85 base power, 100%, 20PP, 20% chance to lower the target's Attack by 1. <Based on Smogon introduced move Paleo Wave from gen 5, an established power special rock move, even back THEN>
  115.  
  116. - X-scissor: 80 base power, 100% accuracy, 15PP. => Increased critical hit ratio. <Mirror Attack Order>
  117.  
  118. - Dragon Pulse: 85 Base power, 100% accuracy => --% accuracy <Legend of Arceus buff>
  119.  
  120. - Sparkling Aria: 90 base power, 100% accuracy, 10PP, cures Burn. => 95 base power
  121.  
  122. - Uproar: 90 base power, 100% accuracy, 10PP, continues for 3 turns, prevents sleep. => 100 base power
  123.  
  124. - Wild Charge: 90 base power, 100%, 15PP, 1/4 recoil => 95 base power, 100%, 15PP, 1/4 recoil <or stop making Volt Tackle one of the multiple exclusive moves for Pikachu, in which case this move would be fine and balanced.>
  125.  
  126. - Dragon Rush: 100 base power, 75% accuracy, 10PP, 20% chance to Flinch the opponent. => 80% accuracy.
  127.  
  128. - Iron Tail: 100 base power, 75% accuracy, 15PP, 10% chance to drop the opponents Defense. => 80% accuracy.
  129.  
  130. - Cross Chop: 100 base power, 80% accuracy, 5-8PP, increased critical hit ratio => 85% accuracy <This change would still be worth it after the suggested Close Combat Nerf. Averages to 85 before buff, and 90.3 basepower after chance to miss / crit accounted at 1 crit stage. For reference Fire Blast is 93,5 ignoring Burn chance and as a strongest/most accurate generic move. While Cross Chop is rare.>
  131.  
  132. - Hydro Pump: 110 base power, 80% accuracy, 5PP => 85% accuracy <this was needed since gen 5> <Legend of Arceus Buff>
  133.  
  134. - Belch: 120 base power, 90% accuracy, 10PP, cannot be selected until the user eats a Berry. => 130 base power, 100% accuracy
  135.  
  136. - Mega Kick: 120 base power, 75% accuracy, 5PP => 80% accuracy
  137.  
  138. - Electro ball:
  139. Target Speed Basepower
  140. More than 100%, or 0 40
  141. 50.01% - 100% 60
  142. 33.34% - 50% 80
  143. 25.01% - 33.33% 120
  144. 0.01% - 25% 150
  145. =>
  146. More than 100%, or 0 40
  147. 66.67% - 100% 60
  148. 50.01% - 66.66% 80
  149. 33.34% - 50% 110
  150. 0.01% - 33% 150
  151. <The scaling of this move is so exceptionally bad, 252 speed ev Regieleki(200 base speed) doesn't consistently out do Thunderbolt with this, as it does 80 base vs 65 base speed pokemon with only 4 base speed investment or 74 base speed with + nature. Even a tailwind boosted Jolteon/Tapu Koko wouldn't get above 80 basepower vs 71 base speed(at level 100, 70 base at level 50) with 252+ ev's. And for a more fair perspective, Tapu Koko/Jolteon can't do above 80 base against a 0 ev 50 base speed Chansey. However with this buff, Nerfing Regieleki to 1.3x might be needed and is the lesser of the evils as it allow the move to be viable for all Electric-types and changing it from early game to a mid-game move with Regieleki as high-high end exception, retaining its possition.>
  152.  
  153. - Aromatic Mist: Raises an ally's Sp. Def by 1. => Raises an ally's Sp. Def by 2 | OR | Raises an ally's Sp. Def by 1 and guards them of Taunt, Torment, Encore, Disable, Cursed Body, Heal Block, and infatuation for the remainder of the turn. (all ally's for triples). <1 turn Aroma Veil>
  154.  
  155. - Aqua Ring: User recovers 1/16 max HP per turn. => 1/8 max HP per turn, can't be baton passed.
  156.  
  157. - Gastro Acid: Nullifies the target's Ability. => Can't be magic bounced and bypasses protect.
  158.  
