just make Damp toggable, if default the opponent cannot faint from explosion. If you decide to toggle it, the opponent CAN faint from explosion. It gives the choice to the player and gives it decent interaction.
Just do the former if we really have to. Who really cares if it does not cost energy given it is the most useless suicide move in the game (and hence why no one uses it).Can we either CT: None Memento, or give it a high EN cost? Right now it costs 0 EN. 0.
"This Pokemon takes great care of all Grass-types, emanating a mystical barrier preventing its own and their stats from being lowered by opponents in battle."While Damp might not need a buff I think one ability does. Flower Veil.
The ability is bad, at least in it's current form. It's only user, Florges, has no use for it, and even worst is that both of it's abilities are exclusively doubles abilities. Not even good doubles abilities at that, they require Florges to be used in extremely specific scenarios to even work, not even mention being effective at that.
I think we should make Flower Veil work for the user regardless of its type (partners would still have to be Grass Type for it to work on them). As we already do with moves such as Rototiller.
* If that's the intended effect of Flower Veil then ignore this message, though a mention of protecting the user regardless of type would be nice. Also adding that the ability also protects from status.
"This Pokemon takes great care of all Grass-types, emanating a mystical barrier preventing its own and their stats from being lowered by opponents in battle."
Already there without having to edit anything! ^_^
DAT said:Force Palm: The Pokémon charges ki energy on its palm that it uses to strike the opponent. Upon impact, the energy has a chance to paralyze the opponent’s muscles.
Illusion said:Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. ...
I agree with you guys that Illusion needs some way to work with our subs. But Illusion isn't distributed widely, and is a one round pony like Multiscale. I do feel however that Illusion on Aurumoth is far too powerful....I'll probably get slapped again, but I want to bring something up.
Currently Illusion works as follows:
What I've bolded is what I have an issue with. Why do we have it at the end of the round? Currently this ruling makes substitutions against Illusion Pokemon rather difficult, since most of the more obvious solutions are illegal under our current sub system (i.e. If X takes super effective damage from Y, then repeat Y.)
I propose that we make this work like in game, where the first direct hit reveals the illusion immediately.
That is...needlessly complex. Not to mention arbitrary.What I think we can do, is nerf Illusion on Aurumoth to certain types of pokemon. Like a Bug cannot disguise into a steel type for instance?
The problem there Mowtom, is that the pokemon's knowledge of the disguised pokemon would be the same as the pokemon that it appears to be.That is...needlessly complex. Not to mention arbitrary.
I personally think that no real change is needed, as you can simply sub for IF target has less/greater than x HP THEN y. If that sub is illegal fsr, then I agree subbing against Illusion must be improved
Or sub for if greater than 100 HP A1 especially if we do the above in Aurumoth's case..................So If Aurumoth is disguising as Shuckle, and you have a sub for less than 100 HP at the start of action 1. It wouldn't trigger.
But we can do that after action 1's damage though. Like, "IF at the start of action 2, Shuckle's HP is greater than 80, THEN use Shadow Ball instead."