No, suspect testing every move with a secondary effect is really, really dumb.
#banscald
No, suspect testing every move with a secondary effect is really, really dumb.
So meatspace shenanigans happened. Please life, stop taking my "just-in-case" statements as "please-do-this" statements.
Electrify is banned.
Tagging Snaquaza.
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I've wondered: did anybody run Blazikenite on anything? I never ran it or saw it, which always surprised me a little.
When people see:
Blazikenite (RESTRICTED):
Atk +40, Def +10, Sp Atk +20, Sp. Def +10, Speed +20, gain Speed Boost
They assume it can't be used on anything. Also the restrictions are very unclear, do they mean it can only be used with mons with the same ability? Are they disallowed?
Why?Can we now retest Kangashkanite?
But now it says Gengarite is both Restricted to native shadow taggers, and also banned. Which one is it?Adjusted text to be more explicit, thanks.
Gengarite is banned because Shadow Tag is banned.But now it says Gengarite is both Restricted to native shadow taggers, and also banned. Which one is it?
Super Fang takes out 75% of HP, Seismic Toss and Night Shade take out 200 hp. Also, unlike Adaptability, it boosts the power of coverage moves AND acts as a pseudo Serene Grace, a pseudo Skill Link(breaks subs) and a pseudo Super Luck.My biggest concern would be its interactions with Super Fang, Seismic Toss and Night Shade - would it quarter HP/take off 200?
But now it says Gengarite is both Restricted to native shadow taggers, and also banned. Which one is it?
Super Fang takes out 75% of HP, Seismic Toss and Night Shade take out 200 hp. Also, unlike Adaptability, it boosts the power of coverage moves AND acts as a pseudo Serene Grace, a pseudo Skill Link(breaks subs) and a pseudo Super Luck.
Shadow Ball? Screw it, run Scald and get a 60% chance of burn.Both!
/not actually a joke
This+how busy we've been with suspecting/banning stuff has been the main reason I've never gotten around to suspecting Kangaskhanite. I'm particularly concerned by Mew, which has a good statline, other good builds to boot, and simultaneous access to Super Fang and Seismic Toss (And Night Shade!) allowing it to murder virtually anything slower than it that's not a Ghost type... and then it has access to stuff like Shadow Ball, and has recovery to keep tanking hits in between murder. Or Taunt, to screw with walls like Aggronite Gourgeist.
small nitpick, but relic song is a 10% chance to sleep...which with serene grace is only 20...i dont see any logical way you could've gotten 30%, as that would make meloetta OU worthy to have a 60% stab sleep move with serene lol.I'm going to go into some specifics about the damage output of Kangaskhanite compared to Lucarionite.
Physical
For Terrakion, Base 129, STAB moves become ~9.8% more powerful.
For Archeops, Base 140, STAB moves become ~9.8% more powerful.
For Shuckle, Base 10, STAB moves become ~6.5% more powerful.
For Rampardos, Base 165, STAB moves become ~10.2% more powerful.
This means, if you would actually bother to use this stone, you should expect around a 9.8% boost over Lucarionite, for physical attackers STAB moves.
Special
For Keldeo, Base 129, STAB moves become ~9.7% more powerful.
For Latios, Base 130, STAB moves become ~9.7% more powerful.
For Shaymin, Base 10, STAB moves become ~5.8% more powerful.
For Hoopa-U, Base 170, STAB moves become ~10.3% more powerful.
This means, if you would actually bother to use this stone, you should expect around a 9.7% boost over Lucarionite, for special attackers STAB moves.
Those boosts over Lucarionite do exist, and are a good reason to use the stone, but Lucarionite does give you 12 Speed more than Kangaskhanite, which sucks. But, Adaptability only affects STAB moves, and Parental Bond affects all damaging moves. So lets see the discrepancy between Lucarionite and Kangaskhan for non-STAB moves.
Physical
For Terrakion, Base 129, non-STAB moves become ~46.5% more powerful.
For Archeops, Base 140, non-STAB moves become ~46.5% more powerful.
For Shuckle, Base 10, non-STAB moves become ~42.0% more powerful.
For Rampardos, Base 165, non-STAB moves become ~47.0% more powerful.
Special
For Keldeo, Base 129, non-STAB moves become ~46.3% more powerful.
For Latios, Base 130, non-STAB moves become ~46.3% more powerful.
For Shaymin, Base 10, non-STAB moves become ~41.2% more powerful.
For Hoopa-U, Base 170, non-STAB moves become ~47.0% more powerful.
So the thing to consider for this is: where Lucarionite gives you good power in stab moves and better speed, Kangaskhanite gives you even more powerful STAB moves, and also gives you much stronger non-STAB moves. Another thing to consider are the extra strategies/benefits that are granted by parental bond, such as 200 damage seismic toss, hitting past substitute, killing Pokemon with Sturdy or Focus sash in 1 turn, getting 2 chances at every secondary effect, getting +2 attack from power-up punch.
Chances of secondary effects when using Parental Bond:
Iron Head, 2 30% chances = 49% chance to flinch.
Zen Headbutt 90% accuracy + 2 20% chances = 32.4% chance to flinch.
Air Slash 95% accuracy + 2 30% chances = 46.55% chance to flinch.
Scald 2 30% chances = 49% chance to burn.
Ice Beam 2 10% chances = 19% chance to freeze.
Relic Song 2 30% chances = 49% chance to sleep.
Sacred Fire 95% accuracy + 2 50% chances = 71.25% chance to burn.
Effects you can get twice:
Charge Beam 90% acc + 2 70% chances = 44.1% chance to give + 2 SpA, 37.8% chance to give only +1 SpA. 8.1% chance to hit and give no boost, 10% chance to miss.
Fiery Dance 2 50% chances = 25% chance to give + 2 SpA, 50% chance to give +1 SpA, 25% chance to give no boost.
Ancient Power (and variants) 2 10% chances = 1% chance to give +2 to every stat, 18% chance to give +1 to every stat, 81% chance to give no boost.
Some of these things are very scary indeed. I included all the things in the first list to show the difference between parental bond and Serene Grace and how it plays out.