  159. - Gear Up: Raises Atk, Sp. Atk of allies with Plus/Minus by 1. => by 2 <Or functionally buff Plus/Minus to +2 by default>
  160.  
  161. - Grudge: If the users faints after using this move, the PP for the opponent's last move is depleted. => All used moves agaist the user by the opponent(s) in that turn will be depleted.
  162.  
  163. - Life Dew: Heals the user and its allies by 1/4 their max HP. => 1/3 their max HP.
  164.  
  165. - Magic Room: For 5 turns, all held items have no effect. => For 8 turns.
  166. <Alternitively, make it negate the effects of Mega Stones and Zstones>
  167.  
  168. - Mist: While Mist is in effect, other Pokémon (including allies) cannot lower the stats of Pokémon protected by Mist using either moves or Abilities for 5 turns. Can be removed by Defog and can be Baton Passed. => Also prevents Pokémon from lowering their own stats. Field effect for both sides(Like Trick Room, Magic Room, etc). <Idea brought up by Showdown/Smogon user Meri Berry>
  169.  
  170. - Stockpile: Stockpile stores up energy(max of 3) for the user and raises the user's Defense stat and Special Defense stat by one stage each. => If the user consumes a berry while having a stockpile counter, a stockpile charge goes up by 1 (this doesn't additionally raise stats).
  171.  
  172. - Poison Powder: 75% accuracy, poisons the target. => 100% accuracy <Legend of Arceus buffed to 80>
  173.  
  174. - Poison Gas: 90% accuracy, poisons the target => --% accuracy, bypass Substitude.
  175.  
  176. - Sing: 55% accuracy, puts target to sleep. => 60% accuracy
  177.  
  178. - Stun Spore: 75% accuracy, paralyses the target => 85-90% accuracy <mirrors Thunder Wave post-nerf> <Legend of Arceus buffed to 80>
  179.  
  180. - Strength Sap: 16PP => 8PP <mirroring the massive broad nerf of all other 16PP healing moves>
  181.  
  182. - Sweet Kiss: 75% accuracy, confuses the target. => 100%
  183.  
  184. - Supersonic: 55% accuracy, confuses the target. => 100%
  185.  
  186. - Toxic Thread: Lowers the target's Speed by 1 and poisons it. => Lowers the Speed of grounded foes by 1 and poisons them on switch-in. <I don't like touching signatures, but this could single handedly warrant the use of Ariados>
  187.  
  188.  
  189. Nerfs for moves
  190. ---------------------------------------------------------------------------------------------------------------------------------------
  191. - Close Combat: 120 base power => 110 base power
  192. <This move outclasses Superpower, is used over Sacred Sword/Storm Throw in any instance and is used over any microsynergy found within Fighting-types among Hammer Arm in Trick Room, No Guard Dynamic Punch and Reckless High Jump Kick. Close Combat simply is too generic and powerfull for its lower cost drawback making it too strong compared to other common and most uncommon Fighting-type moves, that it needs to be equalized for Fighting types to diversify.>
  193.  
  194. - Bolt Beak/Fishious Rend: 85 base power, 100%, 10-16PP. If the user attacks before the target, or if the target switches in during the turn this move is used, its base power doubles. => 75 base power, 100%, 10-16PP. If the user attacks before the target the turn this move is used, its base power doubles.
  195. < -10 base power and no longer boosts when the target switches out>
  196.  
  197. - Volt Switch/Flip Turn/U-turn/Parting Shot/Teleport/Baton Pass: <move> does ... then switches the user out. => ... switches the user out and the user loses 1/16th their maximum HP when switching out.
  198.  
  199. - Knock Off: 65 base power, 100%, 20PP, If the target is holding an item that can be removed from it, this move's power is multiplied by 1.5. => 55 base power
  200. <50 would be in-line with recent moves, but too fair. This makes the move 82.5 when active and not unusable to hit frail Ghosts using a Fighting/Normal-type. This would be more distributed and weaker compared to Bug Bite and Incinerate. Technician pokemon actually get a small middle ground buff by always getting the same high output in case of Marshadow, Scizor, Scyther, Ambipom, Cincinno, Persian, Persian-Alola and Kricketune. All bar Scizor (-Mega) and Marshadow certainly deserve such a buff in endeavor to provide better move and by result, better role diversity diversity.>
  201.  
