I want special tough claws, guts, huge power, iron fist, moxie, strong jaw, justifiedIt's interesting how many penalties physical attackers have (Rocky Helmet, Rough Skin, Burn, Intimidate, most moves for substitute), yet cuz EQ is so nice, they still thrive
Meanwhile, I want special intimidate
…How exactly would special Strong Jaw or Iron Fist for example work? Not everything physical needs a 1:1 special counterpart, it takes away part of what makes the game interesting (also why I dislike Frostbite). Special Moxie is Grim Neigh and Soul-Heart.I want special tough claws, guts, huge power, iron fist, moxie, strong jaw
Special strong jaw would increase the power of sound based moves by 1.5. Give it to Exploud…How exactly would special Strong Jaw or Iron Fist for example work? Not everything physical needs a 1:1 special counterpart, it takes away part of what makes the game interesting (also why I dislike Frostbite). Special Moxie is Grim Neigh and Soul-Heart.
...There already IS an ability that increases the power of sound moves(by 1.3x IIRC). It is the signature Ability of Toxtricity. It also has the bonus of halving the power of sound-based moves used on the Pokemon with Punk Rock.Special strong jaw would increase the power of sound based moves by 1.5. Give it to Exploud
It helps that Earthquake doesn't make contact.It's interesting how many penalties physical attackers have (Rocky Helmet, Rough Skin, Burn, Intimidate, most moves for substitute), yet cuz EQ is so nice, they still thrive
But as usual power is nerfed with some niche effects which it's not benefit from. Also no sound based stabs....There already IS an ability that increases the power of sound moves(by 1.3x IIRC). It is the signature Ability of Toxtricity. It also has the bonus of halving the power of sound-based moves used on the Pokemon with Punk Rock.
OverdriveBut as usual power is nerfed with some niche effects which it's not benefit from. Also no sound based stabs.
The first: boost Special moves that make contact (there are currently six in the game).But how would special Tough Claws or Iron Fist work? Makes no sense
afaik tough claws does this anyway - mega metagross used to sometimes run grass knotThe first: boost Special moves that make contact (there are currently six in the game).
Yeah Tough Claws works on all contact moves, physical & specialafaik tough claws does this anyway - mega metagross used to sometimes run grass knot
??Overdrive
But how would special Tough Claws or Iron Fist work? Makes no sense
Those aren’t “special Tough Claws” and “special Iron Fist” those are “Tough Claws for ballistic moves” and “Iron Fist for wave moves”??
Tough Claws boost contact moves 1.5x Iron Fist boost punch based moves 1.2x
U can make an ability which boost Ballistic moves
or an ability which boosts Wave moves
Not everything physical needs a 1:1 special counterpart, it takes away part of what makes the game interesting [by effectively making phys/spec interchangeable] (also why I dislike Frostbite).
I assume by "Wave" you mean Aura/Pulse? We have that, it's Mega Launcher.??
Tough Claws boost contact moves 1.5x Iron Fist boost punch based moves 1.2x
U can make an ability which boost Ballistic moves
or an ability which boosts Wave moves
NoI assume by "Wave" you mean Aura/Pulse?
Poor distributionWe have that, it's Mega Launcher.
You didn’t say “there should be a special variant of Iron Fist that’s widely distributed” you said “there should be a special variant of Iron Fist”. Moreover, a wave-boosting ability (unsure what this even means but I’d assume Surf, Muddy Water, and Sludge Wave) isn’t a special variant of Iron Fist, it’s an entirely new ability that boosts wave moves. Whereas Grim Neigh is simply Moxie but Attack is changed to Special Attack, there’s no way to directly make Iron Fist have a counterpart for special moves (and Iron Fist already would affect special moves if there were any special punch moves), you have to make a whole new ability that effects a different class of moves. I’ve said that twice, I don’t know why it isn’t registering for you.Poor distribution
Oh, come on. Surely you definitely need to elaborate on why Sand-Attack and Minimize and Double Team are such fun game design and not a literal time wasting simulator that isn’t really impacted by player skill whatsoever.Accuracy/Evasion-affecting moves.
I don't think I need to elaborate.
Stadium 2 Koga was a war criminal.in all seriousness FRLG is the absolute worst for that.
Tbf if anyone should be using Double Team as a signature move, its a ninja.Stadium 2 Koga was a war criminal.
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Justy was pretty much the same:Stadium 2 Koga was a war criminal.
So, I ran some calcs, because I knew the move was bad. But I foolishly assumed it was bad because the meta is extremely fast, so if you can end up that much faster than your opponent, you've set up a win already.So earlier today I was thinking about how unforgiving Electro Ball's damage formula is, and thought "Gyro Ball is a good move, what if Electro Ball's damage was just the inverse of Gyro Ball?" but it turns out that in almost any given matchup one Pokemon's Electro Ball is stronger than the other Pokemon's Gyro Ball, so making Electro Ball the inverse of Gyro Ball would actually be a nerf.
*snipped*
This graph compares the base power of Gyro Ball and Electro Ball in a given matchup, Electro Ball in red and Gyro Ball in blue. The y-axis shows how strong the move is, while the x-axis shows how many times faster the faster Pokemon is than the slower Pokemon. Electro Ball consistently stays above Gyro Ball and maxes out at 4x faster, which Gyro Ball doesn't match until nearly 6x faster.
It frustrates me just how bad Electro Ball is. Even when it's copying the homework of an actually good move it still fucks up.