rhydonphilip

Moves, items and abilities the game could need.

Aug 14th, 2021 (edited)
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  1. Items:
  2. We have yet to get an item that works like Neutralizing Gas, inhibiting the users ability. Obvious targets include Regigigas and Slaking, but people easily discredit it without thinking. With both the item slot and ability inhibited, they function like Mega pokemon that are prone to item removal to a large extend and gain 0 from their ability like Mega Audino. The notion of not being able to run a Choice Scarf without bricking yourself makes it a lot worse, even if in theory it could still run it. Consumable would be an easy solution without the risk of Trick => ability supression, or continuous uses among the sorts. This still inhibits the amount of times the pokemon can be of use, especially in current Regigigas VGC allowed state.
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  4. We also do not have an item that works like a Power Herb for recharge moves. As it stands right now we can use Power Herb for charge moves like Geomany and Solar Beam, however moves that require a recharge after use aren't affected. With the list of recharge moves increasing each generation, we might be at a point where they can introduce such an item if not an ability. Issue with the ability would be that it won't affect many of the moves as Roar of Time, Prismatic Lazer, Eternabeam and Meteor Assault are signatures, Rock Wrecker is a pseudo signature and Frenzy Plant/Hydro Cannon/Blast Burn are essentially starter exclusives. So only Hyper Beam and Giga Impact would work. With Z-moves and Dynamaxing replacing the move's downsides for a generic, only accounting base power, it wouldn't be suprising if we see another such mechanic the next gen anyways. This makes 0 difference even for some of the best abusers as these mechanics already allow Regieleki to use Hyper Beam.
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  6. Breeding in Pokemon is still absurd in the amount of time needed to get a legal pokemon by legit ways.
  7. Introducing the Rusty Bottle cap; lowers users IV value by 1. This way optimizing 0 atk IV for special attackers and 0 speed IV for trick room abusers, should become much easier. (Probably the most called out for item the community as a mass has come up with)
  8. Obtainability of the bottle caps imo is the main crux, especially the wild amount of time it consumed, but this isn't the place to talk about it.
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  11. Moves that would aid the diversity of the game:
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  13. 75-80 Base Power, 100% acc, 15PP, Water-type, Fang move. Aqua Fang <Idea from Radical Red>
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  15. => helps the 5 Strong Jaw Water-types out of 10 total Strong Jaw pokemon and a few Water-types in need of medium strong physical water moves in-game. Floatzel is a prime example of a pokemon in need of mid-early game physical Water moves. It gets Aqua Jet at 24 and Aqua Tail at 46. It always gets Waterfall near level 47... so what's the point of not having a none-HM move that has no secondary effects, and is just high base power for Water-types, afterall, Surf can be obtained generally around level 36. Quite unfair physical/special split. In addition, they added Water Pulse for pokemon like Seaking, now return the favour and buff the remaining Physical Water-types too.
  16. ==> Aqua Cutter got added as of gen9 to fill the early-game physical water move role. I expect Seaking to get it at some point.
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  21. 80 Base Power, 95%, 20PP, Rock-type, 20% to drop Defense by 20%. Contact-move (slice Move) Name= Shard Strike/Shard Slash
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  23. => Quite a few Rock-type pokemon are still lacking a high accuracy, medium power, single target, CONTACT Rock-type move. This matters for: Barbaracle/Lycanroc-Dusk/Mega Aerodactyl but also Perrserker, all for Tough Claws. But also any generic physical Rock-type that wants a decent accuracy move. Right now the best of that kind is Technician boosted Rock Tomb(60 base) at 95% or Smack Down at 50 base power, 100% acc. Not exactly common. If they truely intend to keep the low accuracy as a trend, they could at the very least make it 95% acc, 75 base power. And highly preferably have a secodary effect for all the Sheer Force pokemon out there that still lack a good single target coverage or STAB option with decent accuracy: Rampardos, Steelix, Nidoking/queen, regular Mawile and Copperajah.
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  25. Alternitively a Freeze Dry like move could work; Flint Strike: 70 Base Power, 100% accuracy, 15 PP, Rock-type, Burns the target if the target is a Steel-type ... but those kind of buffs directly go against the concept of types, big no to me not to mention it not helping the Sheer Force pokemon like Rampardos.
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  28. 100 Base, 100% acc, 5-10PP, Ghost-type, sound move, Hits all adjacent pokemon. Lowers the users defense by 1 stage. "Phantom Wail"
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  30. => Gives Ghost a high end damaging move that hits all targets but also allies, in similar vein as Boomburst, the good aspect of this is to buff weak attackers like Drifblim, further enhance attackers like Mismagius and for doubles this encourages the use of Normal-type or Soundproof pokemon as partner. We are currently lacking diversity in the sound move department as 90% of all used sound moves can be boiled to -Ate boosted Hyper Voice.
