STAB Effects

Effects that are fine:
Bug: Good Buff, and bug types have alot of moves to use this effect
Fighting: Tentative Fine, but it fits for flavor reason
Fire: Would be fine if we can use stab commands like an action
Flying: Definitely Fine
Ground: Fine
Ice: See Fire
Grass: See Fire
Steel: Definitely Fine
Water: Definitely Fine, If not boring
Ghost: See Water
Psychic: Considering how OP psychic can get, id say this is fine

Effects that should be looked into:
Dark: who remembers this?
Fairy: See Dark
Dragon: See Dark
Electric: Fits in-game, but would like to see more from it
Normal: See Dark
Rock: Plz Nerf
 
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.
 

ZhengTann

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akela said:
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.
I think it is a stroke of genius. Maybe the flavour justification is a bit meh, but GF never did provide flavour justification for Rock-types in Sand anyway.
 
I am stumped with ideas for Fairy STAB and for Grass STAB. Here is what I have come up with everything else. Please remember these are only suggestions and are not guaranteed to be implemented.

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). Is unaffected by the effects of Spider Web, Sticky Web, and String Shot

Adding that last sentence gives some benefit, however minor, to Bug-Types without Multi-Hit attacks like Butterfree.

Dark
Dark STAB; ignores Taunt, Torment, Attract, and Confusion when using a Maneuver it gets STAB on.

Dragon
Dragon STAB; The maximum duration of all Status Effects with a finite duration are decreased by one (1) action or stage.

Fire
Fire STAB; increases the accuracy of fire-type attacks by 10%. immune to burn status.

Ice
Ice STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM Non-Damaging attacks that increase special defense (Full list: Amnesia, Calm Mind, Stockpile). Reduced damage from all physical attacks by two (2) Base Attack Power during Hail, immune to Hail damage.

Normal
Normal STAB; The energy cost of non-STAB attacks are decreased by one (1).

Poison
Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction.
 
Psychic-STAB-suggestion-that-will-probably-get-thrown-out-intermediately-but-whatevs:

Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Halves the duration of confusion and attraction (round down). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Psychic pokes are smart and can easily refocus. Also they don't let themselves be fooled by earthly attachments and animal instincts.
 

Frosty

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I really like the effects proposed by akela and gerard. We can probably work with something along those lines.

Just some points:

1)

Rock mons that can use Reflect (edited to exclude legendaries): Magcargo, Corsola, Lunatone, Solrock, Amaura, Aurorus, Carbink.
Ice mons that can use Light Screen (edited to exclude legendaries): Jynx, Mamoswine, Glalie, Froslass, Abomasnow, Vanilluxe, Cryogonal, Aurorus.

Personally I see no problems in giving Rock STAB +1 Reflect and Ice STAB +1 Light Screen. For Rock all mons that can use it, frankly, suck. So now they suck less! And for ice, Amnesia, Calm Mind and Stockpile are poor moves with no added effects unlike acid armor or barrier (don't even suggest it <_<), so adding light screen will give that effect some purpose.

I feel that if we include the respective screen for each typing, both should have very similar strengths and since Rock and Ice are terrible typings offensively (many resist them) and defensively (many are SE to them), it fits nicely imo.

2)

For Dragon STAB, is it only major status or minor status too?
 

Texas Cloverleaf

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I really like the effects proposed by akela and gerard. We can probably work with something along those lines.

Just some points:

1)

Rock mons that can use Reflect (edited to exclude legendaries): Magcargo, Corsola, Lunatone, Solrock, Amaura, Aurorus, Carbink.
Ice mons that can use Light Screen (edited to exclude legendaries): Jynx, Mamoswine, Glalie, Froslass, Abomasnow, Vanilluxe, Cryogonal, Aurorus.

Personally I see no problems in giving Rock STAB +1 Reflect and Ice STAB +1 Light Screen. For Rock all mons that can use it, frankly, suck. So now they suck less! And for ice, Amnesia, Calm Mind and Stockpile are poor moves with no added effects unlike acid armor or barrier (don't even suggest it <_<), so adding light screen will give that effect some purpose.

I feel that if we include the respective screen for each typing, both should have very similar strengths and since Rock and Ice are terrible typings offensively (many resist them) and defensively (many are SE to them), it fits nicely imo.

2)

For Dragon STAB, is it only major status or minor status too?
When I proposed it I had major status+confusion in mind, only further expansion would include Attraction. Either major or major+those two is fine.
 
Agreeing with deadfox here- while Dragons starting at 20% para max is perfectly fine with me, making Sleep do absolutely nothing 33% of the time and Freeze do nothing 50% of the time is a little bit too powerful imo
 
Well, I have some comments...

Dark
Dark STAB; ignores Taunt, Torment, Attract, and Confusion when using a Maneuver it gets STAB on.

