Non-Sig Item Revamp

Frosty

=_=
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Well hello folks and welcome to another day at insanityville :D!

We just came from a big sig-item revamp, which, hopefully, made them a tad better, or at least more balanced.

We are gonna do now the same with the non-sig items, specially the non-consumable ones. Yes, I don't intend to touch on berries for now at least. We will roll like we did on the sig items topic, following these steps:

1) Remove the items deemed "not-workable". We are looking at ones that can't be made viable without giving them brand new effects overall. If we are to give "brand new effects" then creating new items entirely is more adviseable.
2) Remove the items deemed "just right". Only the items there is no doubt about.
3) Separate the ones deemed "too good". And see how the list ammounts to 0.
4) Separate the ones deemed "too weak". The items that remain after we separate the "too good"s and the "too weak"s will join the list of "just right" items.
5) Work with the "too good" list. Or not.
6) Work with the "too weak" list
7) Rework prices.
8) ???
9) Profit!


The items we are looking at are:

Assault Vest - 20 CC - Multiplies the Pokemon's Special Defense Rank by one and a half (1.5x), rounded up. The Pokemon will only be able to use damaging attack moves, Chill and combinations in battle.

Big Root -20 CC- Doubles (x2) the HP gained from the moves Absorb, Leech Life, Mega Drain, Giga Drain, Leech Seed, Drain Punch, Dream Eater, Horn Leech, Draining Kiss, Oblivion Wing, and Parabolic Charge, capped at 100%. Increases the Energy Cost of these attacks by three (3).

Binding Band - 20 CC - Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Wrap, and Whirlpool inflict double (x2) damage at the end of each of the target Pokemon's actions.

Black Sludge - 20 CC - Heals Poison-type Pokemon and Pokemon with Poison Heal, Poison Point, or Poison Touch two (2) HP at the end of every one of the Pokemon's actions. Pokemon with the ability Liquid Ooze or Toxic Boost have three (3) HP restored per action instead. All other Pokemon are dealt two (2) damage at the end of each of each action.

Choice Band - 20 CC - Increases the Attack of the Pokemon by half of its current rank, rounded up. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore. Chill won't lock the user and it can be used even if the user is locked in a different move.

Choice Scarf - 20 CC - Increases the Speed of the Pokemon by 75% (x1.75) and increases base move accuracy by twenty-five (25). The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round without incurring the repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.Chill won't lock the user and it can be used even if the user is locked in a different move.

Choice Specs - 20 CC - Increases the Special Attack of the Pokemon by half of its current rank, rounded up. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.Chill won't lock the user and it can be used even if the user is locked in a different move.

Cleanse Tag - 20 CC - Halves the rate of damage increase on Toxic (e.g. it becomes 1, 1, 2, 2, 3, 3 over 6 rounds instead of 1,2,3,4,5,6) and increases the rate of decay on Freeze (always 1 action), Sleep (0,1,1 instead of 1,1,2) and paralysis (25,15,5,0 or 20,10,0 instead of 25,20,15,10,5,0). Reduces the damage of Poison and Burn to one (1) DPA.

Destiny Knot - 20 CC - Whenever the Pokemon inflicts attraction successfully upon an opponent, the effect lasts for the duration of the battle until either Pokemon is KOed or switches out.

Eviolite - 20 CC - Increases the Defense and Special Defense of the Pokemon by half of its current ranks if the Pokemon is not fully evolved, rounded up.

Expert Belt - 20 CC - Increases the Base Attack Power of all attacks that strike super effectively by two (2).

Float Stone - 20 CC - The Pokemon's weight is cut in half, and all attacks used by the Pokemon with six (6) or less Base Power after ability adjustments have +1 priority. Priority is applied to the summed Base Power of a multi-hit move.

Focus Band - 20 CC - Damage taken by this Pokemon by any single attack is reduced to at most 20% of this Pokemon's max HP (20 Damage for Pokemon with 100 Base HP, 18 Damage for Pokemon with 90 Base HP, and so on). Damaging combos are not affected by Focus Band.

Focus Sash - 20 CC - Reduces the Base Attack Power of attacks used against the Pokemon by two (2) while above 30% of its maximum HP. The effect is amplified on OHKO Moves, which are reduced by fifteen (15) Base Attack Power instead.

Grip Claw - 20 CC - The partial trapping and damaging effect of Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Wrap, and Whirlpool last a guaranteed eight (8) actions unless counteracted by another move.

Kings Rock - 20 CC - All attacks used by the Pokemon that connect have a 10% chance to cause the opponent to flinch. Multi-hit moves have as many chances to flinch as hits made successfully. If held by Poliwhirl, Politoed, Slowpoke, or Slowking, it increases the Pokemon's Special Attack by one (1) rank and continuously activates Water Absorb and Regenerator, granting +2hp per action due to it for each ability.

Lagging Tail - 20 CC - Causes the Pokemon to always move last within its priority bracket, regardless of Speed. The Pokemon's attacks will never miss an opponent and opponents' attacks will never miss the Pokemon. OHKO moves have normal accuracy when used with or against a Pokemon with this item.

Leftovers - 20 CC - Heals the Pokemon two (2) HP at the end of every one of the Pokemon's actions. Pokemon with the ability Gluttony have three (3) HP restored per action instead.

Life Orb - 20 CC - Increases the Base Attack Power of all attacks by three (3), but deals two (2) damage to the Pokemon for each attack it makes that hits successfully. If the holder either has the Magic Guard ability, or has the Sheer Force ability toggled on (and using a Sheer Force-boosted attack), then they will take no recoil damage. The recoil is only one (1) damage if the attack is a single-hit move with four (4) Base Attack Power after ability adjustments. Attacks that hit multiple Pokemon only inflict recoil once.