  202. -Shell Smash: +2 Atk, SpA, Spe, -1 Def, SpD => also disable the users ability, can't be baton passed.
  203. <This makes thematic sense with the abilities Shell Smashers get including Shell Armor, Weak Armor, etc. Mega Blastoise now gets this, Cloyster is as strong as ever, and Barbaracle is a close contender for its inherent placement only lacking in contact Rock to sky rocket it. Meanwhile all other Shell Smashers practically gain nothing from their abilities. Carracosta/Shuckle do mind losing out on Solid Rock/Gluttony/Contrary, but due to their low speed they rarely Shell Smashes to begin with, a very minor loss regardless of how you see it. Turtonator loses Shell Armor... ok, so?, Omastar/Huntail/Gorebyss in the most niche instance loses Swift Swim where it matters while not becoming easier to revenge with priority if they had Weak Armor. Magcargo/Crustle don't have abilities a pokemon would be used for, Torkoal gets Droughts benefits for 4 turns the moment it comes in. Poltea benefits from not having Weak Armor and finally, Minior's ability is immune to any ability suppression/removal already.>
  204.  
  205. -Rock Slide: 75 base power, 90% acc, 10PP, 30% to flinch, Affects all adjacent foes => Affects all Pokémon adjacent to the user <LoA nerf>
  206.  
  207.  
  208. Now for the only listed change people don't unanimously agree on;
  209.  
  210. -Stealth Rocks: Stealth Rock damage fraction to move down. 1/2(double weakness) => 1/3; 1/4(weak) => 1/5
  211. While some hate Stealth Rocks, it has inherent healthy aspects to singles in its easy acces and balanced midway between a fast chip to avoid Focus Sash, Sturdy as well as preventing indefinate switching, avoiding a PP grind.
  212. Heavy-Duty Boots existing doesn't resolve its issue, it moves the issue as as compared to other entry hazards, this one became even better compared to Spikes and even Toxic Spikes for their scale potential.
  213. Pokemon of Bug-, Ice-, and Flying-typing are at large held back by this and are almost required to use Heavy-Duty Boots if they intend on taking on role that involves taking a hit. As such it widens the gap between bad and good pokemon based on typing alone.
  214. With the PP nerf of gen 9 for healing moves the concerns of Stall have decreased to where this probably is the better way going forward. IF they also nerfed down on the effectiveness of pivoting moves, this would be a possitive change all around. But as it is now, this change would also carry the negative of flowing the phase of the game slightly more. In addition Stall, at least the represented top OU teams have no inherent weakness to Stealth Rocks thanks to the abundant use of Heavy-Duty Boots even outdoing Leftovers recover over time on average and plentifull usage of hazard control.
  215. ThE mAtH's;
  216.  
  217. Current Adjusted Increase in % dealth per level ||without adjustment
  218. 4x weak 50,0 33,33 13,33 25,0
  219. 2x weak 25,0 20,0 7,50 12,5
  220. neutral 12,5 12,5 6,25 6,25
  221. 2x resist 6,25 6,25 3,125 3,125
  222. 4x resist 3,125 3,125
  223.  
  224.  
  225. Abilities:
  226. ---------------------------------------------------------------------------------------------------------------------------------------
  227. - Anticipation/
  228. Forwarn/
  229. Frisk: On switch-in, this Pokemon (shudders if any foe has a supereffective or OHKO move/is alerted to the foes' move with the highest power/identifies the held items of all opposing Pokemon). => Activate on switch-in and any time an opposing pokemon comes in, this Pokemon (.../.../...) . <All 3 changing in the same effect mechanic>
  230.  
  231. Big Pecks: Prevents other Pokemon from lowering this Pokemon's Defense stat stage. => Prevents other Pokemon from lowering this Pokemon's Defense and Special Defense stat stage.
  232.  
