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- Notation rulings;
- : between the move and the description means its the original notation from gen 7 2018 .
- = between the move and the description means its been added in gen 8 DLC 2 at the end of 2020 .
- ( ) it is still part of the moves description.
- < > it is a notation explaining a mechanic, idea by x person, or my written down distaste for how poorly something works.
- Items:
- ---------------------------------------------------------------------------------------------------------------------------------------
- - Adrenaline Orb = If the holder is affected by Intimidate, it consumes the Adrenaline Orb and its Speed is increased by one stage.
- => The holder boosts Speed by 1 stage each time it is affected by an opposing stat dropping ability. (No longer consumed)
- - Micle Berry: Holder's next move has 1.2x accuracy when at 1/4 max HP or less. Single use. => Holder's next move has --% accuracy, except for OHKO moves, when at 1/4 max HP or less. Single use.
- - Enigma Berry: Restores 1/4 max HP after holder is hit by a super effective move. Single use. => Restores 1/3 max HP
- - Jaboca Berry: When a Pokémon holds a Jaboca Berry and is hit by a physical attack, the attacker will lose 1/8 of its max HP. => 1/6
- - Rowap Berry: When a Pokémon holds a Rowap Berry and is hit by a special attack, the attacker will lose 1/8 of its max HP. => 1/6
- <<Rocky Helmet for contrast is 1/6 for contact moves but is reusable. But thanks to Ripen, these can't be buffed too much. If Ripen didn't exist, 1/5 would have seemed right between; worthwhile on occasion or unfair>>
- - Big Root: Holder gains 1.3x HP from draining/Aqua Ring/Ingrain/Leech Seed/Strength Sap. => 1.4x.
- <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.>
- - Wide Lens: The accuracy of attacks by the holder is 1.1x. => Increases the users accuracy by 10%
- - 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.
- - Cell Battery/Snow Ball/Luminous Moss/Absorb Bulb: Raises <<> 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.
- - 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, even in-game how the item works wouldn't even be worth having even if they gave it to you with the starter when still at level 5, as you always heal below berry recovery. In DPP you obtain it before gym 2 and at best, it forms a mediocre item. For most you get it too late because of the early availability of Leftovers in most new games. <Idea from Pro Nuzlocker "Pokemon Challenges"> Infact, let me be extreemy explicit by showing you just how average 1/6 would be for OU, let alone VGC or in-game; 252+ Atk Urshifu Wicked Blow vs. 252 HP / 252+ Def Tangrowth on a critical hit: 135-159 (33.4 - 39.3%) -- guaranteed 3HKO
- Possible damage amounts: (135, 136, 138, 139, 141, 142, 144, 145, 147, 148, 150, 151, 153, 154, 156, 159)
- 1/6 of the average roll of 145 damage would be 24 HP for Urshifu, that's 7% recovery, marginally outdoing leftovers recovery for an extreemly generic and perfectly expectable for OU (Pre gen8 Urshifu-SingleStrike ban). With the average health of an offensive mon between 300 and 350 that's 7-8% recovery roughly for a 36% hit, aka reliable 3HKO's. If you 2HKO something despite boosting item, this recovery is superior, but if taking down a sack, its worse.
- - 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.
- - 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>
- - 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.>
- - Lucky Punch: If held by a Chansey, its critical hit ratio is raised by 2 stages. => There are no increased crit moves for Chansey there is 0 reason to use this, ever, but it makes no sense to only be crit stage +2 instead of the 100% at stage +3. Make it effect Blissey if this item needs some utility or remove it like Flying Gem and Beserker Gene.
- - Punching Glove= Holder's punch-based attacks have 1.1x power and do not make contact. => 1.2x
- Buff for Moves:
- ---------------------------------------------------------------------------------------------------------------------------------------
- - Constrict: 10 base power, 100% accuracy, 35 PP, 10% chance to lower speed => 40 base power
- (removed in gen8)
- - Triple Kick= 10 base power, 90% accuracy, 16 PP => 20 base power <Mirrors Triple Axel>
- - Poison Sting= 15 base power, 100% accuracy, 35PP, 20% chance to poison => 30 base power, 50% chance to poison <Legend of Arceus buff>
- - Double Slap: 15 base power, 85% accuracy, 10 PP, hits 2-5 times => 20 PP
- (removed in gen8)
- - Mud slap= 20 base power, 100% accuracy, 10PP, lowers opponents accuracy by 1. => 30 base power <Legend of Arceus buff>
- - 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>
- - 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.>
- - 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>
- - 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>
- - Bonemerang => Make its Z-move 180 base like Gear Grind.