Metronome - 20 CC - Increases the Base Attack Power dealt by consecutive uses of attacks after their first use by one (1) and one (1) more for each additional use up to a maximum of ten (10) uses. (Ex. An attack used twice has +2 BAP, thrice +3, etc.) Attacks used consecutively incur only half (0.5x) the consecutive move use energy cost.

Razor Claw - 20 CC - Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" is increased by three (3). If held by Sneasel or Weavile, it increases the Pokemon's Attack by one (1) rank.

Razor Fang - 20 CC - Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Fang", "Crunch", "Razor", "Bite", "Blade", or "Sword" is increased by three (3). If held by Gligar or Gliscor, it increases the Pokemon's Attack by one (1) rank.

Rocky Helmet - 20 CC - Causes all contact attacks suffered by the Pokemon to deal 25% of the damage received to the opponent, rounded up.

Safety Goggles - 20 CC - The Pokemon is immune to damage from weather effects and the effects of "Powder" Moves. (Full List: Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.)

Shed Shell - 20 CC - Allows the Pokemon to switch in a Switch = OK battle regardless of trapping moves or abilities. Prevents residual damage from partial trapping moves and renders the Pokemon immune to entry hazards.

Shell Bell - 20 CC - Whenever the Pokemon deals damage with an attack, it is healed for 1/8 (x0.125) of the damage dealt, rounded down, but with a minimum of one (1) HP gained.

Smoke Ball - 20 CC - The Pokémon negates all of its own Accuracy drops, all of its opponent's Evasion boosts, and the effects of an opponent's Double Team. Actions used evasively always fail against the Pokémon. Also, the carrier of Smoke Ball is capable of hitting their targets even on the evasive part of Damaging Evasive Moves (e.g. Dig). The Standard Accuracy of the moves used still apply normally.

Zoom Lens - 20 CC - Raises the critical hit stage of the Pokemon by one (1) and increases move accuracy by twenty (20). Both effects only apply if the Pokemon moves after the opposing Pokemon.

Macho Brace - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the stage-boost of all boosting moves by one (1). Increases the Pokemon's final Weight Class by one (1).

Power Weight - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the HP gain and energy cost of recovery moves by 50% (x1.5). Increases the Pokemon's final Weight Class by one (1).

Power Bracer - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1).

Power Belt - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1).

Power Lens - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1).

Power Band - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1).

Power Anklet - 10 CC - Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and triples (x3) the stage-boost of Speed-boosting moves. Increases the Pokemon's final Weight Class by one (1).

BrightPowder - 10 CC - Reduces move accuracy of moves used against the Pokemon by ten (10).

Muscle Band - 10 CC - Increases the Base Attack Power of all physical attacks used by the Pokemon by one (1).

Quick Claw - 10 CC - Raises the critical hit stage of the Pokemon by one (1) and the Pokemon has a 20% chance of moving first each action.

Scope Lens - 10 CC - Raises the critical hit stage of the Pokemon by two (2).

Wide Lens - 10 CC - Increases move accuracy by ten (10).

Wise Glasses - 10 CC - Increases the Base Attack Power of all special attacks used by the Pokemon by one (1).

Black Belt - 10 CC - Increases the damage dealt by all Fighting-type attacks used by the Pokemon by four (4).

BlackGlasses - 10 CC - Increases the damage dealt by all Dark-type attacks used by the Pokemon by four (4).

Charcoal - 10 CC - Increases the damage dealt by all Fire-type attacks used by the Pokemon by four (4).

Dragon Fang - 10 CC - Increases the damage dealt by all Dragon-type attacks used by the Pokemon by four (4).

Hard Stone - 10 CC - Increases the damage dealt by all Rock-type attacks used by the Pokemon by four (4).

MagnetHeld - 10 CC - Increases the damage dealt by all Electric-type attacks used by the Pokemon by four (4).

Metal Coat - 10 CC - Increases the damage dealt by all Steel-type attacks used by the Pokemon by four (4). If held by Onix, Scyther, Steelix or Scizor, it increases the Pokemon's Attack by one (1) rank and grants the holder STAB on Steel-Typed moves, if they don't have it already.
Miracle Seed - 10 CC - Increases the damage dealt by all Grass-type attacks used by the Pokemon by four (4).

Mystic Water - 10 CC - Increases the damage dealt by all Water-type attacks used by the Pokemon by four (4).

NeverMeltIce - 10 CC - CCIncreases the damage dealt by all Ice-type attacks used by the Pokemon by four (4).

Pixie Dust - 10 CC - Increases the damage dealt by all Fairy-type attacks used by the Pokemon by four (4).

Poison Barb - 10 CC - Increases the damage dealt by all Poison-type attacks used by the Pokemon by four (4).

Sharp Beak - 10 CC - Increases the damage dealt by all Flying-type attacks used by the Pokemon by four (4).

Silk Scarf - 10 CC - Increases the damage dealt by all Normal-type attacks used by the Pokemon by four (4).

SilverPowder - 10 CC - Increases the damage dealt by all Bug-type attacks used by the Pokemon by four (4).

Soft Sand - 10 CC - Increases the damage dealt by all Ground-type attacks used by the Pokemon by four (4).

Spell Tag - 10 CC - Increases the damage dealt by all Ghost-type attacks used by the Pokemon by four (4).

TwistedSpoon - 10 CC - Increases the damage dealt by all Psychic-type attacks used by the Pokemon by four (4).