Taunt and Torment are some of the best, if not the best, disruption moves around: being able to Taunt and Torment and some otther things throuh Taunt MAY be too powerful. Not sure on this one, as there are occasions when I actually thought this is the way Dark STAB already worked.

Dragon
Dragon STAB; The maximum duration of all Status Effects with a finite duration are decreased by one (1) action or stage.

Geoudude already dispeled my main worry.

Ice
Ice STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM Non-Damaging attacks that increase special defense (Full list: Amnesia, Calm Mind, Stockpile). Reduced damage from all physical attacks by two (2) Base Attack Power during Hail, immune to Hail damage.

This is going to make Ice gym a lot harder .-. but I don't really have an issue. I think.

Normal
Normal STAB; The energy cost of non-STAB attacks are decreased by one (1).

So, STAB on all attack (energy wise). This sounds very powerful, but I don't know what other people think. Maybe this will help normals because they tend to have to rely in non-STAB options to deal with a ton of opponents, and the being adaptable thing fits well flavor wise, but... ugh, I dunno.
 

Dogfish44

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Now that every other gym leader has taken a shot at boosting their STAB, my turn!

Electric
Electric STAB; immune to paralysis status. Electric-type moves, when they successfully inflict paralysis, inflict a paralysis stage one higher than normal (Max 25%).
It's not a huge boost, but if we're giving boosts to the types that already resist other status,, I think it's fair to give Elec it's small boost.
 

Frosty

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Actually the idea is just to put all stab effects on the same (proportional) level. Although I suppose we could use like water as base. But then we would lose the ye-good-and-old-bug-stab-effects so maybe that isn't a good option
 

Its_A_Random

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I guess I can post an idea for the new Fairy-type STAB:

Fairy: Fairy STAB; Enchant Command.

Enchant Command: For the next six (6) actions, this Pokemon's Normal-type moves become Fairy-type moves. 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

Basically a mini Pixilate designed for physically-based fairies like Granbull and Azumarill. Also a way of actually giving Dedenne a way of actually having specially based Fairy-type STAB well only round and snore but w/e. A niche command at best. Good for raiding at least?

I personally think the current Electric-type STAB is fine at the least and an extra effect tacked onto it is superfluous. Most types do not need changing imo. Rock STAB nerf and Fairy STAB change at the least is warranted.
 

Frosty

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So, uh...

Bug: Tempted to send akela's suggestion to the booth. Although I prefer to just keep it as is.
Fighting: Also agree with it being fine. Although I would like to uniformise the weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw, as Seismic Toss and Vital Throw can happen with weight 4 classes above, storm throw and submission 2 classes above and the others 3 classes and I don't see any reason for that tbh. Although to be fair the only move that has this effect as remotely useful is Sky Drop -_-. Regardless I am tempted to keep it as is and send to the booth a proposition to uniformise the weight restrictions on either WC+2 or WC+3 (I prefer the former to give fighting types a better niche).
Fire: Akela's suggestion seems fine, but I would like more discussion on the matter.
Flying: I would argue about being able to hit through sky drop as potentially broken on doubles and triples, but I suppose I am biased.
Ground: Doesn't have much, but doesn't need it either imo.
Ice: I like akela's proposal, but it could use more discussion.
Grass: It can probably just lose the command. Or maybe add +10% acc to powder moves? idk. Needs discussion.
Steel: Fine.
Water: Fine.
Ghost: Definitely Fine.
Psychic: Gerard's suggestion seems harmless. But again, Psychic IS a good type. Perhaps make it just a dragon version for minor effects (Confusion and Attraction) instead of halving? Needs discussion.
Dark: Tempted to send akela's suggestion to the booth
Fairy: Tempted to send IAR's suggestion to the booth
Dragon: Tempted to send akela's suggestion to the booth. Anything as long as we get rid of the current effect -_-.
Electric: Electric is already a pretty good typing with only one weakness and usually decent coverage and immunity to paralysis goes a long way. I don't see it needing more.
Normal: uh. I am tempted to say fine as is actually, as Normal, while being "meh" as far as resistances/weaknesses go, have pretty darn good pokemons, movepools etc. But I would like more discussion on the matter.
Rock: Tempted to send Akela's suggestion to the booth.
Poison: Seems fine. Has many perks (weaknesses too, but I digress) and immunity to poison is nice to have I suppose.


The ones I am tempted to send to the booth will be send to the booth if no discussion in 96h.
 
Last edited:

Birkal

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Fighting-types STAB is downright awful to the point of no one would ever use it. In my two years of playing this game with every Fighting-type, this STAB effect has never come up. Not that I'm the end-all authority on Fighting-types, it's just a STAB effect that no one remembers or utilizes. That being said, I would consider Fighting-types to be pretty good in general thanks to good stat distribution and movepool. Normally, I would argue that Fighting-types don't need a buff. But it seems like the trend of this thread is to make every STAB have at least some competitive viability. Since the current Fighting STAB command has hardly any, I'd like to propose this as an alternative:

Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Flex Command.