- (Z-moves were removed in gen 8)
- - Poison Fang: 50 base power, 100% accuracy, 15PP, 50% chance to badly poison the opponent. => 60 base power
- - Poison Tail: 50 base power, 100% accuracy, 25PP, High critical hit ratio. 10% chance to poison the opponent. => 60 base power
- - 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.
- - Pluck: 60 base power, 100% accuracy, 32 PP. User steals and eats the target's Berry. => 1.5x damage if foe holds a berry.
- - 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>
- - Dragon Breath: 60 base power, 100% accuracy, 20PP. 30% chance to paralyze the target. => 70 base power
- - Frost Breath: 60 base power, 90% accuracy, 10PP, always results in a critical hit. => 100% accuracy <mirror Storm Throw>
- - Water Pulse= 60 base power, 100% accuracy, 20PP, 20% chance to confuse the target. => --%, 24PP <Legend of Arceus buff>
- - 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>
- - Shock Wave: 60 base power, --%, accuracy, 20 PP(32 max) May affect anyone adjacent to the user => Affects all adjacent foes, but not allies
- - 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>
- - 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.
- - 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>
- - Venoshock: Z-move is 120 => make it 160 like Hex. (Z-moves were removed in gen8)
- + increase base power of Venoshock to 70 based on <Legend of Arceus buff>
- - Brine: 65 Base power, 100% accuracy, doubles power if the opponent is below half health. => 70 base power
- - Parabolic Charge: 65 base power, 100% accuracy, 32 PP, recovers 50% of the damage dealt. => 75 base power <Idea from Radical Red>
- <Could go to 80 Base power as implied with the other draining moves>
- - Skitter Smack= 70 base power, 90% accuracy, 16 PP, 100% chance to lower target's Sp. Atk by 1. => 80 base power
- - Smart Strike: 70 base power, --% accuracy, 20PP => High Crit ratio. Slicing Move
- - Dizzy Punch: 70 base power, 100% accuracy, 10PP, 20% chance to confuse the target. => 85 base power, 30% chance to confuse the target. 15 PP <Mirrors Body Slam>
- (removed in gen8)
- - Flame Burst: 70 base power, 100% accuracy, 15PP, Damages Pokemon next to the target for 1/16 max HP. => 1/8 HP for the pokemon next to the target. 80 base power
- (removed gen8)
- - Vital Throw: 70 base power, --% accuracy, 10 PP, This move does not check accuracy. Goes last.(-1 priority) => 100 basepower, 100% accuracy, 10PP, Ignores the target's stat stage changes. Goes Last.(-1 priority)
- (Gen9Removed)
- <This buff isn't for competitive but for in-game viable. Low Sweep is learned at level 12-16 allowing a slow fighting type like Machop to even outspeed a moderate amount of in-game pokemon of similar level and form. Vital Throw which is -1 priority and only 5 more base power is learned at level 24-28, except Throh who even gets it at 35, who is in theory is the "best" user of it, gets Storm Throw at level 30. Buffing the power for that alone was needed but still doesn't warant it to be used at -1 priority, thus it gained immunity to stat boosts instead. Ignoring opposing stat changes also ignores opposing Evasion stat boosts, there is little need to retain the --% accuracy and at cost of not ignoring accuracy drops on the user you instead gain immunity to opposing Defense boosts. This move would still be a notably worse Sacred Sword, but that's fine for wider distribution and in-game use until Storm Throw, Superpower, Cross Chop, or Close Combat is learnable>
- - 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.>
- - 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>
- - Night Slash: 70 Base power, 100% accuracy, 15PP, High Crit chance ratio. => 20 PP <Mirrors Psycho Cut>
- - Crush Claw: 75 Base power, 95% accuracy, 10PP, 50% chance to drop the opponents Defense. => 100% chance to drop the opponents Defense.