Iron Ball - 10 CC - Reduces the Speed of the Pokemon by 50% (x0.5) and removes the levitating effects of Levitate, the Flying-type, and commands issued to make a Pokemon float or fly. The attacks Fly, Sky Attack, Bounce, and Sky Drop will fail when used by the Pokemon. Circle Throw, Seismic Toss, Sky Drop, Storm Throw, and Vital Throw are impossible against a Pokemon with Iron Ball unless used by a Fighting-type Pokemon. Increases the Pokemon's final Weight Class by three (3).

Flame Orb - 10 CC - At the end of each round, the Pokemon is inflicted with burn.

Toxic Orb - 10 CC - At the end of each round, the Pokemon is inflicted with bad poison.

Sticky Barb - 10 CC - If the Pokemon makes contact with an attack, adds two (2) final damage to the attack (after all other damage is calculated). The equipped Pokemon receives two (2) damage at the end of each action. Sticky Barb transfers to opponents with no item when contact is made.

Ring Target - 10 CC - The Pokemon loses its type immunities from abilities and typing. Transfers to opponents with no item when contact is made.

Amulet Coin - 6 CC - The Pokemon's owner gains one (1) additional CC for each battle the Pokemon participates in.

Exp. Share - 6 CC - The Pokemon gains one (1) additional MC for each battle it participates in.
Heart ScaleHeldN/A CCThe Pokemon gains two (2) additional KOC for each battle it participates in.

Lucky Egg - 6 CC - The Pokemon gains one (1) additional EC or AC of the owner's choosing for each battle it participates in.

Damp Rock - 6 CC - Causes Drizzle to cost no energy to activate, extends the duration of the move Rain Dance to six (6) rounds, and enables rain to be used in all arenas where it might otherwise be disallowed.

Heat Rock - 6 CC - Causes Drought to cost no energy to activate, extends the duration of the move Sunny Day to six (6) rounds, and enables sun to be used in all arenas where it might otherwise be disallowed.

Icy Rock - 6 CC - Causes Snow Warning to cost no energy to activate, extends the duration of the move Hail to six (6) rounds, and enables hail to be used in all arenas where it might otherwise be disallowed.

Smooth Rock - 6 CC - Causes Sand Stream to cost no energy to activate, extends the duration of the move Sandstorm to six (6) rounds, and enables sandstorm to be used in all arenas where it might otherwise be disallowed.

Light Clay - 6 CC - Extends the duration of Reflect and Light Screen to nine (9) actions and the duration of Safeguard to six (6) rounds. Increases the Defense boost of Barrier to +3.

Draco Plate - 10 CC - A mystical plate that boosts the power of Dragon-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Dragon.

Dread Plate - 10 CC - A mystical plate that boosts the power of Dark-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Dark.

Earth Plate - 10 CC - A mystical plate that boots the power of Ground-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ground.

Fist Plate - 10 CC - A mystical plate that boots the power of Fighting-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fighting.

Flame Plate - 10 CC - A mystical plate that boots the power of Fire-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fire.

Icicle Plate - 10 CC - A mystical plate that boots the power of Ice-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ice.

Insect Plate - 10 CC - A mystical plate that boots the power of Bug-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Bug.

Iron Plate - 10 CC - A mystical plate that boots the power of Steel-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Steel.

Meadow Plate - 10 CC - A mystical plate that boots the power of Grass-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Grass.

Mind Plate - 10 CC - A mystical plate that boots the power of Psychic-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Psychic.

Pixie Plate - 10 CC - A mystical plate that boots the power of Fairy-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fairy.

Sky Plate - 10 CC - A mystical plate that boots the power of Flying-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Flying.

Splash Plate - 10 CC - A mystical plate that boots the power of Water-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Water.

Spooky Plate - 10 CC - A mystical plate that boots the power of Ghost-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ghost.

Stone Plate - 10 CC - A mystical plate that boots the power of Rock-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Rock.

Toxic Plate - 10 CC - A mystical plate that boots the power of Poison-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Poison.

Zap Plate - 10 CC - A mystical plate that boots the power of Electric-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Electric.


There is a possibility of including new items at some point in this discussion. But it will only happen if there is a need for it and if good ideas come around. Those will be held (if they are held in the first place) in a difference conversation, if the ideas are approved by the mod team.


- - - -

Anyway, to start: which items we shouldn't bother to tweak? I mean, the items that, made for an ingame enviroment, can't work properly here no matter how hard we hammer them.

Right now the list is:
- Choice Scarf
- Choice Band
- Choice Specs
- Safety Goggles


Anyone have any other suggestion of item we shouldn't worry about?

If no discussion in 72h we move on. Assume that rule is always in place.
 
Last edited:
For readability;

