nightblitz42
Moderator
Now, at the point of Me First, it should see the move Bewear 'would have used' is Low Kick, but the Bewear has a substitution:"The Pokémon senses the opponents attack and mimics what the opponent opponent would have used at an amplified power. Me First only succeeds against damaging attacks, it cannot mimic non-damaging attacks. The Power and Energy Cost of a selected attack are both amplified. The attack fails if the opponent attacks before the user of Me First. Me First also incurs any after effects the move would have, such as Sluggish from Hyper Beam, or Cooldown from a combo.
Z-Move Effect: Raises the user's Speed by two (2) stages, adjusting the natural stage. Additionally, the copied move becomes its corresponding Z-Move."
Now because this is a chance substitution, it's only checking *after* the Me First has been used, which is where wonkiness begins - is it possible for Bewear's Low Kick to be changed, given that it's already been assumed by Me First? The wording's unclear - "would have used" implies it can change, but I'm getting a headache looking at this.***IF Pangoro has used Me First already that action when you are to act, use Substitute (20) the first instance, Bulk Up the second instance, pushing actions back each time.
As fair as I can tell this was never addressed. Also, can we add Mail to the set of possible held items? It stopped existing in-game after gen 5, but its description at the time was:In-game Teleport is now a switching move with -6 priority (see https://bulbapedia.bulbagarden.net/wiki/Teleport_(move)). Teleport (Switch) in the DA has priority 0 still, is this intentional?
EDIT: Also Metal Coat's description still gives extra bonuses to Onix/Steelix/Scyther/Scizor.
Gen 5 was before the Knock Off BAP increase, but I imagine that would be negated as well. I think this would be good as a counter to Sticky Barb/Klutz Trick shenanigans, now that Z-Crystals can't be held by the vast majority of mons.Causes the secondary effect of Thief and Covet to fail when used on holder. Causes Trick and Switcheroo to fail when used by or on the holder. Causes Fling and Bestow to fail when used by holder.
Short answer: No. Buffing abilities, especially in that fashion, only occurs if the ability has its normal functionality not work in our system. (think Frisk, Anticipation, Sturdy)I'd like to suggest that we change the ability Corrosion.
As it currently stands, Corrosion has the following description:
This Pokémon's poison is incredibly potent to the point that it is able to inflict Poison and Bad Poison on Poison- and Steel-types with its own attacks.
This is very rarely useful, as Salazzle doesn't have Acid OR Acid Spray, meaning that it can't deal damage to Steel types with its poison moves (which many other poison types can). Therefore, I propose that we change the ability to include this:
This Pokémon's poison is incredibly potent to the point that it is able to inflict Poison and Bad Poison on Poison- and Steel-types with its own attacks and ignores Steel-type opponents' immunity to poison moves.
This addition wouldn't change THAT much. It would only make Salazzle slightly more effective at dealing with certain steel types and increase its capability to use the poisoning aspect of its ability as well by using Venoshock. Salazzle already has fire type moves to deal with most Steel types, so this wouldn't make it unbalanced; it would simply give it a niche to be able to deal with Steel types more effectively, as would make sense with an ability called Corrosion.
Default.When a Pokemon switches out after toggling its toggle ability does the ability stay where it was set or revert to the default state? In old ASB the answer was default state but it isn't anywhere in the current handbook.
Also can we please get rid of Metal Coat's sig item boost?
Sorry that it took me so long to reply here.P2X7 Personally, I'm kinda vexed by how Hyper Beam has been treated similarly to Giga Impact. In terms of flavor, I'd argue that Hyper Beam has much more individual identity than Giga Impact does. We know of Hyper Beam that it's a beam made of bright energy, but all we really know of Giga Impact is that it's a physical contact attack. So treating the two as functionally the same in terms of combo compatibility feels wrong to me. If I had to equalize them, I'd actually rather make Giga Impact more restricted, maybe by adding a unique combo subclass for full-body attacks and adjusting the flavor of Giga Impact to be some kind of running tackle.
TLDR: Would toning down the combo compatibility of Giga Impact be satisfactory, or does Hyper Beam specifically need to be buffed?
An update to this discussion based on a chat from last night:Sorry that it took me so long to reply here.
I do not want a Giga Impact nerf.
I think that a Hyper Beam buff would be good for the metagame. When Hyper Beam can be combined with a lot of moves, every Pokemon with a usable Special Attack stat and fair coverage / Hidden Power gains a threatening burst damage option in many more matchups. This especially helps Pokemon with shallow movepools, as they would appreciate a high-damage option against opponents whose typings counter their STAB attacks, and this buff would give such weak Pokemon a rare way to force these foes to burn a substitution, making it easier to slip out of a bad matchup.
That's intentional. The change was to moves that inherited WC modifiers through flavor. Heavy Slam in-game is also based on WC.Not too sure if this was said before, but Heavy Slam’s BAP still says 6 + (User WC - Target WC)