Well, there is actually a more logical reason to say Heart > Electric, and it's called a defibrilator. So yeah, this matchup is definitively possible.I could easily argue Heart > Electric as Heart is a pulse, and oversurging Electric types... not gonna work out for them sparkies.
Well, there is actually a more logical reason to say Heart > Electric, and it's called a defibrilator. So yeah, this matchup is definitively possible.
There is only 4 winnings ability. I don't take the 5 most voted, I take all abilities that had more than 2/3 of total votes.Gravity Monkey it looks like you only put down 4 abilities as winning? Did you forget to put one down or am I missing something?
I guess, since it's only the case for Mega-Altaria.Are the Pokemon that had their stats changed or abilities replaced with non-custom abilities accepted with the proposed changes?
To hopefully make things a little easier, I gathered the new moves and abilities here:
Medicine Throw
Typing:![]()
Category:![]()
Base Power: 80
Accuracy: 100
Power Points: 10 (max 16)
Effect: Heals allies instead of damaging based on type effectiveness. Damage/Healing doubles if target has a major status condition. Cures that target of status. Contact.
Z-Move: 160 BP
Target: Selected target
Explanation/Niche: All about curing status and healing allies, and punishing enemies for having status. Probably works well with Toxic Spikes.
Healing Stones
Typing:![]()
Category:![]()
Base Power: --
Accuracy: --
Power Points: 20 (max 32)
Effect: Sets healing stones on the user's side, healing Pokemon that switch in for 1/8th of their max HP. Technically not a hazard, but removed by Splintered Stormshards, Defog, or the foe hitting a Pokemon on your side with Rapid Spin. Considered a healing move, can be Snatched, blocked by Heal Block.
Z-Move: +1 Def
Target: Allied side
Explanation/Niche: An entry "hazard" that you set on your side to help your team whenever they switch in. It can be especially useful for countering health loss from damaging hazards, gains +3 priority if used by something with Triage, and isn't affected by Magic Bounce/Coat like other hazard moves.
Sedation
Typing:![]()
Category:![]()
Base Power: 20
Accuracy: 90
Power Points: 20 (max 32)
Effect: The user stabs the target with a sedative. Causes the target to become drowsy, falling asleep the next turn. If used on a teammate, has the same effect with the added effect of restoring half of their max HP.
Z-Move: 100 BP
Target: Selected target
Explanation/Niche: Provides a way for healers to support their team, can stop set up by forcing a switch, and not blocked by Taunt. Generally inferior to something like Heal Pulse when used on teammates, but the main use is to put the foe to sleep.
Soul Blast
Typing:![]()
Category:![]()
Base Power: 95
Accuracy: 100
Power Points: 15 (max 24)
Effect: The user concentrates energy from its positive emotions and blasts the opponent. 30% chance to lower the target's Atk by 1 stage.
Z-Move: 175 BP
Target: Selected target
Explanation/Niche: A strong Heart-type special attack.
Fake Medics
Typing:![]()
Category:![]()
Base Power: --
Accuracy: 90
Power Points: 20 (max 32)
Effect: Inflict necrosis (deals 1/16 damage per turn, necrosed pokemon can't heal).
Z-Move: +1 Def
Target: Selected target
Explanation/Niche: The user gives fake medicine to the opponent, which gives him necrosis. Healer is obviously a defensively oriented move — maybe even stall oriented. To counter that, here's a new status condition that blocks healing.
Vital Wave
Typing:![]()
Category:![]()
Base Power: 60
Accuracy: 95
Power Points: 10 (max 16)
Effect: Deal damage to both opponents. Heals ally by the number of damage it would have dealt instead.
Z-Move: 140 BP
Target: All adjacent Pokemon
Explanation/Niche: A move to be used in duos. It would be interesting to have pokemon deliberately weak to healer so they can get more health from that move.
Quick Fix
Typing:![]()
Category:![]()
Base Power: --
Accuracy: --
Power Points: 10 (max 16)
Effect: +1 Priority. Heal the target's HP by 33%.
Z-Move: +1 Speed
Target: Selected target
Explanation/Niche: Only useful in Doubles (unless you want to troll your opponent), but useful when you want your healer to heal the partner without having it plundered by non-Priority moves. Not useful in Psychic Terrain. Speaking off...