  233. -Flower Veil: Flower Veil prevents the Pokémon with this Ability (if it is Grass-type) and its Grass-type allies (including non-adjacent allies) from having their stats lowered by other Pokémon. => Flower Veil prevents the pokemon with this ability and allies from having their stats lowered if Grassy terrain is active or if the to-be-affected pokemon is a Grass-type.
  234.  
  235. - Illuminate: no effect during battle. => Illuminate prevents other Pokémon from lowering the accuracy stat stage of the Pokémon with this Ability. Illuminate also ignores the target's evasion stages. In addition, increases the accuracy of moves used by the Pokémon with this Ability by 10% of their original accuracy. <Read Keen Eye>
  236. <I don't quite know what to do with this. Bulbagarden thread of 8 pages from 2015-2017 spouted utter nonsence for competitive or in-game of the sorts, including arguing it could add a resistance to Dark/Ghost, but only Dark makes sense and would be mediocre. Starmie gains from this, but Watchog as of now gains nothing besides the immunity to accuracy. In theory it helps balance out evasion boosting moves. Another idea is to protect allies and not boost accuracy.>
  237.  
  238. - Keen Eye: Keen Eye prevents other Pokémon from lowering the accuracy stat stage of the Pokémon with this Ability. Keen Eye also ignores the target's evasion stages. => In addition, increases the accuracy of moves used by the Pokémon with this Ability by 10% of their original accuracy. <This isn't +10% total acc, this is 1.1x move accuracy.>
  239.  
  240. - Leaf Guard: Immunity to status when sun is active => If Grassy Terrain or sun is active, this pokemon becomes immune to status conditions and cures its status condition.
  241.  
  242. - Quick Feet: While a Pokémon with this Ability has a status condition, its Speed is increased by 50%. Additionally, a Pokémon with this Ability does not lose Speed due to paralysis. => Its speed is multiplied by 2. <Idea from Radical Red> <Mirrors Unburden's boost while being a downside by burn status chip or poison status bigger chip for all the physical attackers with this ability>
  243.  
  244. - Run Away: Nothing. => Allowes the user to switch and flee even while being trapped by moves or abilities.( Does not prevent the effects of Pursuit to activate when switched-out.)
  245.  
  246. - Rivalry: This Pokemon's attacks do 1.25x on same gender targets; 0.75x on opposite gender. => 1x on opposite gender<Idea Radical Red>
  247.  
  248. - Reckless: Reckless increases the power of moves that have recoil or crash damage by 20% => Also reduces recoil and Crash Damage: 1/2 -> 1/3 (including Crash Damage), 1/3 -> 1/4, and 1/4 -> 1/5 <Balancing wise: good. Logic wise: 0/10>
  249.  
  250. - Stench: This Pokemon's attacks without a chance to flinch have a 10% chance to flinch. => This Pokemon's attacks have a 40% chance to force the target to last this turn.
  251.  
  252. - Synchronize: If another Pokemon burns, paralyzes, poisons, or badly poisons this Pokemon, that Pokemon receives the same non-volatile status condition. => If another Pokemon burns, paralyzes, poisons, or badly poisons this Pokemon, or its ally's, that Pokemon receives the same status condition. <adding in allies for Doubles>
  253.  
  254. - Sticky Hold: This Pokemon cannot lose its held item due to another Pokemon's attack. => + Knock Off, Incinerate, Pluck and Bug Bite damage multiplier do not activate. Immune to Poltergeist.
  255.  
  256. - Super Luck: This Pokemon's critical hit ratio is raised by 1 stage. => by 1 stage and an additional stage when using a move with increased critical-hit ratio.
  257. <Would buff the suboptimal Super Luck pokemon (Unfezant, Absol, Honchcrow) into relevancy while Togekiss atually doesn't improve much, sure, Air Cutter is 20% stronger than Air Slash, ignores SpD boosts, Screens and hits both targets for doubles(though getting 25% reduction when doing so ofc)... but thats the only crit move it has and frankly I think this change would be a lot more agreeable for the doubles community in terms of fairness if this became more used instead of Air Slash Serene Grace. You only get 12.5% chance to crit for none critical-hit ratio increased moves, so a healthy change for specialization.>
  258.  
