YesWhat it makes more viable is fast Simple Beam (with stat lowering moves) and Worry Seed.
Do always active abilities like Huge Power cause instant fainting?
Anytime an ability would effect how a pokemon, move, or the field acts, it is considered activated. Passive abilities like technician for example would be considered activated when you use a 60 or lower base power move... and i might lower it to 1/4 health lossI think insta kill is too much. I would remove 1/4 of max health instead after activation.
For example, tapu koko would lose 1/4 health when he switchs in, however few pokemon can reliably block volt switch: Lando and Zygarde have abilities that activate when they enter and lighting rod removes health, so only volt absorb users and less viable ground types can be used to block volt switch.
Also, when an ability is considered to be activated? Many abilities have an 'activation' but they are never called ingame (unburden, Gluttony and contrary for example), while there are 'passive' abilities like Mold Breaker and Aura Break which are called when the pokemon switchs in.
I would unban Blaziken and Aegislash. Passive abilities like Magic Guard, Technician and the ates might be dominant.
Neat idea. Gets rid of a lot of immunities too.Anytime an ability would effect how a pokemon, move, or the field acts, it is considered activated. Passive abilities like technician for example would be considered activated when you use a 60 or lower base power move... and i might lower it to 1/4 health loss
It should be they lose 1/4 on the switch still allowing certain pokemon to still be powerful such as mega metacham can still deal some major damage with fake out and bullet punch if it gets in I think maybe rest would be helpful for things that cant heal how ever I could see a problem with certain pokemon being exceptionally powerful such as slowbro which heals that 1/4 damage right up also stall sounds like it would have funNeat idea. Gets rid of a lot of immunities too.
How would Huge/Pure Power, Guts and Hustle work? They don't necessarily activate, since they're kinda *always* in effect (attack is always boosted), regardless of moves chosen and such. If they faint, would they faint instantly? Or if 1/4, would they lose 1/4 every turn?
And if 1/4, how would Levitate work? Would they lose 1/4 both upon Ground move being used AND switching if there's Spikes/Web?
Yes to all of those answers, except for Guts. Guts only activates when the user is statused, and if you are thinking of Thick Fat, it activates when hit with fire or ice attacksNeat idea. Gets rid of a lot of immunities too.
How would Huge/Pure Power, Guts and Hustle work? They don't necessarily activate, since they're kinda *always* in effect (attack is always boosted), regardless of moves chosen and such. If they faint, would they faint instantly? Or if 1/4, would they lose 1/4 every turn?
And if 1/4, how would Levitate work? Would they lose 1/4 both upon Ground move being used AND switching if there's Spikes/Web?
That is indeed true, i expect anticipation might be popular if switching in on something that can not hit the user super effectivelyInnards Out and Aftermath seem really good in that meta, because they only activate after the bearer faints.
How do you make the blue box thing in your comment?
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Thank you and i am very sorryI'd also recommend editing your previous posts instead of double - or in this case hexa - posting.Code:[hide]text[/hide]
I am an idiotDamp vs. Aftermath is a non-issue: instead of losing 25% health due to Aftermath, you could...have your ability pop up instead, and lose 25% from your ability popping up anyway!
im begging youCoffagrigus
*Mummy
~Leftovers
-Shadow Ball
-Skill Swap/Taunt
-Mean Look
-Destiny Bond
Really mean set for Do Not Activate, abuse Mummy and lock in opponents!
So for Z moves, I'm assuming they'd remain sinlge typed and based in power and type off the first move, correct?Type Infusion
All Pokemon's moves gain a secondary typing, based on the move that follows it, a bit like how Flying Press is both Fighting and Flying.
Garchomp
- Earthquake
- Dragon Claw
- Stone Edge
- Poison Jab
In this scenario:
Earthquake becomes both Ground and Dragon.
Dragon Claw becomes both Dragon and Rock
Stone Edge becomes both Rock and Poison
Poison Jab becomes both Poison and Ground
Immunities apply as usual, so a Steel type would be immune to Stone Edge from this Garchomp.
STAB still works at 1.5x power. In this instance, Earthquake would just gain 1.5x power from STAB, not 2x even if both Garchomp shares both types of the move.
Protean would change your type into the original type of the move, regardless of the secondary one.
Threats/Bans: not sure yet. I'll see if I can work on a type chart to visualise how those double type attacks would work.
Questions: Is it too complicated? Is there a risk that battles turn into a confusing cluster***k? Should the gimmick be limited to just the first move?
Yeah, Z-moves would work as usual, so single typed, based on the first type only. Seems like the simplest.So for Z moves, I'm assuming they'd remain sinlge typed and based in power and type off the first move, correct?
Would still also apply to status moves? In other words, would a set with Close Combat in slot 1 and Taunt in slot 2 be Fighting/Dark, or would it just be Fighting type? Or an inverse, would a set with Will-O-Wisp in slot 1 and Toxic in slot 2 be unable to burn Steel types with Will-O-Wisp due to their immunity to Poison?