Healing Terrain
Typing:![]()
Category:![]()
Base Power: --
Accuracy: --
Power Points: 10 (max 16)
Effect: For 5 turns (or 8 turn with Terrain Extender), any Pokémon that switches out will have their HP healed by 25% (no effect on Pokémon with Regenerator, which heals by 33% as usual), and Dark Status Moves with a Priority of 0 or greater will have -1 Priority. Camouflage transform the user into a Healing Type, Nature Power becomes Pressure Point, and Secret Power will have a 30% chance to decrease the target's Special Defense by 1 stage. Fails if the current Terrain is Healing Terrain.
Z-Move: +1 Defense
Target: Field
Explanation/Niche: A double-edged terrain; useful supporting move when making sure that switching will heal your main wall or stall a wee bit, but it also cause Parting Shot and Taunt to lose traction. If your wall and stall need extra healing and Dark Status delaying support, this Terrain may help.
Catharsis
Typing:![]()
Category:![]()
Base Power: 130
Accuracy: 85
Power Points: 5 (max 8)
Effect: No additional effect, makes contact
Z-Move: 190 BP
Target: All adjacent Pokemon
Explanation/Niche: Signature move of Marowak.
Warm Glow
Typing:![]()
Category:![]()
Base Power: 40
Accuracy: 100
Power Points: 10 (max 16)
Effect: Cures the user's Major and Minor Status Ailments. Aura move.
Z-Move: 100 BP
Target: Selected target
Explanation/Niche: This thaws the user and can be used through a Flinch effect.
Heart Pulse
Typing:![]()
Category:![]()
Base Power: 85
Accuracy: 95
Power Points: 10 (max 16)
Effect: Heals for 50% of the damage dealt. Pulse move.
Z-Move: 160 BP
Target: Selected target
Explanation/Niche:
Care Package
Typing:![]()
Category:![]()
Base Power: --
Accuracy: --
Power Points:
Effect: -1 priority. Switches the user out. If the user is holding a Berry- or Herb-based consumable item, the incoming Pokémon gains its effects (for example, if the user is holding an Oran Berry, the incoming Pokémon is healed for 10 HP). Using this move does not expend the user's Berry.
Z-Move: Heals the user for 50% of its max HP
Target: Self
Explanation/Niche:Compassionate
Effect: Increases the power of Normal-type moves by 20%. It then changes those moves to Heart-type.
Explanation/Niche: An -ate ability for the Heart-type.
Heartless
Effect: The Pokemon is immune to Heart-type moves. When hit by one, its Atk is raised by 1 stage.
Explanation/Niche: Fits flavor-wise for truly evil Pokemon. Competitively, it helps prevent Heart-type spam.
Nightingale Pledge
Effect: This Pokemon is immune to Dark-type moves and the effects of Taunt, Embargo and Torment.
Explanation/Niche:
Healing Surge
Effect: Summons Healing Terrain for 5 turns (or 8 turns if holding a Terrain Extender) upon switch-in.
Explanation/Niche:
I'm sad nobody, not even me, thought of the best name for a an ate ability name: Fibulate
I agree with Ice resisting Flying. It also makes sense since Steel and Rock also resist Flying as they are also hard substances. Also I believe Ice already resists Heart type in this mod.When we think of balancing a poor type, the first one we think of is Ice. It’s offensive matchups are good, but I’ll try to give it some resists that make sense. Since it should still remain an offensive type imo, I’ll only give it 2 additional resistances. Ice should keep its offensive matchups.
New Ice Type Resists
1. Ice no need to change his
2. Heart hearts will beat slower and less powerfully in cold weather
3: Flying: First of all, flying is already a broken offensive type, but this resist makes sense. Birds cannot fly as quickly in cold weather since they are warm blooded and must conserve energy to survive.
I think you flipped what you meant to say.I agree with Flying resisting Ice. It also makes sense since Flying also resists Steel and Rock that are also hard substances.
Yeah that was just me stumbling over my own words. Edited to make it more accurate (I hope).I think you flipped what you meant to say.
Also add Ground in my opinion. Ice is already advantageous against Ground, and Ground is an even more broken offensive type.When we think of balancing a poor type, the first one we think of is Ice. It’s offensive matchups are good, but I’ll try to give it some resists that make sense. Since it should still remain an offensive type imo, I’ll only give it 2 additional resistances. Ice should keep its offensive matchups.
New Ice Type Resists
1. Ice no need to change his
2. Heart hearts will beat slower and less powerfully in cold weather
3: Flying: First of all, flying is already a broken offensive type, but this resist makes sense. Birds cannot fly as quickly in cold weather since they are warm blooded and must conserve energy to survive.