|
|||||||
![]() |
|
|
Thread Tools |
|
|
#76 |
|
Join Date: Sep 2012
Posts: 58
|
Here is a laundry list of ideas I had for the mod. Feedback is appreciated.
|
|
|
|
|
|
#77 |
|
Join Date: Mar 2010
Posts: 1,825
In the world, but not of the world
|
No, not like that. Here's an example.
Round 1: Breloom uses Double Team! Tornadus uses Hurricane! KO Abomasnow is switched in. Tornadus uses Focus Blast! The clones protect it. Abomasnow uses Blizzard! KO It would be used to help switch-ins, predictions, and just general strategy. It and protect wouldn't conflict in the way you're saying. |
|
|
|
|
|
#78 |
|
Join Date: Sep 2012
Posts: 58
|
@Yarnus of Bethany
So it acts like a delayed version of Protect, that leaves the user vulnerable on the turn it's used, but will activate the turn after? That sounds good to me, but I would change it so that it fails to protect against spread moves, (it wouldn't matter if the attacker didn't know which target to hit, if he hit all possible targets). However, I notice as it stands it is possible for a Pokemon to protect itself twice in a row, and that could potentially be a problem. Here is an example of what I mean:
...
I don't know if that would become a problem, or if Double Team would generally be preferred over a plane old Sub. But otherwise, this seems like an alright idea. Last edited by JamesSonofBaboonzo; Feb 20th, 2013 at 2:24:25 AM. |
|
|
|
|
|
#79 |
|
Join Date: Jun 2010
Posts: 758
Smogon Mobile. Ugh.
|
I've been sorting through abilities a bit for OU teams and I came up with something a little interesting.
Light Metal: On entry: Halves weight, +1 Speed, -1 Attack, -1 Defense (Like a Choice or Eviolite boost separate from normal stat-boosts), Displays message: "POKEMON is light on it's feet!" (Flavour: Lightly armored but there's not much weight behind it's attacks) Heavy Metal: On entry: Doubles weight, -1 Speed, +1 Attack. +1 Defense (Like a Choice or Eviolite boost separate from normal stat-boosts), Displays message: "POKEMON treads heavily!" (Flavour: Heavily armored and can throw it's weight around but it costs speed) Scizor and Bronzong do have these respective abilities, but the trade-off for using them is so steep that they lose the primary reasons they're OU in the first place; Technician and Levitate along with a great deal of Attack and Defense on Scizor's end. Even with a Swords Dance set, Scizor's lowered Defense, pitiful Attack (262 Max Adamant; 239 Jolly,) and low Base Power moves prevent it from even being threatening thanks to it's horrible super effective coverage. X-Scissor is it's strongest STAB...yeah. All it gains is a fast, but weak for a STAB, U-Turn. Choice Band can remedy it's attack but the kicker is that it has the same power and Speed as normal Choice Scarf Scizor AND it lacks Technician Pursuit. This is NOT a buff to Scizor by any stretch of the imagination and Bronzong's issue with Heavy Metal should be glaring. Trick Room is it's sole use for Bronzong but it's not worth losing the immunity that lets it set up Trick Room in the first place. The final nail in that coffin is that the ability notifies the other player so there's no bluffing it. However, Metagross now sits at a very comfy little Speed tier with 393 Speed when Jolly and 358 Adamant but it completely lacks Attack, maxing out 246 Jolly and 270 Adamant. Metagross needs at least a Claw Sharpen and a Life Orb boost to even dream of sweeping anything, which really makes it a faster, less powerful and less bulky Durant. However, with a Life Orb, it has just enough power to revenge a large variety of Pokemon like Garchomp, Dragonite, and Terrakion thanks to it's great coverage options and that is where it's utility comes from. Aggron sacrifices it's recoil immunity and Study to become THE hardest hitting Pokemon in the entire game! (by about 21 measly points with 525 Attack beating Deoxys-A's 504) The balancing factor is that Aggron is horrendously slow at 90 Speed with no investment, making it slower than Reuniclus and every single Physical Wall in the game with the exception of Ferrothorn and Dusclops. It's new and uninvested 594 Defense gives it the chance it needs to actually come into battle and just demolish something. It can be promptly revenged since it's so slow but it holds an absurd amount of power with Head Smash and even Heavy Slam with Heavy Metal increasing it's weight. But yeah I'm just throwing ideas at the wall here.
__________________
Take chances, make mistakes, get messy! |
|
|
|
|
|
#80 |
|
>> BEGIN POSTBIT
![]() ![]() ![]()
Super Moderator
Join Date: Aug 2011
Posts: 1,130
>> END POSTBIT
|
I like the idea of Mind Reader / Lock On raising accuracy 6 stages.