Assault Vest: Multiplies the Pokemon's Special Defense Rank by one and a half (1.5x), rounded up. The Pokemon will only be able to use damaging attack moves, Chill and combinations in battle.
Big Root: Doubles (x2) the HP gained from the moves Absorb, Leech Life, Mega Drain, Giga Drain, Leech Seed, Drain Punch, Dream Eater, Horn Leech, Draining Kiss, Oblivion Wing, and Parabolic Charge, capped at 100%. Increases the Energy Cost of these attacks by three (3).
Binding Band: Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Wrap, and Whirlpool inflict double (x2) damage at the end of each of the target Pokemon's actions.
Black Sludge: Heals Poison-type Pokemon and Pokemon with Poison Heal, Poison Point, or Poison Touch two (2) HP at the end of every one of the Pokemon's actions. Pokemon with the ability Liquid Ooze or Toxic Boost have three (3) HP restored per action instead. All other Pokemon are dealt two (2) damage at the end of each of each action.
Choice Band: Increases the Attack of the Pokemon by half of its current rank, rounded up. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore. Chill won't lock the user and it can be used even if the user is locked in a different move.
Choice Scarf: Increases the Speed of the Pokemon by 75% (x1.75) and increases base move accuracy by twenty-five (25). The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round without incurring the repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.Chill won't lock the user and it can be used even if the user is locked in a different move.
Choice Specs: Increases the Special Attack of the Pokemon by half of its current rank, rounded up. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.Chill won't lock the user and it can be used even if the user is locked in a different move.
Cleanse Tag: Halves the rate of damage increase on Toxic (e.g. it becomes 1, 1, 2, 2, 3, 3 over 6 rounds instead of 1,2,3,4,5,6) and increases the rate of decay on Freeze (always 1 action), Sleep (0,1,1 instead of 1,1,2) and paralysis (25,15,5,0 or 20,10,0 instead of 25,20,15,10,5,0). Reduces the damage of Poison and Burn to one (1) DPA.
Destiny Knot: Whenever the Pokemon inflicts attraction successfully upon an opponent, the effect lasts for the duration of the battle until either Pokemon is KOed or switches out.
Eviolite: Increases the Defense and Special Defense of the Pokemon by half of its current ranks if the Pokemon is not fully evolved, rounded up.
Expert Belt: Increases the Base Attack Power of all attacks that strike super effectively by two (2).
Float Stone: The Pokemon's weight is cut in half, and all attacks used by the Pokemon with six (6) or less Base Power after ability adjustments have +1 priority. Priority is applied to the summed Base Power of a multi-hit move.
Focus Band: Damage taken by this Pokemon by any single attack is reduced to at most 20% of this Pokemon's max HP (20 Damage for Pokemon with 100 Base HP, 18 Damage for Pokemon with 90 Base HP, and so on). Damaging combos are not affected by Focus Band.
Focus Sash: Reduces the Base Attack Power of attacks used against the Pokemon by two (2) while above 30% of its maximum HP. The effect is amplified on OHKO Moves, which are reduced by fifteen (15) Base Attack Power instead.
Grip Claw: The partial trapping and damaging effect of Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Wrap, and Whirlpool last a guaranteed eight (8) actions unless counteracted by another move.
Kings Rock: All attacks used by the Pokemon that connect have a 10% chance to cause the opponent to flinch. Multi-hit moves have as many chances to flinch as hits made successfully. If held by Poliwhirl, Politoed, Slowpoke, or Slowking, it increases the Pokemon's Special Attack by one (1) rank and continuously activates Water Absorb and Regenerator, granting +2hp per action due to it for each ability.
Lagging Tail: Causes the Pokemon to always move last within its priority bracket, regardless of Speed. The Pokemon's attacks will never miss an opponent and opponents' attacks will never miss the Pokemon. OHKO moves have normal accuracy when used with or against a Pokemon with this item.
Leftovers: Heals the Pokemon two (2) HP at the end of every one of the Pokemon's actions. Pokemon with the ability Gluttony have three (3) HP restored per action instead.
Life Orb: Increases the Base Attack Power of all attacks by three (3), but deals two (2) damage to the Pokemon for each attack it makes that hits successfully. If the holder either has the Magic Guard ability, or has the Sheer Force ability toggled on (and using a Sheer Force-boosted attack), then they will take no recoil damage. The recoil is only one (1) damage if the attack is a single-hit move with four (4) Base Attack Power after ability adjustments. Attacks that hit multiple Pokemon only inflict recoil once.
Metronome: Increases the Base Attack Power dealt by consecutive uses of attacks after their first use by one (1) and one (1) more for each additional use up to a maximum of ten (10) uses. (Ex. An attack used twice has +2 BAP, thrice +3, etc.) Attacks used consecutively incur only half (0.5x) the consecutive move use energy cost.
Razor Claw: Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" is increased by three (3). If held by Sneasel or Weavile, it increases the Pokemon's Attack by one (1) rank.
Razor Fang: Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Fang", "Crunch", "Razor", "Bite", "Blade", or "Sword" is increased by three (3). If held by Gligar or Gliscor, it increases the Pokemon's Attack by one (1) rank.
Rocky Helmet: Causes all contact attacks suffered by the Pokemon to deal 25% of the damage received to the opponent, rounded up.
Safety Goggles: The Pokemon is immune to damage from weather effects and the effects of "Powder" Moves. (Full List: Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.)
Shed Shell: Allows the Pokemon to switch in a Switch = OK battle regardless of trapping moves or abilities. Prevents residual damage from partial trapping moves and renders the Pokemon immune to entry hazards.
Shell Bell: Whenever the Pokemon deals damage with an attack, it is healed for 1/8 (x0.125) of the damage dealt, rounded down, but with a minimum of one (1) HP gained.
Smoke Ball: The Pokémon negates all of its own Accuracy drops, all of its opponent's Evasion boosts, and the effects of an opponent's Double Team. Actions used evasively always fail against the Pokémon. Also, the carrier of Smoke Ball is capable of hitting their targets even on the evasive part of Damaging Evasive Moves (e.g. Dig). The Standard Accuracy of the moves used still apply normally.
Zoom Lens: Raises the critical hit stage of the Pokemon by one (1) and increases move accuracy by twenty (20). Both effects only apply if the Pokemon moves after the opposing Pokemon.
Macho Brace: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the stage-boost of all boosting moves by one (1). Increases the Pokemon's final Weight Class by one (1).
Power Weight: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the HP gain and energy cost of recovery moves by 50% (x1.5). Increases the Pokemon's final Weight Class by one (1).