- - 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>
- - Giga Drain/Horn Leech: 75 base power, 100%, 10PP, 50% recovery of the damage dealth to the target => 80 base power
- <matches Leech Life>
- - Dark Pulse= 80 Base power, 100% accuracy, 15PP, 20% to flinch => --% accuracy <Legend of Arceus buff>
- - Drill Pick: 80 base power, 100%, 20PP (contact move) => add increased chance to crit.
- - Drill Run= 80 base power, 95% accuracy, 10PP, increased chance to crit (contact move) => 85 base power
- - Slam: 80 base power, 75% accuracy, 32PP => 85% accuracy <Idea from Radical Red>
- - False Surrdender= 80 base power, --%, 10 PP => 85 base power, 15PP.
- <90 base would be more suited to mirror Sacred Sword, but only if the distribution remains limited. 85 mirror Darkest Lariath, which already covers Evasion boosts on top of ignoring Defense boosts, making the 1 to 1 comparison favour Darkest in the vast majority of times as Sand Veil/Snow Cloak/Bright Powder/Sand Attack/Muddy Water acc drops are less common than both those stat boosts>
- - Hyper Fang: 80 base power, 90% accuracy, 15PP, 10% chance to flinch the opponent. => 30% chance to flinch the opponent <Mirrors Rock Slide>
- (removed gen8)
- - Mega Punch: 80 Base power, 85% accuracy, 20 PP => 110 base Power if keeping return/frustration; 100 without return/frustration
- <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.>
- - 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>
- - Razor Wind: 80 base power, 100% accuracy, 10PP, charges first turn and hits the second, high crit ratio. => 100% crit chance. (removed in gen8)
- - Submission: 80 base power, 80% accuracy, 20PP, 1/4 damage recoil. => 90 base power, 85% accuracy <Mirror Take Down>
- (Gen9Removed)
- - X-scissor: 80 base power, 100% accuracy, 15PP. => Increased crit ratio. <Mirror Attack Order>
- - Dragon Pulse= 85 Base power, 100% accuracy => --% accuracy <Legend of Arceus buff>
- - Sparkling Aria: 90 base power, 100% accuracy, 10PP, cures Burn. => 95 base power
- - Uproar: 90 base power, 100% accuracy, 10PP, continues for 3 turns, prevents sleep. => 100 base power
- - 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.>
- - Inferno: 100 base power, 50% accuracy, 5 PP, 100% chance to burn the target. => 105 base power, 65% accuracy <mirror Zap Cannon>
- - Dynamic Punch: 100 base power, 50% accuracy, 5 PP, 100% chance to confuse the target. => 105 base power, 65% accuracy
- - Dragon Rush: 100 base power, 75% accuracy, 10PP, 20% chance to Flinch the opponent. => 80% accuracy.
- - Iron Tail: 100 base power, 75% accuracy, 15PP, 10% chance to drop the opponents Defense. => 80% accuracy.
- - 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.>
- - Egg Bomb: 100 base power, 75% accuracy, 10PP => 120 base power, 80% accuracy, Special oriented
- (removed in gen8)
- - Hydro Pump: 110 base power, 80% accuracy, 5PP => 85% accuracy <this was needed since gen 5> <Legend of Arceus Buff>
- - Zap Cannon: 120 base power, 50% accuracy, 5 PP, 100% chance to burn the target. => 105 base power, 65% accuracy
- Damage of 105 is exact and right in risk/reward stats but it's very odd and 2 abnormalities in 1 move is iffy design wise.