I don't know about buffing Castform - weather is already pretty unpredictable in NEXT. I don't plan to add intrinsic Ground immunity to anything that doesn't already have it. My idea was for Light Metal to induce Magnet Rise (for 5 turns), and Heavy Metal to induce Gravity (for 5 turns). It's interesting because Gravity and Magnet Rise are pretty close to polar opposites of each other. (thanks to PureQuestion for catching the typo)
__________________
Pokemon Showdown | Replay player | No, I am not impressed that you know that my name is Guangcong Luo. The PS website says "Copyright Guangcong Luo" at the bottom, ffs. Last edited by Zarel; Feb 21st, 2013 at 12:02:40 AM. |
|
|
|
|
|
#81 |
|
Join Date: Nov 2012
Posts: 158
|
Levitate and Magnet Rise? Do you mean Magnet Rise and Gravity?
__________________
11:57 DougJustDoug In fact, to win Member of the Year, that means you are a talented genius and you must be althletic, well-mannered, and quite handsome too. 11:57 PureQuestion Doug how many times have you won member of the year 11:57 DougJustDoug ... twice. |
|
|
|
|
|
#82 |
|
Join Date: Mar 2010
Posts: 1,825
In the world, but not of the world
|
Just to keep the flavour the same: you can make Wonder Room swap attacking stats, not defensive stats. This one change would help both mixed attackers and stall teams, both of which need help.
|
|
|
|
|
|
#83 |
|
Join Date: Sep 2012
Posts: 58
|
@Yarnus of Bethany
Physical attacking Alakazam and Togekiss FTW!!! @Zarel I like the idea for Light/Heavy Metal. To me, it would also make sense for Magnet Pull to induce Magnet Rise. Im sure both Probopass, and Magnezone would appreciate having a double weakness removed on switch in. |
|
|
|
|
|
#84 |
|
Join Date: Jun 2010
Posts: 758
Smogon Mobile. Ugh.
|
Well aside from Aggron somehow manipulating Gravity, Magnet Rise & Gravity work for the Pokemon that get Light/Heavy Metal. Scizor and Metagross have always had the ability to fly or levitate in most relevant Pokemon media other than the handheld games. (Though it is implied)
My only issue is that the effects do not fit the abilities themselves at all. Having light armor or material doesn't allow something to fly and being heavily armored or weighting a ton doesn't directly affect its opponent in any way, much less inducing a gravitational pull.
__________________
Take chances, make mistakes, get messy! |
|
|
|
|
|
#85 |
|
Join Date: Apr 2009
Posts: 236
|
I had an idea for heavy and light metal as well.
Heavy Metal - Doubles weight, boosts power of contact moves by 30% Light Metal - Halves weight, boosts speed by 30% It'd be great if we could get an official "mod" going for showdown, I was thinking, since we want to stick to flavour we can do it in stages. 1. Identify which abilities need a buff and buff accordingly, all pokemon using said abilities should be considered before buffing. For example: Shell armour - reduces contact damage by 50%, Main pokemon affected are Torterra and Lapras, this does not forseeably make any current pokemon broken but improves little used pokemon -> implement 2. Then moves should be considered for buffing. For example: Sludge bomb - 30% chance to cause toxic poisoning, Main pokemon affected will be pokemon with poison STAB, does not have any serene grace abusers, does not look forseeably broken -> implement. 3. Then we can consider newly "learnt" moves/abilties pokemon could have have. For example: Weavile with Technician. 4. Then we can consider new moves and abilities similar to what happens in CAP! For example: Mountaineer - Cannot be damaged by rock type attacks If we can get a community going on this to voice opinions, vote, etc it'd be awesome! It'd also be possible to add CAP pokemon (although we'd have to buff/nerf where applicable such as tomohawk...) The idea would be to keep the flavour there without taking away from what nintendo has already given us |
|
|
|
|
|
#86 |
|
Join Date: Nov 2009
Posts: 83
Porygon Oregon
|
Similar to JamesSonofBaboonzo's idea on Spike Cannon... but actually very different.
Spike Cannon functions normally if there are no Spikes/Toxic Spikes on your side of the field.
If there are both Spikes and Toxic Spikes, the move functions as a combination of both.
And Rock Throw functions normally if Stealth Rock is not on your side of the field. If SR is on your side it becomes a 100bp Rock-type attack still with 90% accuracy and removes the SR after the attack. Essentially, the moves have their draw-backs. Spike Cannon can be 'spin blocked' by Flying- and Steel-types depending if it hits as a Ground- or Poison-type attack. Rock Throw still has 90% accuracy so it is also no guarantee at removing SR.