  259. - Sniper: If this Pokemon strikes with a critical-hit, the damage is multiplied by 1.5. => Critical-hit ratio increases an additional stage when using a move with increased critical-hit ratio. In addition, if this Pokemon strikes with a critical-hit, the critical-hit will deal 2x damage.
  260. <Critical(1.5)x Sniper(1.5x)= 2.25 instead of 2x, so nerfing it to 2x would be a needed nerf to overall damage for how available the boost becomes. Keeping it at 2.25 is possible but it would be more reasonable at 2x. Pokemon like Drapion/Beedrill only get average boosting moves, Kingdra/Octillery/Intelleon/Ariados/Fearow do not get any, so none take it to the extreem like Barbaracle with Shell Smash, forming another reason as to why it is mentioned in nerfed moves. This buff properly compensates their intentionally lower base attack values uncharacteristic of the pokemon their design like Drapion and give it the potent damage to fit, while having a unique way of doing damage.>
  261.  
  262. - Tangled Feet: While confused, all moves used against it have their accuracy halved. => When confused, all attacking moves used against the user have their accuracy halved. In addition, moves used by the user that cause self inflicted confusion are reduced by 1 turn. <Allowes pokemon like Dodrio to consider using Thrash, as we have 0 synergy mechanics for this beyond this ability>
  263. <This ability might get changed if the Legend of Arceus changes are applied, thanks to the addition of "fixation">
  264.  
  265.  
  266.  
  267. Signature abilities:
  268. - Corrosion: This Pokemon can poison or badly poison other Pokemon regardless of their typing => and Poison moves can hit Steel-type pokemon for resisted damage. Also, as long as this pokemon is on the field, Toxic Spikes can poison Poison- and Steel-type pokemon. Poison-types do not remove Toxic Spikes as long as this pokemon is on field.
  269.  
  270. - Emergency Exit: When a Pokémon with Emergency Exit drops below half of its full HP in battle, it will flee in wild battles, or switch out in Trainer battles. => activates at the end of the turn <this effect would be shared with Wishiwashi's ability interaction>
  271.  
  272. - Grass Pelt: If Grassy Terrain is active, this Pokemon's Defense is multiplied by 1.5 => multiplied by 2
  273.  
  274. - Gale Wing: Gives priority to Flying-type moves when the Pokémon's HP is full. => Gives priority to flying-type moves when the Pokémon's HP is at 2/3 HP or above.
  275.  
  276. - Defeatist: Halves the Pokémon's Attack and Sp. Atk stats when its HP becomes half or less. => Halves the Pokémon's Attack and Sp. Atk stats when its HP becomes 1/3 or less.
  277.  
  278. - Magma Armor: This Pokemon cannot be frozen. Gaining this Ability while frozen cures it. => Takes 1/2 damage from Bug-, Ice-, Steel-, Fairy-, and Grass-type attacks. This Pokemon cannot be frozen or burned. Gaining this Ability while frozen or burned cures it
  279. <These types represent overlapping resistences of the Steel and Fire typing. Possibly too custom to buff Magcargo / Camerupt.>
  280.  
  281. - Mimicry: Depending on the terrain, Mimicry will change the type of a Pokémon with this Ability. => The pokemons Primairy typing changes depending on the terrain. <This makes Stunfisk go from mono-types to Psychic/Steel, Electric/Steel, Fairy/Steel and Grass/Steel aka the best Steel-type combinations that are in the game>
  282.  
  283. - Forcast: Depending on the weather, Forecast will change Castform's form, which also changes its type. => Uses the users first move up-on switch-in if such a move summons a weather condition. Depending on the weather, Forecast will change Castform's form, which also changes its type.
  284.  
  285. - Liquid Voice: This Pokemon's sound-based moves become Water-type. => and have 1.2x the power. <Mirrors -Ate abilities>
  286.  
  287. - Flare Boost: While this Pokemon is burned, its special attacks have 1.5x power. => and halves the damage taken from Burn.