  31. I like the idea of self lowering stats as a downside for Singles and Doubles as it encompasses how frail most Ghost-types are on the Defensive side without changing their playstyle of set up / revenge killing while current meta already gives plenty of support to Will-o-Wisp + Hex semi-defensive ghosts. But doing so implies a high basepower Ghost move. Normal type has the highest base powers for their moves (for the most part), while ghost is objectively the lowest in terms of base power of all types. Even Astral Barrage, a legendary Signature, was made 10 base power below Glacial Lance, which is ice. Ice, is just below average in base power to other types. So at the maximum I could see them do 110 for a "high basepower" move, and that would be implying it would be on equal footing as Fire Blast/Hydro Pump, though I think 100 would be plenty for the current meta. I also doubt they would even be willing to go that far. 100 Base Power would be +20 power compared to Shadow Ball if we ignore all side effects and multibattle implications.
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  33. <<Also, big props to Youtube recommending me a video of Danny Phantom from Jellopocalypse, instantly reminding me of the Danny finale episodes showcasing the final big phantom move: Ghostly Wail, which is where I stole the idea from. It's by far the most creative thing Danny Phantom series had come up with, referencing ghost sounds and popcultural Ghost Whales with name similarity, Whales are known as a source of those ghostly sounds. Which further wants me to see them make a Wailord regional that is part Ghost-type. ;_;>>
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  35. Its a genious move by design, but distribution will be a little messy. If we go by pokemon with Voice/Sound moves;
  36. Rotom (lol, no), Giratina, Marowak-Alola, Decidueye, and Mismagius should get this move. Rotom getting this would just lead to the other forms stat boosting with Throat Spray and using it as further generic coverage, big no.
  37. However the pokemon that would "need" such a move would be Giratina, Mismagius, Drifblim, Jellicent, Cursola, Decidueye, Spiritomb and possibly Palossand. Not counting Dusclops as that doesn't have high special anyways.
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  40. Face-Plant Drag / Takedown Drag
  41. 85 Basepower, 95% accuracy, Ground-type, 10% chance to lower the opponents accuracy, Physical contact move
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  43. => We currently have Bulldoze as sole sheer force boosted physical ground move, and we have Stomping Tantrum / High Horsepower / Drill Run / Dig as contact ground moves. I do not see how adding in one of these specifications would be bad as there are quite a few sheer force pokemon that would like to get acces to a ground move that when boosted does more damage than Earthquake.
  44. Tauros, Nidoking, Nidoqueen, Druddigon, Copperajah, Landorus-Incarnate, Rampardos, Steelix and to an extend Darmanitan, Feraligatr, Conkeldurr and Hariyama would "need" such a move. With this kind of name the move implies to drag the opponents face through the mud. It's another mud/sand related move and thus should lower accuracy. With such a move name the implication is to use a strong limb to do so, and translation synonyms also do imply a takedown as closest translation to a faceplant... at which point even more stuff can have this move. Kingler/Braviary/Tauros/Rampardos could, with a stretch, be seen doing such a move while the other ones listed have strong arms or in Copperajah/steelix's case a mighty trunk/tail. The basepower needs to be 80+ to do more than Earthquake totalling at 104 power when Sheer Force boosted. I opted to go slightly above that, and not just make it ~EQ's basepower + no downside of Life Orb recoil. At 85 it does 110.5 power, which is compensating for the "minor" lack of force these pokemon have in their coverage as a result of powercreep over the past generations. In addition to that, we are high on contact Ground-type moves, and those need a minor compensation for their mechanical downside compared to the "ranged" alternitives like Earthquake, thus +5 basepower to the minimum. I mirrored Drill Run's accuracy, though I personally would prefer 100%. This also implied it needed slightly higher damage or higher chance to drop accuracy. To me this is a logical route to make the move. 80 Base power, 100% accuracy, 10% to drop acc, contact physical; would be very cookie cutter but sufficient.
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  47. Love Crush
  48. 90 Basepower 100% accuracy, boosts itself by 1.25x if the target is of the opposing gender or if the user is under the effects of infatuation. This move can't be immobilized by infatuation. (112,5 base power with gender/inflatuation)
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  51. Either of these can be used to showcase exactly what is needed 110 base attack, vs 95HP/90Def targets to be turning a 3HKO of 40-47% into a 50+% 2HKO range with minimal chip damage. It doesn't make much of a difference, but enough to be worried about. In addition to that, this move isn't as punishing to opposing gender pokemon as the other mechanics.
