Frosty
=_=
Uh, let's do this with some glimpse of order.
The items mentioned here are:
I am willing to add the following:
- Cleanse Tag: Needs to be updated with new freezing. Also, it could remove the secondary effects of burn and the possibility of full paralysis. Heck, the last part would make it the best item possible to bring to electric gym -_-. Yes it is still iffy, but at least it makes its niche somewhat more...clear.
- Metronome: Given that everybody has either torment or disable (well not everybody, but a fair number of people), I would add some kind of immunity to that (maybe only to torment). Also, something about same move combos should be included. Maybe something about consecutive use cost.
- Rocky Helmet: fuck the rounding. Boost to 30% if necessary, but no need to keep this rounding here.
- Shell Bell: you need 24hp of damage (without boosting items duh) to make this better than Leftovers. I would fix the percentages here, as they are lackluster with the boosted leftovers.
- Power Items: +2 stat = 14 damage over 8 actions when given decay. With the exception of Tail Glow and Cotton Spore (boosts to 30 damage), those items basically give or remove 14 damage over 8 actions, which is pitiful really, but to make matters worse, it does that with the cost of 50% speed. I would consider boosting the percentages. Also Power Anklet is hilarious lol, given that you end up with the exact same speed boost by using agility with ot without it (a +1 speed move is actually better without the item).
As for the others, I will give another 48h for another suggestions or (dis)agreement with my suggestions above. After that we will go those items one by one. Starting with the trapping items since we already started on them -_-.
The items mentioned here are:
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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).
I am willing to add the following:
- Cleanse Tag: Needs to be updated with new freezing. Also, it could remove the secondary effects of burn and the possibility of full paralysis. Heck, the last part would make it the best item possible to bring to electric gym -_-. Yes it is still iffy, but at least it makes its niche somewhat more...clear.
- Metronome: Given that everybody has either torment or disable (well not everybody, but a fair number of people), I would add some kind of immunity to that (maybe only to torment). Also, something about same move combos should be included. Maybe something about consecutive use cost.
- Rocky Helmet: fuck the rounding. Boost to 30% if necessary, but no need to keep this rounding here.
- Shell Bell: you need 24hp of damage (without boosting items duh) to make this better than Leftovers. I would fix the percentages here, as they are lackluster with the boosted leftovers.
- Power Items: +2 stat = 14 damage over 8 actions when given decay. With the exception of Tail Glow and Cotton Spore (boosts to 30 damage), those items basically give or remove 14 damage over 8 actions, which is pitiful really, but to make matters worse, it does that with the cost of 50% speed. I would consider boosting the percentages. Also Power Anklet is hilarious lol, given that you end up with the exact same speed boost by using agility with ot without it (a +1 speed move is actually better without the item).
As for the others, I will give another 48h for another suggestions or (dis)agreement with my suggestions above. After that we will go those items one by one. Starting with the trapping items since we already started on them -_-.