Early patch balance predictions!
Lets see what takes I can have that are laughably wrong in hind sight.
1. Combos will be very strong
Unrestricting what moves can combo and letting comboes change effect chance allow for some disgusting moves.
For example:
That is talking about singles. In doubles combos are almost certainly better than megas and tech mon. Imagine getting hit by inferno + rockslide (charizard, it is your time to shine) and being double flinched, double burned.
Winners: Honestly a lot of pokemon? maybe ones that are more damage focused so they can complete their kills before en koing. Mon with small move pools get a surprising amount of value by combos being unlocked. For example raging bolt upgrades their previous lackluster combo pool with zap cannon + ancient power. Probably movepool monsters like mew, I have not looked yet but there must be something crazy in there.
2. Free tech mon will be very strong
With comboes being this potent, getting a free second order combo is really powerful. The spinda's and shuckles of the world are likely to inflict some really nasty blow outs. It is very hard to sub vs 6 distinct combos on top of ordinary moves.
Winners: Already strong free tech mon and probably whichever free tech mon are eventually found to have the silliest combos. Shuckle, Spinda, Butterfree, Salazzle, Dewgong.
3. EN ko meta might be back
Pulling in the opposite direction from the strength of combos, it might be quite common now for mon to faint on en while still having a lot of hp remaining.
How many mon can really kill a dusknoir with pressure, leftovers and the ability to spam rest or pain split.
There is also a very "funny" en stall line where you press rest and DO NOT sleep talk, allowing you to pass your next 2 turns without spending any en at all, for an average of 1 en/turn.
I think a large number of mon would not be able to kill a lefties/rest dusknoir healing for 40 hp per round before they run out of en themselves and faint.
An example with a less extreme pokemon than dusknoir/shuckle.
slowbro typing slack off ~ chill is healing 12.5 per step and losing 1.5 en.
If an opponent is doing 20 damage for 3 en, which sounds above average, they are doing 7.5 damage per step and will do 75 damage before en koing themselves. If slowbro has lefties then they are doing 4.2 damage per step and would need something like 70 en to defeat slowbro.
Winners: Dusknoir, shuckle, toxapex etc. You guys know the drill.
4. The new incenses are cool and will see a lot of play
For a lot of mon this is a +3 item with some amount of additional upside on top of it. Especially with choice item nerfs a lot of items will not be better than +3, and while the exact value of the global rule portion of incenses is hard to evaluate, it should be at least neutral to positive in general.
The best users are mon that are either bad offensively or defensively but not both (and who can reach at least 6 in their stats). For pure incense vs lucky egg if you have at least 6 stats in everything I guess it ends up pretty simliar (unless you are actually higher than your opponent in some stat), but I do worry that for someone like furret pure incense is actually going to be quite mid in a lot of match ups. It practically guarentees that your opponent will have a 1-2 stat point advantage when attacking you.
These items are likely to make sources of bonus proof and penalty proof better. Especially for people who might want to use pure incense.
Winners: rampardos, alakazam, tapex, xatu, wailord.
5. Switching and phasing will be commonly clicked in matches
The changes make both of them very powerful (though phasing is held back by costing an incredible 6 en) and they have probably be pushed into viability.
Winners: There is no shot I know all mon with fazing and switching. Golisopod? swampert? kitsunoh? idk
Lets see what takes I can have that are laughably wrong in hind sight.
1. Combos will be very strong
Unrestricting what moves can combo and letting comboes change effect chance allow for some disgusting moves.
For example:
- dire claw + pop bomb (due to dire claw dodging the en number tweaks)
- zap cannon + silver wind
- poison gas + hypnosis (in doubles especially!)
- perish song + mean look
- belly drum + coaching
- fake tears + acid spray
- rockslide + inferno
That is talking about singles. In doubles combos are almost certainly better than megas and tech mon. Imagine getting hit by inferno + rockslide (charizard, it is your time to shine) and being double flinched, double burned.
Winners: Honestly a lot of pokemon? maybe ones that are more damage focused so they can complete their kills before en koing. Mon with small move pools get a surprising amount of value by combos being unlocked. For example raging bolt upgrades their previous lackluster combo pool with zap cannon + ancient power. Probably movepool monsters like mew, I have not looked yet but there must be something crazy in there.
2. Free tech mon will be very strong
With comboes being this potent, getting a free second order combo is really powerful. The spinda's and shuckles of the world are likely to inflict some really nasty blow outs. It is very hard to sub vs 6 distinct combos on top of ordinary moves.
Winners: Already strong free tech mon and probably whichever free tech mon are eventually found to have the silliest combos. Shuckle, Spinda, Butterfree, Salazzle, Dewgong.
3. EN ko meta might be back
Pulling in the opposite direction from the strength of combos, it might be quite common now for mon to faint on en while still having a lot of hp remaining.
How many mon can really kill a dusknoir with pressure, leftovers and the ability to spam rest or pain split.
There is also a very "funny" en stall line where you press rest and DO NOT sleep talk, allowing you to pass your next 2 turns without spending any en at all, for an average of 1 en/turn.
I think a large number of mon would not be able to kill a lefties/rest dusknoir healing for 40 hp per round before they run out of en themselves and faint.
An example with a less extreme pokemon than dusknoir/shuckle.
slowbro typing slack off ~ chill is healing 12.5 per step and losing 1.5 en.
If an opponent is doing 20 damage for 3 en, which sounds above average, they are doing 7.5 damage per step and will do 75 damage before en koing themselves. If slowbro has lefties then they are doing 4.2 damage per step and would need something like 70 en to defeat slowbro.
Winners: Dusknoir, shuckle, toxapex etc. You guys know the drill.
4. The new incenses are cool and will see a lot of play
For a lot of mon this is a +3 item with some amount of additional upside on top of it. Especially with choice item nerfs a lot of items will not be better than +3, and while the exact value of the global rule portion of incenses is hard to evaluate, it should be at least neutral to positive in general.
The best users are mon that are either bad offensively or defensively but not both (and who can reach at least 6 in their stats). For pure incense vs lucky egg if you have at least 6 stats in everything I guess it ends up pretty simliar (unless you are actually higher than your opponent in some stat), but I do worry that for someone like furret pure incense is actually going to be quite mid in a lot of match ups. It practically guarentees that your opponent will have a 1-2 stat point advantage when attacking you.
These items are likely to make sources of bonus proof and penalty proof better. Especially for people who might want to use pure incense.
Winners: rampardos, alakazam, tapex, xatu, wailord.
5. Switching and phasing will be commonly clicked in matches
The changes make both of them very powerful (though phasing is held back by costing an incredible 6 en) and they have probably be pushed into viability.
Winners: There is no shot I know all mon with fazing and switching. Golisopod? swampert? kitsunoh? idk
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