- <Stupid move to balance for multiple reasons. Any improvements one can suggest to make it better would only make it more of a gamble move with risk/reward the more it approaches 70% accuracy as more will use it to gamle its big possitives. Can't retain high base power thankfully gamefreak is known to nerf high base power moves(Draco, Leaf Storm, Fire Blast, and even Flamethrower) so I see no issue in that. Gamefreak scuffed these moves under a rugg for anypokemon that isn't using No-Guard, which only Machamp and Golurk get with these moves anyways and both stopped using them since the confusion nerf. Making the moves more viable without those abilities and potentially providing unique coverage with an assured status condition is better than there current none-existant form for Zap Cannon and Inferno despite unique properties and finally warents their high level requirement.>
- - Belch: 120 base power, 90% accuracy, 10PP, cannot be selected until the user eats a Berry. => 130 base power, 100% accuracy
- - Mega Kick: 120 base power, 75% accuracy, 5PP => 80% accuracy
- - Skull Bash: 130 base power, 100% accuracy, 10PP, raises defense turn 1 and attacks the second turn. => 140 base power. Raises special defense and defense turn 1 and attacks the second turn. <removed in gen 9>
- - Electro ball:
- Target Speed Basepower
- More than 100%, or 0 40
- 50.01% - 100% 60
- 33.34% - 50% 80
- 25.01% - 33.33% 120
- 0.01% - 25% 150
- =>
- More than 100%, or 0 40
- 66.67% - 100% 60
- 50.01% - 66.66% 80
- 33.34% - 50% 110
- 0.01% - 33% 150
- <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.>
- - 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>
- - Aqua Ring: User recovers 1/16 max HP per turn. => 1/8 max HP per turn, can't be baton passed.
- - Captivate: Lowers the foe(s) Sp. Atk by 2 if opposite gender. => 3 if opposite gender.
- (removed gen8)
- - Embargo: For 5 turns, the target's item has no effect. => Target: All Adjacent Opponents
- (removed gen8)
- - Gastro Acid: Nullifies the target's Ability. => Can't be magic bounced and bypasses protect.
- - Gear Up: Raises Atk, Sp. Atk of allies with Plus/Minus by 1. => by 2 <Or functionally buff Plus/Minus to +2 by default>
- - 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.
- - Howl: Raises the user's Attack by 1. => Raises the user's Attack by 1 and bite-based attacks have 1.5x power the next turn. (gen8; boosts attack of ally and itself)
- - Kinesis: 80% accuracy => --% accuracy
- (removed gen8)
- - Life Dew= Heals the user and its allies by 1/4 their max HP. => 1/3 their max HP.
- - Magic Room: For 5 turns, all held items have no effect. => For 8 turns.
- <Alternitively, as of gen 8 with Z stones and Mega stones removed, they could instead make it also deny these specific items, instead of having to remove them for "balancing" purposes.>
- - Magic Coat: Magic Coat reflects certain Status moves back at that move's user. (Status moves that target a singular or both opposing pokemon are affected) => Magic Coat protects the target from certain status moves by reflecting them back at that move's user.
- <Gen9Gemoved>
- <Making Magic Bounce into a targetting move allowes Doubles to use it to protect an ally of status inducing or stat lowering moves. The alternitive would be to protect both, which it already does for entry hazards, but that wouldn't be fair>
- - Meditate: Raises the user's Attack by 1. => and accuracy by 1
- (removed gen8)
- - 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. => Now also prevents Pokémon from lowering their own stats, the moves still go through but without their stat dropping effect. Also now a field effect for both sides. <Idea brought up by Showdown/Smogon user Meri Berry>
- - Nightmare: A sleeping target is hurt by 1/4 max HP per turn. => is hurt by 1/3 max HP per turn and reactivates if put back to sleep. (removed gen8)
- - 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, a stockpile charge goes up an additional level (this doesn't additionally raise stats).
- - Poison Powder: 75% accuracy, poisons the target. => 100% accuracy <Legend of Arceus buffed to 80>
- - Poison Gas: 90% accuracy, poisons the target => --% accuracy, bypass Substitude.
