So yes, let us not derail this and turn this into a mini buff culture thread.
I'm going to be more limited with the commands, and I'm scrapping Hone and Phase because there's just no logic to them. If game testers find out the immunity extends to partial trapping effects as well, it'll get adjusted.
As far as effects:
Dark's effect now also includes confusion and attract. Basically if you want to use Dark Moves from your Dark type, only full paralysis, sleep, or freeze is going to stop you. Considering Dark has some of the nastiest effects around like Taunt, Torment, and moves like Sucker Punch and Pursuit, this is a pretty good buff.
Dragon's effect arose out of the fact that so many Dragons have dual-types that nullify one or more of Dragon's resistances. Since Dragons are so diverse in the ways they attack and defend, this small defensive boost is relevant to a large number of them without being overpowered. The only flavor Dragon has ever really had is "OHMEGURD POWAFUL."
To clarify Ground's effect, basically unless you are battling in the sky, ANY kind of field where there is actually Ground allows Ground types to use Dig and EQ, on the basis they will have enough knowledge not to bring entire buildings collapsing down on themselves by applying the force into the ground in exactly the right way. Obviously if you are battling in mid-air, you cannot "Earthquake" it.
I'm moving forward with six command-based buffs, since these seem to be the most sensible way to balance these types, as follows:
Bug:
Swarm Command: For the next (3) actions, oncoming super-effective attacks against this Pokemon will have their Base Attack Power reduced by (1) BAP. EC: 5, CT: None
Fire:
Brighten Command: For the next (3) actions, this Pokemon's attacks with have their base accuracy increased by a flat 10 points (e.g. Fire Blast goes from 85 to 95 Accuracy). EC: 5, CT: None
Grass:
Bloom Command: For the next (3) actions, this Pokemon's non-damaging Grass-type and Poison-type attacks will have the base accuracy increased by a flat 25 points (e.g. Stun Spore goes from 75 to 100 Accuracy). EC: 5, CT: None
Ice:
Frost Command: For the next (6) actions, this Pokemon's Ice moves will have triple the freeze chance. EC: 5, CT: None
Poison:
Store Command: For the next (6) actions, this Pokemon's moves will have their poison / toxic effect chance double. EC: 5, CT: None
Rock:
Stillness Command: For the next (3) actions, oncoming attacks against this Pokemon will have their base accuracy reduced by 25 points if this Pokemon is -Spe, 10 points if this Pokemon has a neutral speed nature, and 5 points if this Pokemon has a +Spe nature. EC: 5, CT: None
These six types were selected because they will either be harmed in the transition to Gen 6, they have serious weaknesses with few key resistances, and their flavor allows for such a command to seem plausible on its intended beneficiaries. Rock for example has a lot of slow Pokemon that often run -Spe. Stillness flips that around into an advantage by making a Rock-type blending into the background more difficult to hit rather than less. Stillness and Rock Polish will have very interesting interactions. Bloom is a major boon for the slow grass types, but even the faster Grass Pokemon will now have a somewhat viable Grasswhistle.
I'm going to be more limited with the commands, and I'm scrapping Hone and Phase because there's just no logic to them. If game testers find out the immunity extends to partial trapping effects as well, it'll get adjusted.
As far as effects:
Dark's effect now also includes confusion and attract. Basically if you want to use Dark Moves from your Dark type, only full paralysis, sleep, or freeze is going to stop you. Considering Dark has some of the nastiest effects around like Taunt, Torment, and moves like Sucker Punch and Pursuit, this is a pretty good buff.
Dragon's effect arose out of the fact that so many Dragons have dual-types that nullify one or more of Dragon's resistances. Since Dragons are so diverse in the ways they attack and defend, this small defensive boost is relevant to a large number of them without being overpowered. The only flavor Dragon has ever really had is "OHMEGURD POWAFUL."
To clarify Ground's effect, basically unless you are battling in the sky, ANY kind of field where there is actually Ground allows Ground types to use Dig and EQ, on the basis they will have enough knowledge not to bring entire buildings collapsing down on themselves by applying the force into the ground in exactly the right way. Obviously if you are battling in mid-air, you cannot "Earthquake" it.
I'm moving forward with six command-based buffs, since these seem to be the most sensible way to balance these types, as follows:
Bug:
Swarm Command: For the next (3) actions, oncoming super-effective attacks against this Pokemon will have their Base Attack Power reduced by (1) BAP. EC: 5, CT: None
Fire:
Brighten Command: For the next (3) actions, this Pokemon's attacks with have their base accuracy increased by a flat 10 points (e.g. Fire Blast goes from 85 to 95 Accuracy). EC: 5, CT: None
Grass:
Bloom Command: For the next (3) actions, this Pokemon's non-damaging Grass-type and Poison-type attacks will have the base accuracy increased by a flat 25 points (e.g. Stun Spore goes from 75 to 100 Accuracy). EC: 5, CT: None
Ice:
Frost Command: For the next (6) actions, this Pokemon's Ice moves will have triple the freeze chance. EC: 5, CT: None
Poison:
Store Command: For the next (6) actions, this Pokemon's moves will have their poison / toxic effect chance double. EC: 5, CT: None
Rock:
Stillness Command: For the next (3) actions, oncoming attacks against this Pokemon will have their base accuracy reduced by 25 points if this Pokemon is -Spe, 10 points if this Pokemon has a neutral speed nature, and 5 points if this Pokemon has a +Spe nature. EC: 5, CT: None
These six types were selected because they will either be harmed in the transition to Gen 6, they have serious weaknesses with few key resistances, and their flavor allows for such a command to seem plausible on its intended beneficiaries. Rock for example has a lot of slow Pokemon that often run -Spe. Stillness flips that around into an advantage by making a Rock-type blending into the background more difficult to hit rather than less. Stillness and Rock Polish will have very interesting interactions. Bloom is a major boon for the slow grass types, but even the faster Grass Pokemon will now have a somewhat viable Grasswhistle.