Bug
Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two hit moves) with a total hit cap of five (5).
Affected Pokemon: Affected Move
Ledyba/Ledian: Comet Punch
Beedrill/Mega Beedrill: Fury Attack, Pin Missile
Heracross/Mega Heracross: Arm Thrust, Bullet Seed, Fury Attack, Pin Missile, Rock Blast
Karrablast/Escavalier: Fury Attack
Pinsir/Mega Pinsir: Fury Attack
Spinarak/Ariados: Fury Swipes, Pin Missile,
Skorupi: Pin Missile
Pineco/Forretress: Pin Missile
Venipiede/Whirlipede/Scolpiede: Pin Missile
Joltik/Galvantula: Pin Missile
Nincada/Ninjask/Shedinja: Fury Swipes
Vespiquen: Fury Swipes
Plant Wormadam: Bullet Seed
Paras/Parasect: Bullet Seed
Anorith/Armaldo: Rock Blast
Dwebble/Crustle: Rock Blast
Shuckle: Rock Blast
Syclant: Fury Attack, Icicle Spear, Pin Missile
Honestly? Does not really need much of a change. Admittedly, I would like to see an effect added onto the STAB so that the other Bug-Types benefit from Bug-Type STAB outside of Arenas that grant them access to Multi-Hit attacks in some fashion.
Dark
Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
This needs changing. Mostly because it never comes into play. Especially the Attract status.
Dragon
Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.
Needs changing. Mostly because neutral attacks normally resisted by dragon-type (Electric, Fire, Grass, Water) are rarely used against Dragon-Types.
Electric
Electric STAB; immune to paralysis status.
Doesn't need anything added to it. Sometimes, the simplest effect is the best option. Also, because I cannot think of any effect that is Electric themed that does not already exist for Stunfisk. And we don't want to have to revisit Abilities just because we changed STABs.
Fairy
Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift; Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)
This is a thing? It needs a scrapping and a redo.
Fighting
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.
Does not need any changes. Fighting is already versatile enough.
Fire
Fire STAB; immune to burn status. Brighten Command.
Brighten Command: For the next six (6) actions, all this Pokemon's attacks will have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
This needs a complete change. What I would do, while keeping it in the same theme as this, is grant a 10% increase in accuracy to all Fire-Type attacks.
Flying
Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.
Nothing wrong with this. Doesn't need changing.
Ghost
Ghost STAB; immune to the effects of full trapping moves and the Arena Trap, Magnet Pull, and Shadow Tag abilities. Ghost types can switch out while affected by a partial trapping move, but they will be damaged every action by their effect.
Doesn't need any changing to it. Being immune to all trapping attempts is powerful in certain common battles.
Grass
Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.
Bloom Command: For the next six (6) actions, this Pokemon's "Grass," "Powder," and "Seed" status-moves will have fifteen (15) added points to their Base Accuracy (e.g. Grass Whistle goes from 55 Base Acc to 70 Base Acc). Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Honestly, I would scrap the Command. All it is is the Brighten Command nerfed for everything but Grass Whistle. Give it some originality.
Ground
Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.
Doesn't need changing.
Ice
Ice STAB; immune to Hail damage, freeze status, and Sheer Cold. Frost Command.
Frost Command: For the next six (6) actions, this Pokemon's Ice moves will have triple the freeze chance. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Needs changing. I cannot believe I am suggesting this, but maybe make it into a Rock-Type counterpart and provide a decrease to incoming physical attacks while Hail is active.
Normal
Normal STAB; +1 BAP on attacks that match dominant arena type after 3 actions. Unable to have Thrash or Outrage disrupted by oncoming damage.
No one remembers this effect. It needs changing.
Poison
Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.
Store Command: For the next six (6) actions, this Pokemon's moves will have their poison / toxic effect chance double.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
The command needs changing.
Psychic
Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Leave it as is.
Rock
Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Protect, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.
Resident Rock Specialist. This needs nerfing. Here is what I would do: -2 BAP to incoming special attacks during a sandstorm. +1 Priority to the following moves; Acid Armor, Barrier, Defense Curl, Harden, Iron Defense, Withdraw. That's it. Get rid of the screens. Get rid of the protective attacks. Get rid of Amnesia and Stockpile as they boost Special Defense Stages instead of just Defense Stage. Get rid of Quick Guard and Wide Guard. Get Rid of Skull Bash as it damages the opponent instead of just boosting Defense Stages.
Doing this allows the moves that we buffed (Acid Armor, Barrier, Harden, Iron Defense, and Withdraw) to have special effects if they are used before the opponent attacks the user to have those effects actually occur outside of the opponent using combinations. But it also prevent Rock-Types from cheesing victory through priority Screens and priority passed Protect/Detect. Priority Wide Guard/Quick Guard is not that big of a deal. Just removed them because when are you really going to need higher priority Quick Guard or Wide Guard? Really?
Steel
Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.
The typing already has a lot going for it with its resistances. It doesn't need a buffing.
Water
Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.
Same as ground.