- - Sing/Grass Whistle: 55% accuracy, puts target to sleep. => 60% accuracy
- (Grass Whistle was removed gen8)
- - Stun Spore: 75% accuracy, paralyses the target => 85-90% accuracy <mirrors Thunder Wave post-nerf> <Legend of Arceus buffed to 80>
- - Strength Sap: 16PP => 8PP <mirroring the massive broad nerf of all other 16PP healing moves>
- - Sweet Kiss: 75% accuracy, confuses the target. => 100%
- - Supersonic: 55% accuracy, confuses the target. => 100%
- - Teleport: nothing => the user switches out, -6 priority (Let's Go Pikachu/Eevee did this, highly questionable concept, potentially gamebreaking for Chansey, but amazing to rebalance Slowbro)
- - 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. (unobtainable gen8) <I don't like touching signatures, let alone unique ones, but the instance I read the datamined name, this assumption ran through my mind as valid to buff it, only to be disappointed seconds after by reading the actual effect>
- Nerfs for moves
- ---------------------------------------------------------------------------------------------------------------------------------------
- - Close Combat= 120 base power => 110 base power
- <In doing so, Superpower would have use over it, Hammer Arm would have more use for Trick Room or Choice Band, Cross Chop doesn't need to be buffed in accuracy, High Jump Kick would be considered more without having to lower crash damage, Storm Throw as a ~90 base move with crit effects would be considered more(ignoring defence boosts and screens, legit good, and conceptual counteractive to Ice-types their Aurora Veil), even Dynamic Punch would be better to compensate the confusion nerf of gen 7. EVEN the Pseudo-signature Sacred Sword isn't used over Close Combat, in any instance. Close Combat simply is generic and powerful for its lmited drawback making it too strong compared to other fighting type moves, that it needs to be equalized for Fighting types to diversify. When would be a better time than after giving it to more pokemon in gen 8.>
- - 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. < -10 base power and no longer boosts when the target switches out>
- - 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.
- - 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. => 60 base power
- <in-line with the other consuming moves (Pluck, Incinerate and Bug Bite). Makes other Dark moves more considerable and less dominating the viability of a Dark/Fighting/Normal type based on their acces to this move, without removing why it was buffed in the first place. Technician Knock Off doesn't work when boosted, thus consistently deals 90 base damage regardless of item in case of Marshadow, Scizor, Scyther, Ambipom, Cincinno, Persian, Persian-Alola and Kricketune. All bar Scizor (-Mega) and Marshadow certainly deserve such a consequential buff in the endeavor to make the game more diverse in moves and pokemon.>
- -Shell Smash= +2 Atk, SpA, Spe, -1 Def, SpD => also disable the users ability. The ability suppression remains when Baton Passed.
- <Mega Blastoise can't return thanks to its new gained Shell Smash. 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 from NUBL and previous RU suspect potential. Meanwhile all other Shell Smashers barely if at all use their ability post Shell Smashing once. 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.>
- -Rock Slide= 75 base power, 90% acc, 10PP, 30% to flinch, Affects all adjacent foes => Affects all Pokémon adjacent to the user <LoA nerf>
- Now for the only change people don't unanimously agree on from this list, they do partially agree with the following:
- -Stealth Rocks; 4x Stealth Rock weak pokemon to go from 50% (1/2 HP) health loss to 33,33% (1/3 HP) and 2x Stealth Rock weak pokemon to go from 25% (1/4 HP) to 20% (1/5 HP).
- While some hate Stealth Rocks, it has inherent healthy aspects in its easy acces and balanced midway between a fast chip to avoid Focus Sash, Sturdy and generally safety net strats as well as ways to prevent indefinate switching avoiding a PP grind.
- Heavy-Duty Boots existing doesn't actually fix anything, it moves the issue as Heavy-Duty Boots because of it is one of the most used items, if anything this makes multiple Spikes worse and double Toxic Spikes laughable.
- 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.
- 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.
- ThE mAtH's;
- Current Adjusted Increase per weakness, when adjusted
- 4x weak 50 33,33 13,333
- 2x weak 25 20 7,750
- neutral 12,25 12,25 6,125
- 2x resistant 6,13 6,125 3,063
- 4x resistant 3,06 3,06
- Gen 9 edits;
- gen 9 nerfed wicked blow from 80 to 75
- Grassy Glide from 70 to 60.
- Roost, Recover and all other 16PP healing moves were nerfed to 8 equalling Synthesis, Moonlight and Morning Sun. Strength Sap still has 16PP, for whatever reason.