__________________
Pokemon Showdown: EeveeGeneral
Last edited by The_Eevee_General; Feb 24th, 2013 at 11:32:02 PM. |
|
|
|
|
|
#87 | |
|
Join Date: Apr 2009
Posts: 236
|
Quote:
I'll be posting some suggestions in a moment and commenting on current changes althout Zarel has a rather large list so I might be a while |
|
|
|
|
|
|
#88 |
|
Join Date: Nov 2011
Posts: 271
|
100 BP seems a bit too high TBH. Either decrease the accuracy a bit (85% sounds fair) or make it 70-80 BP.
|
|
|
|
|
|
#89 |
|
Join Date: Aug 2008
Posts: 164
Aachen, Germany
|
I have a nice proposal for Double team:
This move creates two Substitutes (clones) with 1 HP each. However there is only a 50% chance that a clone absorbs a hit or a non-damaging move. Then the clone is removed. Otherwise the "original" Pokémon is hit. Double team can be Baton passed and is not stackable and has no effects on abilities or items (like Effect Spore, Imposter or Rocky Helmet). The combination of Substitute and Double team always fails. The clones do not.protect against Entry hazards. They can prevent secondary effects (like those of Thief or Zap Cannon).
__________________
Challenge Cup 1 vs 1 - Torchic vs Arceus-Normal /Challenge Cup - Trapinch / VGC 2013 - 3-Turn-Win Balanced Hackmons - Arceus Home Run / Challenge Cup 1 vs 1 - Epic: Magikarp vs. Zapdos OU - Feel the power of Sub Magnezone / Challenge Cup 1 vs 1 - How important accuracy really is ... Last edited by Mari; Feb 23rd, 2013 at 5:29:56 AM. |
|
|
|
|
|
#90 |
|
Join Date: Nov 2009
Posts: 83
Porygon Oregon
|
Well since Rock Throw's BP is 100 only when Stealth Rock is active on your side of the field and the move removes SR I figured doubling the BP was more incentive to use the move. Normally it would hit for only 50 BP (and still with 90% accuracy) so there isn't much use for the move other than removing SR.
__________________
Pokemon Showdown: EeveeGeneral
|
|
|
|
|
|
#91 |
|
>> BEGIN POSTBIT
![]() ![]() ![]()
Super Moderator
Join Date: Aug 2011
Posts: 1,130
>> END POSTBIT
|
I like the ideas for Spike Cannon and Rock Throw, although I'll probably modify Spike Cannon a bit to make it less complicated.
All the Double Team suggestions so far strike me as too complicated. Honestly, since Double Team is a TM that nearly every pokemon can learn, I want it to be on the weak side so very few pokemon will want to use it. What do you guys think of -1/4 HP, +1 evasion, +1 speed?
__________________
Pokemon Showdown | Replay player | No, I am not impressed that you know that my name is Guangcong Luo. The PS website says "Copyright Guangcong Luo" at the bottom, ffs. |
|
|
|
|
|
#92 |
|
Join Date: Mar 2010
Posts: 1,825
In the world, but not of the world
|
I still like mine better, but that sounds good.
|
|
|
|
|
|
#93 | |
|
Join Date: Nov 2009
Posts: 83
Porygon Oregon
|
Quote:
Archeops Carracosta Conkeldurr Golem Landorus Lunatone Magcargo Probopass Regirock Solrock Steelix Sudowoodo Aerodactyl Aggron Armaldo Braviary Cradily Excadrill Gigalith Gliscor Groudon Hariyama Lucario Machamp Mienshao Rampardos Rhyperior Seismitoad Shuckle Terrakion Tyranitar Spike Cannon. Ideas for additions in bold: Cloyster Corsola Omastar Beedrill Cacturne Drapion Escavalier Excadrill Forretress Glalie Maractus Mawile Qwilfish Rhyperior Scolipede
__________________
Pokemon Showdown: EeveeGeneral
Last edited by The_Eevee_General; Feb 24th, 2013 at 11:29:34 PM. |
|
|
|
|
|
|
#94 |
|
Join Date: Aug 2010
Posts: 1,155
|
So just to clarify-are you seriously suggesting that there should be an unblockable attack that not only removes SR but deals heavy damage and has great distribution? Isn't this kind of ridiculous? Maybe it could gain power while SR is up, but completely removing it... well, at the very least that's a massive metagame shift, and it seem a little ridiculous. Yes, it has a 10% chance to miss, but come on. Oh and "Normally there isn't much use for the move besides removing SR". Well... yeah? Sort of the greatest use ever, especially for anti-lead style pokemon.