Power Bracer: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Belt: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Lens: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Band: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Anklet: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and triples (x3) the stage-boost of Speed-boosting moves. Increases the Pokemon's final Weight Class by one (1).
BrightPowder: Reduces move accuracy of moves used against the Pokemon by ten (10).
Muscle Band: Increases the Base Attack Power of all physical attacks used by the Pokemon by one (1).
Quick Claw: Raises the critical hit stage of the Pokemon by one (1) and the Pokemon has a 20% chance of moving first each action.
Scope Lens: Raises the critical hit stage of the Pokemon by two (2).
Wide Lens: Increases move accuracy by ten (10).
Wise Glasses: Increases the Base Attack Power of all special attacks used by the Pokemon by one (1).
Black Belt: Increases the damage dealt by all Fighting-type attacks used by the Pokemon by four (4).
BlackGlasses: Increases the damage dealt by all Dark-type attacks used by the Pokemon by four (4).
Charcoal: Increases the damage dealt by all Fire-type attacks used by the Pokemon by four (4).
Dragon Fang: Increases the damage dealt by all Dragon-type attacks used by the Pokemon by four (4).
Hard Stone: Increases the damage dealt by all Rock-type attacks used by the Pokemon by four (4).
Magnet: Increases the damage dealt by all Electric-type attacks used by the Pokemon by four (4).
Metal Coat: Increases the damage dealt by all Steel-type attacks used by the Pokemon by four (4). If held by Onix, Scyther, Steelix or Scizor, it increases the Pokemon's Attack by one (1) rank and grants the holder STAB on Steel-Typed moves, if they don't have it already.
Miracle Seed: Increases the damage dealt by all Grass-type attacks used by the Pokemon by four (4).
Mystic Water: Increases the damage dealt by all Water-type attacks used by the Pokemon by four (4).
NeverMeltIce: Increases the damage dealt by all Ice-type attacks used by the Pokemon by four (4).
Pixie Dust: Increases the damage dealt by all Fairy-type attacks used by the Pokemon by four (4).
Poison Barb: Increases the damage dealt by all Poison-type attacks used by the Pokemon by four (4).
Sharp Beak: Increases the damage dealt by all Flying-type attacks used by the Pokemon by four (4).
Silk Scarf: Increases the damage dealt by all Normal-type attacks used by the Pokemon by four (4).
SilverPowder: Increases the damage dealt by all Bug-type attacks used by the Pokemon by four (4).
Soft Sand: Increases the damage dealt by all Ground-type attacks used by the Pokemon by four (4).
Spell Tag: Increases the damage dealt by all Ghost-type attacks used by the Pokemon by four (4).
TwistedSpoon: Increases the damage dealt by all Psychic-type attacks used by the Pokemon by four (4).
Iron Ball: Reduces the Speed of the Pokemon by 50% (x0.5) and removes the levitating effects of Levitate, the Flying-type, and commands issued to make a Pokemon float or fly. The attacks Fly, Sky Attack, Bounce, and Sky Drop will fail when used by the Pokemon. Circle Throw, Seismic Toss, Sky Drop, Storm Throw, and Vital Throw are impossible against a Pokemon with Iron Ball unless used by a Fighting-type Pokemon. Increases the Pokemon's final Weight Class by three (3).
Flame Orb: At the end of each round, the Pokemon is inflicted with burn.
Toxic Orb: At the end of each round, the Pokemon is inflicted with bad poison.
Sticky Barb: If the Pokemon makes contact with an attack, adds two (2) final damage to the attack (after all other damage is calculated). The equipped Pokemon receives two (2) damage at the end of each action. Sticky Barb transfers to opponents with no item when contact is made.
Ring Target: The Pokemon loses its type immunities from abilities and typing. Transfers to opponents with no item when contact is made.
Amulet Coin: The Pokemon's owner gains one (1) additional CC for each battle the Pokemon participates in.
Exp. Share: The Pokemon gains one (1) additional MC for each battle it participates in.
Heart Scale: The Pokemon gains two (2) additional KOC for each battle it participates in.
Lucky Egg: The Pokemon gains one (1) additional EC or AC of the owner's choosing for each battle it participates in.
Damp Rock: Causes Drizzle to cost no energy to activate, extends the duration of the move Rain Dance to six (6) rounds, and enables rain to be used in all arenas where it might otherwise be disallowed.
Heat Rock: Causes Drought to cost no energy to activate, extends the duration of the move Sunny Day to six (6) rounds, and enables sun to be used in all arenas where it might otherwise be disallowed.
Icy Rock: Causes Snow Warning to cost no energy to activate, extends the duration of the move Hail to six (6) rounds, and enables hail to be used in all arenas where it might otherwise be disallowed.
Smooth Rock: Causes Sand Stream to cost no energy to activate, extends the duration of the move Sandstorm to six (6) rounds, and enables sandstorm to be used in all arenas where it might otherwise be disallowed.
Light Clay: Extends the duration of Reflect and Light Screen to nine (9) actions and the duration of Safeguard to six (6) rounds. Increases the Defense boost of Barrier to +3.
Draco Plate: A mystical plate that boosts the power of Dragon-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Dragon.
Dread Plate: A mystical plate that boosts the power of Dark-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Dark.
Earth Plate: A mystical plate that boots the power of Ground-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ground.
Fist Plate: A mystical plate that boots the power of Fighting-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fighting.
Flame Plate: A mystical plate that boots the power of Fire-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fire.
Icicle Plate: A mystical plate that boots the power of Ice-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ice.
Insect Plate: A mystical plate that boots the power of Bug-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Bug.
Iron Plate: A mystical plate that boots the power of Steel-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Steel.
Meadow Plate: A mystical plate that boots the power of Grass-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Grass.
Mind Plate: A mystical plate that boots the power of Psychic-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Psychic.
Pixie Plate: A mystical plate that boots the power of Fairy-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Fairy.
Sky Plate: A mystical plate that boots the power of Flying-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Flying.
Splash Plate: A mystical plate that boots the power of Water-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Water.
Spooky Plate: A mystical plate that boots the power of Ghost-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Ghost.
Stone Plate: A mystical plate that boots the power of Rock-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Rock.
Toxic Plate: A mystical plate that boots the power of Poison-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Poison.
Zap Plate: A mystical plate that boots the power of Electric-type moves by two (2) BAP. Activates Multitype and changes Arceus's type to Electric.
 