  288.  
  289. - Toxic Boost: While this Pokemon is poisoned, its physical attacks have 1.5x power. => and halves the damage taken from Poison and Badly Poison. <Idea from Radical Red but mirroring Heat Proof's secondary Burn effect>
  290.  
  291. - Water Compaction: When a Pokémon with Water Compaction is hit by a Water-type move, its Defense rises by two stages. -> Reduces Water type damage by 50% on top of its current functionality <Idea from Radical Red>
  292.  
  293.  
  294. Nitpick buffs;
  295. - Bulletproof: Makes user immune to ballistic moves (Shadow Ball, Sludge Bomb, Focus Blast, etc). => Also immune to Flash Cannon and Snipe Shot <Idea from Radical Red>
  296.  
  297. - Cute Charm: 30% chance of infatuating Pokemon of the opposite gender if they make contact. => 30% chance of infatuating Pokemon of opposite gender if they make contact or the user uses a contact move onto them. (Combining Poison Point and Poison Touch, but for infatuation, into one)
  298.  
  299. - Healer: At the end of each turn, Healer has a 30% chance of curing an adjacent ally's status condition. => At the end of each turn, Healer restories adjacent ally's with 1/16th their health and has a 30% chance of curing an adjacent ally's status condition.
  300.  
  301. - Heat Proof: Heatproof halves the damage done by Fire-type attacks and the burn status ailment. => Immune to burn damage.
  302.  
  303. - Damp: Prevents Explosion/Mind Blown/Self-Destruct/Aftermath while this Pokemon is active. => also lowers the damage taken from ballistic moves.
  304.  
  305. - Ice Body: If Snow is active, this Pokemon heals 1/16 of its max HP each turn. => 1/10. Ice-type attacks do 25% less damage to a Pokémon with Ice Body
  306.  
  307. - Rain Dish: If Rain is active, this Pokemon heals 1/16 of its max HP each turn. => 1/10. Water-type attacks do 25% less damage to a Pokémon with Rain Dish
  308.  
  309. - Limber: The Pokémon is protected from paralysis. => The pokemon is protected from paralysis and prevents other Pokémon from lowering the Speed stage of the Pokémon with this Ability.
  310.  
  311.  
  312. Ability nerfs:
  313. - Steam Engine: When a Pokémon with Steam Engine is hit by a Fire- or Water-type move, its Speed stat is increased by six stages. -> by 3 stages.
  314. <The game insufficiently states the stats raise "Drastically" which is 3+, however with Gigantamax showing, it, for future mechanics, would be for the better to tone back and provide buffs to Coalossal instead of its ability alone.>
  315.  
  316. - Intimidate: When a Pokémon with Intimidate enters the battle, it lowers the Attack stat of all adjacent opponents by one stage.
  317. => it lowers the Attack stat of all adjacent opponents by one stage, once.
  318. <entirely resolving VGC's main abused mechanic, for one of the most common abilities in the game, often called "too good" even in-game. With this change the pokemon's generic stat drop can only be aplied to that pokemon once, regardless of how many Intimidate pokemon are send onto the field or cycled between.>
  319.  
  320. - Gorilla Tactics: Gorilla Tactics boosts the Pokémon's Attack by 50%, but limits the Pokémon to using only one move. => boosts the Pokemon's Attack by 30%
  321. <<2 possible nerfs: nerf the % increase to 30% or make it unable to stack with choice items. Waiting it out to become balanced isn't an option here as the damage it does is 20% hp awaye from any current wall and 20-30% more than any none-uber wallbreaker. Not even accounting coverage it could get in the future.>
  322.  
  323. -Transistor: Transistor boosts the power of user's Electric-type moves by 50%. => by 30%
  324. <Regieleki's dominant usage in VGC2020-2022 and to smooth the balancing of buffed Electro Ball certainly warrant this change. Regidraco as it stands is good even with the 1.5x multiplier.> GOT IMPLEMENTED
  325.  
  326. - Unseen Fist: When using a contact move, Pokémon with Unseen Fist ignore protection moves in effect for their targets. => with 50% damage.
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