Flex Command: The user flexes its muscles, raising a select stat by one (1) stage. This command locks its changed stat for the round within which it was used. 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

It is essentially Howl for any stat the user chooses. This provides Fighting-types with a command that could see some use, but would often be outclassed thanks to Bulk Up, Power-Up Punch, Low Sweep, Swords Dance, Calm Mind, and Agility. Stat boosting is not overly strong in ASB anyways, so this isn't very abusable in the first place. Also, Fighting-types would almost always prefer to go for the KO instead of boosting their own stats. Flex command would be a tiny boost that could actually be useful in a pinch, but not overpowering enough to define the typing (much like some other STAB effects do).
 
I think that the Fire-type STAB effects should include brightening up any dark area they are in. It wouldn't be broken, and would make logical sense.


Also, if we are trying to make each STAB effect be competitively useful, Steel STAB is, beyond what effects it has in game, a nerf. Steel-types are immune to being poisoned and sandstorm damage, like in the games, and then corroded by acid/acid spray. If we are trying to make every STAB effect useful, then Steel STAB needs a buff.
 

Texas Cloverleaf

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Fighting-types STAB is downright awful to the point of no one would ever use it. In my two years of playing this game with every Fighting-type, this STAB effect has never come up. Not that I'm the end-all authority on Fighting-types, it's just a STAB effect that no one remembers or utilizes. That being said, I would consider Fighting-types to be pretty good in general thanks to good stat distribution and movepool. Normally, I would argue that Fighting-types don't need a buff. But it seems like the trend of this thread is to make every STAB have at least some competitive viability. Since the current Fighting STAB command has hardly any, I'd like to propose this as an alternative:

Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Flex Command.

Flex Command: The user flexes its muscles, raising a select stat by one (1) stage. This command locks its changed stat for the round within which it was used. 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

It is essentially Howl for any stat the user chooses. This provides Fighting-types with a command that could see some use, but would often be outclassed thanks to Bulk Up, Power-Up Punch, Low Sweep, Swords Dance, Calm Mind, and Agility. Stat boosting is not overly strong in ASB anyways, so this isn't very abusable in the first place. Also, Fighting-types would almost always prefer to go for the KO instead of boosting their own stats. Flex command would be a tiny boost that could actually be useful in a pinch, but not overpowering enough to define the typing (much like some other
Does this include speed? If not I see it as being outclassed to the point of unusable for almost all, if not all, fighting mons. Speed is still mostly outclassed by low sweep but could applications in certain matchups or multi battle formats.
 
Like I told birkal, if you want to see a type's STAB effects changed suggest a change. Do not post in the thread going "I want this type buffed because everything else is getting buffed!"

Especially since Rock is getting nerfed. Just makes you look like a grade-A fool.
 

Birkal

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Does this include speed? If not I see it as being outclassed to the point of unusable for almost all, if not all, fighting mons. Speed is still mostly outclassed by low sweep but could applications in certain matchups or multi battle formats.
Ideally, yah. Accuracy too. Like I said, the Flex command would almost always be outclassed by other stat-changing moves or outright doing damage. I don't think Fighting-types need a significant buff, but having something besides the current effects (which are essentially useless) would be muy bueno.

*flex*
 
I would really prefer that Flex be specified to not be an evasion boosting move that locks changes for the action. Evasion boosts are sort of rare in ASB and they're annoying enough that I would prefer to keep them that way. Not that there's really a fighting type absurdly bulky enough to take advantage of it, but still.
 
Listing of Fighting-Types with at least neutral Rank 4 Defense or Special Defense:
Pokemon| HP/Def/SpD
Cobalion|100/5/3
Chesnaught|100/5/3
Scrafty|100/4/4
Mega Heracross|100/4/4
Mega Mewtwo X|110|4/4
Virision|100/3/5
Mega Gallade|100/3/4
Gallade|100/3/4
Hitmonlee|90/2/4
Hitmonchan|90/3/4
Hitmontop|90/3/4
Mega Lopunny|90/3/4
 

Birkal

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So the ones that are relevant on that list are Chesnaught, Scrafty, Mega Heracross, Gallade, Hitmons, and Mega Lopunny. Ok. When I created the command, I was thinking only Attack / Defense / Special Attack / Special Defense / Speed. I'd be fine with the inclusion or exclusion of Accuracy and/or Evasion. Accuracy is probably fine to allow boosting for because a) some Fighting-types could use the boost for STAB attacks, and b) it is outclassed by Brighten command due to decay. Evasion could go either way, I s'pose.
 

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