Wait what we're redoing the whole thing? ._. I thought it was just the prices whaaat

Um. Not sure about just how "unworkable" this is, but I've always thought Assault Vest is far and away the worst possible item in this game. If we stay with in-game, it actually makes your Pokémon much much worse than just leaving it itemless. To make it usable I think we'd have to remove its Taunt effect which strays too far from ingame.
 
Imo double everything related to choice items. Double the rank boost, double the speed boost, double the accuracy boost. Make them true YOLO items. And yes this accurachy boost should apply to OHKO moves. When you're putting yourself at such a serious disadvantage you need a significantly strong effect.
 
I will forever point out that Focus Band is still abhorrently broken and there is rarely a case in which a x4-weak Pokemon would use the item (which should be the Pokemon clambering to use it). Making combination attacks cap at 40% of holder's HP would easily fix it and make it at least usable.

Also, I agree with Texas!
 
Offhand:
-Plates seem fine. Maybe a bit outclassed by Charcoal and co, though. If we do buff these probably just add +1.
-Life Orb is definitely fine, maybe even a little too good given Conkeldurr can use it (no I'm not bitter).
-Training Items are fine, but they could use a price reduction imo.
-Weather Rocks are fine.
-King's Rock was covered in the signature items revamp, so I don't think it needs to be in that list.
-Big Root has been revamped multiple times already, so it's likely fine.
-Echoing sentiments that Choice Items need to be boosted.
-Assault Vest should be boosted. Idea: Make non-attacking moves cost more energy? (Heck I'd consider making them akin to Parental Bond, 1.5x the energy ought to work without going completely out of game bounds)

Just my two cents, I didn't cover every item but just the ones that seem most interesting.
 
Plates I think are definitely fine. Keep in mind they're supposed to work in tandem with Multitype, and the fact that they're inferior to other type-enhancing items when not used by God gives it a nice feel flavor-wise. Also, X-Plate Arceus has 130/6/6/6/6/120 stats with a +3 STAB modifier, so...
 
Focussing on just the first category in Frosty's proposed run-through, I think I agree mostly that the Choice Items + Safety Goggles will be almost always outclasses regardless what we do to them. However I do agree that we could act to make them better still. Texas' proposal of doubling the choice items effects is a good one, I also don't see why we couldn't add the "-1 to incoming BAP if you are already immune to one weather/powder via typing or other ability" since the item basically confers the ability Overcoat to people.

I'd also agree with YAS that Assault Vest belongs on the same "almost always unusable" list unless we remove the taunt effect, which I don't see us doing.
 
K, so Assault Vest is added to the list. I personally am not fond of the yolo boost texas proposed, but I suppose it has some merits. Still since these items are bad due to being inadequate in the ASB enviroment, we will deal with them later on a specific moment.

List of items we won't bother for now:
- Choice Scarf
- Choice Band
- Choice Specs
- Safety Goggles
- Assault Vest
- Quick Claw

Next step: Which items do you think are 100% fine? Keep in mind that all items will have their prices revisited at the end, so if you only qualm about an item is its price, then don't worry about it.
 
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Items which I'd generally consider fine in p.much all non-niche cases;

- Big Root
- Eviolite
- Expert Belt
- Leftovers
- Life Orb
- Scope Lens
- +4 Final Damage TYPE items
- Training Items (-__-)
- Plates

fishedit: Oh, derp, Black Sludge does go without saying. I'll leave the Focus Sash question open - I would honestly set it to be -2 for the entire match, but w/e.
 
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^ Proposing to add Black Sludge and Focus Sash to the above. Former may seem limited to Poison-type mons, but its capacity to inflict residual damage on every other mon and thus limiting Thief-esque options makes up in comparison to Leftovers. Latter is the FE equivalent for Eviolite, IMO - and the handicaps are supposed to be there to compensate for NFEs' general lack of raw stats (exception being mons like Rhydon of course).
 
I would probably add Weather Rocks, Quick Claw, Shed Shell, Smoke Ball, Rocky Helmet, Lagging Tail and Float Stone to Dogfish's list. I honestly think they all do what they are intended to do now and while outclassed by other items in most cases they still have their niche and this is the nature of the beast.

I also think Focus Sash is 100% okay as it is.
 
Seconding p much everything on deadfox' initial list. Focus Sash I don't have a strong opinion on, having never used it, so I'll hold my peace.

Also, King's Rock seems fine to me? I mean, we already took care of the signature item part, and the non-sig item part is very straightforward. (unless we want to adress King's Rock+Pickup+Fling? nvm let's adress King's Rock+Pickup+Fling because it's super dum)

Light Clay also seems like something that could go on the list as well.
 