I think that if there is another type on the move below Flying Press, other than Flying, it should replace the Flying-type effectiveness.Rock/Rock would just become Rock. No double bonus.
Now that you mention it, I'm unsure about what to do with Flying Press... Ban it, maybe? Or as you mention, have it work as a Fighting Type, and forgo the Flying type bonus altogether? Not sure.
I haven't done a deep analysis, but based on flying press, I dont think combined moves actually have the best coverage. Im sure there is an optimal combination (like fire-freezedry or something) that the meta would converge to.Type Infusion
All Pokemon's moves gain a secondary typing, based on the move that follows it, a bit like how Flying Press is both Fighting and Flying.
Garchomp
- Earthquake
- Dragon Claw
- Stone Edge
- Poison Jab
In this scenario:
Earthquake becomes both Ground and Dragon.
Dragon Claw becomes both Dragon and Rock
Stone Edge becomes both Rock and Poison
Poison Jab becomes both Poison and Ground
Immunities apply as usual, so a Steel type would be immune to Stone Edge from this Garchomp.
STAB still works at 1.5x power. In this instance, Earthquake would just gain 1.5x power from STAB, not 2x even if both Garchomp shares both types of the move.
Protean would change your type into the original type of the move, regardless of the secondary one.
Threats/Bans: not sure yet. I'll see if I can work on a type chart to visualise how those double type attacks would work.
Questions: Is it too complicated? Is there a risk that battles turn into a confusing cluster***k? Should the gimmick be limited to just the first move?
Most types have more resists than super-effectiveness. The exceptions are:I haven't done a deep analysis, but based on flying press, I dont think combined moves actually have the best coverage. Im sure there is an optimal combination (like fire-freezedry or something) that the meta would converge to.
In order not to make moves with many immunitis a burden you can leave fourth move its original type and not mix it with your fist one. That way, you can place electric type attacks first and dont worry about ground types or volt absorb users beaing immune to 3 of your moves.Type Infusion
All Pokemon's moves gain a secondary typing, based on the move that follows it, a bit like how Flying Press is both Fighting and Flying.
Garchomp
- Earthquake
- Dragon Claw
- Stone Edge
- Poison Jab
In this scenario:
Earthquake becomes both Ground and Dragon.
Dragon Claw becomes both Dragon and Rock
Stone Edge becomes both Rock and Poison
Poison Jab becomes both Poison and Ground
Immunities apply as usual, so a Steel type would be immune to Stone Edge from this Garchomp.
STAB still works at 1.5x power. In this instance, Earthquake would just gain 1.5x power from STAB, not 2x even if both Garchomp shares both types of the move.
Protean would change your type into the original type of the move, regardless of the secondary one.
Threats/Bans: not sure yet. I'll see if I can work on a type chart to visualise how those double type attacks would work.
Questions: Is it too complicated? Is there a risk that battles turn into a confusing cluster***k? Should the gimmick be limited to just the first move?
This really only affects abilities that activate when you come in or if an effect is on you (i.e. Synchronize, Beast Boost). The truly broken thing is Mimikyu though. Disguise comes back every other turn. Golisopod is actually buffed. Run First Impression every single time. Lando-T is even bulkier. Pory-Z has pretty good set-up in Download. Zoroark is gonna be interesting. Trace is buffed. Etc., Etc.This is a random idea I had
InfibilityMetagame premise: At the end of each turn, each Pokemon's abilities activate. Abilities that provide a static affect like Mold Breaker, Magic Guard, Huge Power, Swift Swim, are unaffected.
Potential bans and threats: Oh boy there's a ton. Infinite Weather/Terrain resetting, Infinite stat boosting with Beast Boost (Probably getting a ban) and stuff like Sap Sipper, Infinite Regenerator, Infinite everything basically.
Questions for the community: How should I handle this metagame if it were real? What kind of broken crap did I miss out on?
Disguise only changes Mimikyu into busted form; it doesn't ever revert it. So here Mimikyu would only have it activated once and once it activates, it's stuck in that form.The truly broken thing is Mimikyu though. Disguise comes back every other turn.
the most busted things in this are kartana, magearna, regenerator/volt absorb/water absorb, and defiant/competitive as far as i can see, all of those are absolutely obscene. mummy is fun tech to shut off some of the more broken shit. static/effect spore/poison point/flame body are all really nuts too if they work the way i'm assuming they doThis is a random idea I had
InfibilityMetagame premise: At the end of each turn, each Pokemon's abilities activate. Abilities that provide a static affect like Mold Breaker, Magic Guard, Huge Power, Swift Swim, are unaffected.
Potential bans and threats: Oh boy there's a ton. Infinite Weather/Terrain resetting, Infinite stat boosting with Beast Boost (Probably getting a ban) and stuff like Sap Sipper, Infinite Regenerator, Infinite everything basically.
Questions for the community: How should I handle this metagame if it were real? What kind of broken crap did I miss out on?