Spike cannon is a little better, since the spike version is blockable by flying-types, levitators, and the intrinsic levitators of this game. T-spikes is blocked by steels, and anyhow a grounded poison-type can absorb those unblockably. I have some suggestions there: For T-spikes: If there's one layer, one hit, 50% to poison. If there's 2 layers, 2 hits, 50% chance to Toxic. This removes the chance to Toxic AND regular poison, and makes it stronger (40 BP still sucks). For the combo hits: Either make it 50 and 100 or just keep it the same as above. |
|
|
|
|
|
#95 |
|
>> BEGIN POSTBIT
![]() ![]() ![]()
Super Moderator
Join Date: Aug 2011
Posts: 1,130
>> END POSTBIT
|
2 mons in OU and 11 mons overall is not "great distribution".
And 100 base power for a situational attack isn't exactly great. It's like Rock Gem HP Rock. Except without the additional coverage, since you probably don't want a 50bp move to be your only Rock STAB. The main thing it would change would be to make spinblocking harder. But it's not overpowered on an antimetagame move. Remember, it's completely useless unless there are rocks up.
__________________
Pokemon Showdown | Replay player | No, I am not impressed that you know that my name is Guangcong Luo. The PS website says "Copyright Guangcong Luo" at the bottom, ffs. |
|
|
|
|
|
#96 |
|
Join Date: Feb 2013
Posts: 10
|
I like the Rock Throw suggestion, but I'm not as sold on Spike Cannon. I think the proposed version that has a chance of leaving spikes on the opponent's side is more interesting.
Overall, I think the spinner / spinblocker sub-game is good strategic nuance. Another possible counter to SR is one thing, but something that would undo the hard work to set up an entry hazard shuffling strategy with multi-layer spikes on a dedicated team with a spinblocker and all would be unwelcome. The distribution of spike cannon is so narrow that it would come out of the blue and blind-side careful stall players even if room could be made for an "anti-spike cannon" pokémon in theory. They have enough of unpredictable threats as is. Add to that the complication that the move can be potentially 3 different types, can inflict status and can hit 1, 2, 3, or 2 - 5 times with base power 40 or 20 depending on circumstances and I don't like it. ――――――――――――――――――――――――――――――――――― I think -1/4 HP, +1 evasion, +1 speed could work for Double Team, but it would make me want Minimize to give +1 evasion, +1 speed with no downside. Originally, Minimize was strictly better. Last edited by Spica; Feb 24th, 2013 at 8:19:11 PM. |
|
|
|
|
|
#97 | ||
|
Join Date: Nov 2009
Posts: 83
Porygon Oregon
|
Quote:
A move that strips Pokemon of their health (up to 50%) just by switching in. I know Zarel changed the mechanics, but still it's a huge damper on Flying-types. There isn't much use for this move outside of removing SR as I said before. Just like you don't use Rapid Spin unless you want to remove hazards, you won't use Rock Throw unless you want to remove SR (unless something with Technician gets it, then I guess it's somewhat usable.) The fact it gets such a boost to BP is the incentive to use it over Rapid Spin but in the process forgo any chance to remove Spikes (or Leech Seed). To me that's a trade-off and risk: you may essentially waste a moveslot hoping your foe will use SR--or even carry it--but if the opportunity arises you can remove it and deal a good amount of damage. Plus it doesn't even get STAB on most Pokemon with its current distribution. If the proposed Pokemon get it, Terrakion and Tyranitar would probably be the biggest users of the move with STAB. Quote:
__________________
Pokemon Showdown: EeveeGeneral
|
||
|
|
|
|
|
#98 |
|
Join Date: Jun 2010
Posts: 758
Smogon Mobile. Ugh.
|
I have a few small suggestions all relating to Archeops.
__________________
Take chances, make mistakes, get messy! |
|
|
|
|
|
#99 | ||||
|
Join Date: May 2006
Posts: 154
|
I think that while Spike Cannon is really flavorful, technically, the original concept of Spikes refers to caltrops. Just a little something to keep in mind.
And some comments: Quote:
Quote:
Quote:
Quote:
[quote[[*]Give intrinsic ground immunity to 'mons that previously lacked a ground type immunity, but should have had one. This would include things such as Magnezone and Venomoth, that float/fly above the ground, but are still hit by ground based moves. [/quote] I like this idea. However, I do feel that it might make the Magnemite line too powerful, but other than that, it'd be fine.
__________________
Avvy made by pichus_pardise. Last edited by ChaosAkita; Feb 27th, 2013 at 1:19:32 PM. |
||||
|
|
|
|
|
#100 | ||||
|
Join Date: Sep 2012
Posts: 58
|
Quote:
Quote:
Quote:
Quote:
Also I had one other idea I thought I would share with the world...
|
||||
|
|
|
![]() |
| Thread Tools | |
|
|