Light Clay I...don't feel so strongly about. extra 3 actions isn't that good. But I might be convinced otherwise.

Weather Rocks...I can see they being better. Right now they are only used on raids, that raids are a parameter for balance. TBH I don't like how gym arenas go against the rocks' "weather ANYWHERE" philosophy, so I'd like to address that later.

Quick Claw should be in the same list as Choice items.

Rocky Helmet has a weird round up mechanic that I'd rather address -_-.

are fine IMO too.

I also agree with dogfish that Focus Sash could use a second look. Even if it is to confirm that it is fine or something. Although -2 for entire match makes it equal to protector, which is a know. Either way, any doubt means it drops out of fine list, which is:

- Big Root
- Eviolite
- Expert Belt
- Leftovers
- Life Orb
- Scope Lens
- +4 Final Damage TYPE items
- Training Items
- Plates
- Black Sludge
- Shed Shell
- Smoke Ball
- Lagging Tail
- Float Stone

- - - - -- -


Next step: which items are too good?

*tumbleweed rolls*
 
Honesty? I'd consider checks on Destiny Knot (Although damage breaks infatuation so w/e) and King's Rock (Auto-Flinch can die in a fecking fire). All t'other items are fine.

For reference, our list of items not defined as 'not viable for ASB use' and 'not already fine'. Excluding the consumables, but they all see competitive use anyway -_-'

Binding Band: Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Wrap, and Whirlpool inflict double (x2) damage at the end of each of the target Pokemon's actions.
Cleanse Tag: Halves the rate of damage increase on Toxic (e.g. it becomes 1, 1, 2, 2, 3, 3 over 6 rounds instead of 1,2,3,4,5,6) and increases the rate of decay on Freeze (always 1 action), Sleep (0,1,1 instead of 1,1,2) and paralysis (25,15,5,0 or 20,10,0 instead of 25,20,15,10,5,0). Reduces the damage of Poison and Burn to one (1) DPA.
Destiny Knot: Whenever the Pokemon inflicts attraction successfully upon an opponent, the effect lasts for the duration of the battle until either Pokemon is KOed or switches out.
Focus Band: Damage taken by this Pokemon by any single attack is reduced to at most 20% of this Pokemon's max HP (20 Damage for Pokemon with 100 Base HP, 18 Damage for Pokemon with 90 Base HP, and so on). Damaging combos are not affected by Focus Band.
Focus Sash: Reduces the Base Attack Power of attacks used against the Pokemon by two (2) while above 30% of its maximum HP. The effect is amplified on OHKO Moves, which are reduced by fifteen (15) Base Attack Power instead.
Grip Claw: The partial trapping and damaging effect of Bind, Clamp, Fire Spin, Infestation, Magma Storm, Sand Tomb, Wrap, and Whirlpool last a guaranteed eight (8) actions unless counteracted by another move.
Kings Rock: All attacks used by the Pokemon that connect have a 10% chance to cause the opponent to flinch. Multi-hit moves have as many chances to flinch as hits made successfully. If held by Poliwhirl, Politoed, Slowpoke, or Slowking, it increases the Pokemon's Special Attack by one (1) rank and continuously activates Water Absorb and Regenerator, granting +2hp per action due to it for each ability.
Metronome: Increases the Base Attack Power dealt by consecutive uses of attacks after their first use by one (1) and one (1) more for each additional use up to a maximum of ten (10) uses. (Ex. An attack used twice has +2 BAP, thrice +3, etc.) Attacks used consecutively incur only half (0.5x) the consecutive move use energy cost.
Razor Claw: Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" is increased by three (3). If held by Sneasel or Weavile, it increases the Pokemon's Attack by one (1) rank.
Razor Fang: Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Fang", "Crunch", "Razor", "Bite", "Blade", or "Sword" is increased by three (3). If held by Gligar or Gliscor, it increases the Pokemon's Attack by one (1) rank.
Rocky Helmet: Causes all contact attacks suffered by the Pokemon to deal 25% of the damage received to the opponent, rounded up.
Shell Bell: Whenever the Pokemon deals damage with an attack, it is healed for 1/8 (x0.125) of the damage dealt, rounded down, but with a minimum of one (1) HP gained.
Zoom Lens: Raises the critical hit stage of the Pokemon by one (1) and increases move accuracy by twenty (20). Both effects only apply if the Pokemon moves after the opposing Pokemon.
Macho Brace: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the stage-boost of all boosting moves by one (1). Increases the Pokemon's final Weight Class by one (1).
Power Weight: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the HP gain and energy cost of recovery moves by 50% (x1.5). Increases the Pokemon's final Weight Class by one (1).
Power Bracer: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Belt: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Lens: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Band: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1).
Power Anklet: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and triples (x3) the stage-boost of Speed-boosting moves. Increases the Pokemon's final Weight Class by one (1).
BrightPowder: Reduces move accuracy of moves used against the Pokemon by ten (10).
Muscle Band: Increases the Base Attack Power of all physical attacks used by the Pokemon by one (1).
Wide Lens: Increases move accuracy by ten (10).
Wise Glasses: Increases the Base Attack Power of all special attacks used by the Pokemon by one (1).
Iron Ball: Reduces the Speed of the Pokemon by 50% (x0.5) and removes the levitating effects of Levitate, the Flying-type, and commands issued to make a Pokemon float or fly. The attacks Fly, Sky Attack, Bounce, and Sky Drop will fail when used by the Pokemon. Circle Throw, Seismic Toss, Sky Drop, Storm Throw, and Vital Throw are impossible against a Pokemon with Iron Ball unless used by a Fighting-type Pokemon. Increases the Pokemon's final Weight Class by three (3).
Flame Orb: At the end of each round, the Pokemon is inflicted with burn.
Toxic Orb: At the end of each round, the Pokemon is inflicted with bad poison.
Sticky Barb: If the Pokemon makes contact with an attack, adds two (2) final damage to the attack (after all other damage is calculated). The equipped Pokemon receives two (2) damage at the end of each action. Sticky Barb transfers to opponents with no item when contact is made.
Ring Target: The Pokemon loses its type immunities from abilities and typing. Transfers to opponents with no item when contact is made.
 
