Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Sorry for spamming you lol. just trying to help iron things out. here's some abilities
-Do pokemon with dry skin lose 1/8th of their HP every turn? It's reasonable to assume it would work the same way as Solar Power.
-Flare Boost increases Special Attack by 1.5x
-Fur Coat: Halves damage from all moves?
-Illusion: I think this needs to change, but I'm not entirely sure how.
-Pressure: Increases PP usage of all moves, not just ones that target the Pressure user.
-Sniper: All moves are 1.5x as strong? the description is "Powers up moves if they become critical hits"
-Snow Cloak: 1.25x evasion
-Toxic Boost: 1.5x Attack
-Tangled feet: 2x Evasion at all times
-Thick fat: Raises resistance to all moves? i'm not sure. I've noticed some abilities in the OP ignore type-specific effects and some don't.
-Pickpocket: steals the pokemon's held item upon being hit by an attack.
-Plus and Minus: boosts special attack by 1.5x?
-Rattled: raises speed one stage upon being hit by a move?
-Rivalry: raises attack
-Unnerve: prevents opponent's from consuming their item
Hi, your metagame seems like a cool idea. Didn't see any typos, but shouldn't Sand Veil, Snow Cloak, and Wonder Skin be banned? They boost evasion always due to new mechanics, reducing the game to pure 50-50's.
- You missed Quick Feet always giving 2x speed. :D
- Flare Boost gives 1.5x SpA boost.
- Flash Fire gives immunity to Fire and boosts Fire's power 1.5x when hit by ANY move.
- Plus/Minus increases SpA by 1.5x
- Pickpocket/Magician steals the opponent's item (regardless of contact).
- Rain Dish heals regardless of weather.
- Rattled raises speed when hit by any move.
- Reckless increases move power 1.2x (same logic as Iron Fist).
- Rivalry does absolutely nothing (it negates its own boosts).
- Rock Head negates recoil from everything, including Life Orb and Struggle.
- Sap Sipper grants Grass immunity and gives +1 Atk when hit by any move.
- Sniper multiplies damage by 1.5x, even non-critical hits (critical hit is its condition in showdown description).
- Static may paralyze the opponent (same logic as Flame Body).
- Stench adds 10% flinch to all moves.
- Storm Drain gives Water immunity and +1 SpA when hit by any move.
- Lightning Rod / Motor Drive same logic as above but Electric immunity.
- Mummy changes opponent's ability to Mummy regardless of contact.
- Steadfast raises speed even when not flinched.
- Sturdy prevents KO regardless of HP (full HP is its condition).
- Synchronize passes its status every turn.
- Tangled Feet increases Evasion.
- Toxic Boost gives physical attacks 1.5x power.
- Unburden doubles Speed.
- Volt/Water Absorb, you forgot to add them. :P
MOVES!
- Captivate always works regardless of gender.
- Charge boosts next move and increases SDef by 1.
- Hex power is doubled.
- Hi/Jump Kick deals 50% damage regardless of success/failure.
- Ion Deluge gets the same effect as Electrify (should probably be banned).
- King's Shield reduces Atk by 2 stages regardless of contact. Just for completion.
- Last Resort... either always be available or always fail.
- Magnetic Flux becomes Cosmic Power.
- Mat Block always fails (similar to Fake Out). Only for completion.
- Payback damage always doubled.
- Rage always raises Atk.
- Retaliate damage always doubled.
- Rototiller works like Work Up.
- Spiky Shield deals damage regardless of contact.
- Synchronoise always works regardless of typing.
ITEMS!
- Absorb Bulb raises SpA when hit.
- Black Sludge always damages the holder (same logic as Curse).
- Gems work on all moves.
- Type-enhancing items work on all moves (same as Plates).
- Cell Battery raises Atk when hit.
- Destiny Knot infatuates the enemy. Should be banned.
- Expert belt gives 1.2x boost to all attacks.
- Gems work on all attacks.
- Red Card always makes the opponent switch. Should be banned because of Harvest.
- Eject button always makes the user switch.
- Kee Berry gives +1 Def when hit by any move.
- Luminous Moss gives +1 SDef when hit by any move.
- Maranga Berry gives +1 SDef when hit by any move.
- Metronome boosts damage regardless if you use the same move or not.
- Muscle Band / Wise Glasses give 1.1x boost to any move.
- Jaboca/Rowap Berry deals 12.5% damage when hit by any move.
- Snowball gives +1 Atk when hit.
- Sticky Barb always transfers regardless of contact.
- Zoom Lens increases accuracy by 20%.
You might also want to ban evolution stones (Water Stone, etc) because they should "evolve" everything. XD
I may be wrong, but I think Adaptability should boost the power of attacks by 1.33x instead of 1.5x because normally it changes the STAB multiplier from 1.5x to 2x and 2 divided by 1.5 is roughly 1.33
Hiya, I'm asking about the consistency in how abilites/moves/whatever work. I see the general idea of having abilities removed of their 'clause' as it were but it seems like many abilities still retain a certain clause, or have two clauses/ifs for which you chose one to be removed. Other abilities are not even decided by any clause at all and just seem to be general buffs (e.g. download, instead of activating on switch-in it now activates every turn: why every turn and not every move/every second/every whatever, the original effect had nothing to do with turns.)
Anyway, I see how you tried to balance it out by not making some abilities too overpowered (e.g. Bulletproof which normally blocks attacks if they're bullet-based, for which the clause wasn't removed since it'd make chesnaught unkillable with a sub up). However, if you're trying to make this an 'official' meta it might be nicer if there was either consistency in the buffs or if the meta was renamed to something like ability buff. Cause now to play this meta you basically have to just memorize what all abilities do: it's not always obvious from the clause idea what an ability should be doing in this meta. I've included a list of abilities/moves that I think are subjectively put in and can be changed, depending on what everyone thinks. If not, you could try setting a number of general guidelines to what the abilities will be instead of determining the effect of every ability on its own.
-Do pokemon with dry skin lose 1/8th of their HP every turn? It's reasonable to assume it would work the same way as Solar Power.
-Flare Boost increases Special Attack by 1.5x
-Fur Coat: Halves damage from all moves?
-Illusion: I think this needs to change, but I'm not entirely sure how.
-Pressure: Increases PP usage of all moves, not just ones that target the Pressure user.
-Sniper: All moves are 1.5x as strong? the description is "Powers up moves if they become critical hits"
-Snow Cloak: 1.25x evasion
-Toxic Boost: 1.5x Attack
-Tangled feet: 2x Evasion at all times
-Thick fat: Raises resistance to all moves? i'm not sure. I've noticed some abilities in the OP ignore type-specific effects and some don't.
-Pickpocket: steals the pokemon's held item upon being hit by an attack.
-Plus and Minus: boosts special attack by 1.5x?
-Rattled: raises speed one stage upon being hit by a move?
-Rivalry: raises attack
-Unnerve: prevents opponent's from consuming their item