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  54. Acidic Swirl
  55. <The user expells acid and swirls the opponent with it> <this could be with a tail, tentacle or tongue
  56. 90 Base power, 100% accuracy, poison, 20% chance to lower the opponents defense, 10% chance to poison the target
  57. Higher base power to bridge Poison Jab and Gunk Shot on the physical side. 20% chance to drop defense is in-line with Meteor Mash and Liquidation. Water-type moves typically are average acc and basepower, Poison-type moves are often higher base power and with 10% chance to poison a target by default regardless of basepower unless it exceeds 10% chance. Poison moves are quite impressively balanced, to showcase how much Poison chance affects the balancing, Sludge Bomb loses 5 basepower for +20% chance to poison compared to Sludge Wave, it's almost exclusively used on Sheer Force pokemon and in rare cases on Gengar, though generally to avoid Bulletproof as Shadow Ball and Sludge Bomb would both be walled leaving it near helpless to those. Shell Side Arm by Slowbro-G has 20% to Poison but could give higher damage if the opponents physical side is weaker, thus making the move from a special move into a physical contact move and dealing slightly better damage. Because of min-max optimization with 0 IV, -atk nature this part rarely comes into play vs anything not named Mantine/Chansey, thus +10% poison is prefered.
  58. This move goes from 30% poison of Poison Jab with 80 Base power to 10% Poison chance with 85 Base power, similar to Sludge Wave, but gains 20% chance to drop defense. This move will be more exclusive to all pokemon that learned Wring Out; Tentacool/cruel, Victreebel-line, Swalot-line, Seviper but can also be given to Muk-lines, Arbok-line, Toxicroak-line, Nihilego and possibly (golbat?)/ (weezing?) implying they use their tongue... but neither of them get typical poison moves.
  59. This move would be marginally better, however they could also potentially make Poison Jab 85 base power and a move like Acidic Swirl would be equally balanced from a relative point of view.
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  62. <Another "generic" sound move 65-70 base power, hitting all targets, for Liquid Voice and Punk Rock, preferably not Normal-type like over 80% of them are. Possibly a move to inflict torment or inflatuation with 30% chance.>
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  64. <Another special oriented contact move, perferably one that actually is strong by default, possibly for Steel or Bug. (regarding pokemon with contact abilities to resist x-type, these are most suited to be resisted in addition to be punished potentially.)>
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  68. Moves that would aid in fixing major imbalances of the game;
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  70. Snow Blow? Snow Shout?
  71. 70 Base power, special oriented, Ice, 100% accuracy, 30% chance to set Hail.
  72. This seems shocking for some, but it suprises me we don't have a weather setting attack yet.
  73. Hail is notoriously lacking in regards of setting to the point they made multiple Snow Warning pokemon to try and compensate it, however that still forces you to use such pokemon continuing the same exact gap of role competition as compressing a weather abuser into your setter simply is better than any 2 slots could provide seperatly. This also allowes abilities like Ice Body to minorly become better and lessens the need to always pair it with a hard weather abuser, as you might not always trigger it if we make it chance based.
  74. For explicitly Ice, there actually are suprisingly no Ice-types with Ice Body / Snow Cloak that don't also have Slush Rush, to be physical attackers. Making adding such a move not needed. An alternitive like this for Rain/Sun would certainly not be helpfull for how common Swift Swim and Chlorophyll are spread, making it too big of an increase in case of the effect triggering as any user of the move of those types, could become a top tier abuser the moment it triggers.
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  77. Crumble Blast?
  78. 70 Base Power, physical, Rock, 95% accuracy, 30% chance to set Sand.
  79. There you go, I fixed the Rock typing for you by adding a high accuracy, moderate basepower move to not infringe on Head Smash utilities. Similar to the Ice-type move, this balances out the playing field of Rock-type pokemon, gives it a potential way of weather control and finally makes the 1.5x spD boost available to everyday pokemon without also taking up your dynamax, which is broke in multiple ways. It's funny how adding more weather options = making weathers more balanced. Tyranitar won't become worse as a result of this, but for your need of Sand, this becomes an addition tool of consistency if it's only distributed to Rock-types, and NOT given to Gigalith/Tyranitar. As both those would abuse it to reset weather in case it gets overwritten, thus making weather abuse more consistent. Which goes against the point of this move, as the point of the move is to close the gap of hard weather abuse, and weathers potentially being active to benefit from. This is one of the few instances such an effect could be a healthy addition at a chance. Even if people use it on say, Crustle, you still wouldn't want to rely on such a % as sole way of weather controll. So you would still want to run a Dragon-type to check most of sun/rain and a Steel for sand/hail, but it certainly helps more consistently check hard weathers. With the 2 lesser weathers getting it and distribution halting the potential of pokemon with abusing abilities self setting, I think we have a decent line up of balancing an entire ingame mechanic that has been influencing the competitive side of the game since gen 3.
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  85. Abilities:
  86. Sage Tactic (or Sage Wisdom): Special version of Gorilla Tactics. Implied nerf of Gorilla Tactics to 30%. <Idea Radical Red for name and effect, all be it still at 1.5x in that>
  87. This could aid Simi's, though I would prefer to see them become follow Me + Fake Out support pokemon along similar vein as VGC10-13 Mr. Mime
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