There are more than one item that can induce auto-flinch via fling. If the problem is the auto-flinch by itself, we should deal with fling. We the problem is it + pickup, we should deal with either pickup or fling. If the issue is auto-flinch plus the extra change of flinch normally, we should deal with king rock.
 
Thirding that auto flinch pickup + fling King's Rock should be dealt with via either Fling or Pick Up. Since the auto flinch on fling doesn't even appear in the item description. It is a fine item in every other effect.

I also really can't think of a single item that is too strong as it is currently.
 
Toxic+Flame Orb
Any pokemon whose going to use these items are using purely for triggering their abilities. (Zangoose with toxic boost, Usaring with guts+quick feet etc.). Hence why do they activate end of round? Just make them end of action to be at least usable.
 
I think it now comes down to whether we define bad as "not having the intended effect" or "inferior". I'm leaning towards the former, since like any other version of Pokemon battling some items are just going to be inferior 99.99 times out of 100. Personally, I'd split the remaining items into 3 categories: those fine as is, those always going to be outclassed, and those that could use fixes to increase viability. These are obviously just my opinions since the first two types were dealth with above, but might have been overlooked.

Focus Sash
King's Rock (sans infinite auto flinch as discussed)
Razor Claw
Razor Fang
Rocky Helmet (could maybe do with rounding fix as Frosty said)
Iron Ball (this could probably go in the below category too but does provide a very strong Fling and significant debuffs on the opponent if tricked, but its still not amazing)
Light Clay
Binding Band
Cleanse Tag
Destiny Knot
Grip Claw
Metronome
Shell Bell
Zoom Lens
Macho Brace/Power Items
Sticky Barb
Ring Target
BrightPowder
Wide Lens
Muscle Band
Wise Glasses
Flame Orb
Toxic Orb
Weather rocks
I would propose pretty basic fixes to all of these in order to make them more viable
Focus Band: reduce max combo damage to 40% as well as current effects
Bright Powder/Wide Lens: Increase accuracry modification to 20% (flat), applied after all other modifiers. This one could end up a little haxxy though.
Muscle Band/Wise Glasses: Increase BAP boost of physical/special moves. To at least 2.
Toxic/Flame Orb: as Rainman said, 1 action activation. 1 round activation is silly.
Weather Rocks: this is more an issue with arenas because they already all say "can be used in any arena even where it might be disallowed" and therefore shouldn't they should function in every single arena.

Just my 2c on all of this
 
I actually would like to spark off discussion on Binding Band and Grip Claw, because I think they are underrated and could have so much potential.

Current effects: Binding Band doubles residual DPA for partial trapping moves, Grip Claw doubles trapping duration.
Strengths: Their niche to lock down match-ups in Singles Switch = OK is insane.
Weaknesses: Only affects partial trapping moves, with their low BAP and lousy coverage, which means generic good items such as EBelt outclasses without a doubt.

Idea: Make BBand/GClaw give more buffs to partial trapping moves, including but not limited to doubling BAP, bypassing immunity (including but not limited to "!asbtype Ghost", Flash Fire / Water Veil / similar Abilities, ), and making them stackable.

Trololol Examples said:
Binding Band: Increases EN cost of all Partial Trapping Moves by one (1). Partial Trapping Moves bypasses all immunities, have doubled (2x) BAP, and inflict double (x2) damage at the end of each of the target Pokemon's actions.

Grip Claw: Increases EN cost of all Partial Trapping Moves by one (1), and double (x2) the BAP of Partial Trapping Moves. The partial trapping and damaging effect of Partial Trapping Moves last a guaranteed eight (8) actions, and can be stacked up to multiple (there should be a limit to this heheh) times.
On-the-fly Justification:
  • Binding Band would be better suited to our current metagame most of the time, where mons on average spend 5 actions alive and kicking. So I'm for giving it immunity-bypassing, to allow Whirlpool to lock down Water Absorb mons, Bind to trap Ghost-types, etc. etc. All so that if used correctly, a bulky trapper/pivot can turn every unfavourable match-up around in a match.
  • Grip Claw would be more niched into a stall-ish game, if there ever was one. Maybe Raids? The stacking buff could be the game-changer, and I'm all for capping it at somewhere around 3. This is more meant for a wall than a pivot, who can take advantage of the unmitigated damage over time (DoT) to heal back and setup.
  • Doubling BAP is there to give them a better competitive edge in terms of immediate damage. EN cost added by 1 to compensate for the BAP only - if the other mechanics are deemed a little too OP then a raise in EN cost might be an option.
These are just first-thoughts kind of stuff, so.... any feedback?
 
Remove the bypassing immunities and remove the stacking effect. Immunity bypassing is a can of worms I don't think should be opened and stuff usually has access to more than one partial trapping move. The stacking effect is just really really powerful in potential, have to be careful with how long you have it last. Otherwise I'm totally down for the idea, Stall strategies are always in need of some kind of buff and I could totally see something like Tentacruel running either of those (as much as it would hate to lose Black Sludge). For reference on that check my steel gym match vs tavok
 
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