- good nerfs I didn't even list.
- Abilities:
- ---------------------------------------------------------------------------------------------------------------------------------------
- - Anticipation/
- Forwarn/
- 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>
- -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.
- - Iron Fist= Iron Fist causes the power of affected punching moves to increase by 20% => by 25% <buffs Hammer Arm/Drain Punch/etc>
- - 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>
- <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.>
- - 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.>
- - 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.
- - 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>
- - 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.)
- - Rivalry: This Pokemon's attacks do 1.25x on same gender targets; 0.75x on opposite gender. => 1x on opposite gender<Idea Radical Red>
- - 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>
- - 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.
- - 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>
- - Sticky Hold: This Pokemon cannot lose its held item due to another Pokemon's attack. => And Knock Off damage multiplier does not activate even if the user is holding an item that can be removed. Immune to Poltergeist.
- - 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.
- <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.>
- - 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.
- <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.>
- - 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>
- <This ability might get changed if the Legend of Arceus changes are applied, thanks to the addition of "fixation">
- Signature abilities:
- - 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.
- - 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>
- - Grass Pelt: If Grassy Terrain is active, this Pokemon's Defense is multiplied by 1.5 => multiplied by 2
- - 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.
- - 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.
- - 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
- <These types represent overlapping resistences of the Steel and Fire typing. Possibly too custom to buff Magcargo / Camerupt.>
- - 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>
- - 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.
- - Liquid Voice: This Pokemon's sound-based moves become Water-type. => and have 1.2x the power. <Mirrors -Ate abilities>
- - Flare Boost: While this Pokemon is burned, its special attacks have 1.5x power. => and halves the damage taken from Burn.
- - 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>
- - 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>
- Nitpick buffs;
- - 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>
- - 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)
- - 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.
- - Heat Proof: Heatproof halves the damage done by Fire-type attacks and the burn status ailment. => Immune to burn damage.
- - Damp: Prevents Explosion/Mind Blown/Self-Destruct/Aftermath while this Pokemon is active. => lowers the damage taken from ballistic moves (a.i. Bulletproof) OR lowers damage from Fire-type moves by 1/2.
- - Ice Body: If Hail is active, this Pokemon heals 1/16 of its max HP each turn; immunity to Hail. => 1/10. Ice-type attacks do 25% less damage to a Pokémon with Ice Body
- - 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
- - 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.
- Ability nerfs:
- - 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.
- <The game insufficiently states the stats raise "Drastically" which normally implies +3, not +6. The term "maxes" isn't applicable, as maximizing lets a -6 user reach +6, this doesn't. If it only drastically increased, it would have been fine and balanced even with its Gigantamax, but in current form it's unhealthy to a lot of VGC players. At moment of writing it dominates the scenes player cup. Once dynamaxing is removed it won't serve much more use, however thats irrelevant of the abusive and unhealthy influence it has when it does for a future abusive mechanic. For reference the nerf of Gale Wing to prevent Flyinium Z Talonflame, all be it that one was nerfed into the ground ONLY seeing use with Flyinium Z copers>
- - Intimidate= When a Pokémon with Intimidate enters the battle, it lowers the Attack stat of all adjacent opponents by one stage.
- => it lowers the Attack stat of all adjacent opponents by one stage, once.
- <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.>
- - 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%
- <<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.>
- -Transistor= Transistor boosts the power of user's Electric-type moves by 50%. => by 30%.
- <This nerf isn't a nerf because it is broken now, it isn't, more so keeping it at about equal high with the buff of Electro Ball, Shock Wave to minor extend, but also Zap Cannon. The nerf does functionally make Electroweb less oppressive on Regieleki, which is overall also a possitive as it is a main part of its dominant usage in VGC2020-2022. In all regards this change is the easiest way and most expectable route Gamefreak would take, to get a better metagame outcome at the end of the line>
- <Dragon's Maw could in theory be nerfed alongside it. Except Regidraco hasn't proven itself to be too much in VGC or Smogon Singles, though the unhealthy aspect of it is even more noticable in match-up fishing regard. If they do nerf Fairy/Steel, this could certainly be warrented too.>
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