Primal De-Evolution

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Primal De-Evolution
With ORAS came an exciting new twist: Primal De-Evolutions. Primal Pokemon are very similar to Mega Pokemon, but are sent backwards in time to prehistoric ages! Currently, there are only two Primal Pokemon: Primal Kyogre and Primal Groudon. But what if there was a way for all Pokemon to receive a Primal De-Evolution? What if every type received their own Orb? Perhaps every Pokemon could find a source in them to use these Orbs?! That's right; in this metagame, they can! All Pokemon are able to wield their own Orb corresponding to the types. What effects do these have on your Pokemon, you might ask yourself? Well, we'll get into that in a bit! There's quite a lot of newly discovered abilities and moves, and all Pokemon have even earned a new typing! Wait, what? You heard me! All Pokemon receive a new typing that stacks on their existing typing to replace the secondary ability. There are a ton of new powerhouses in this Mod that will sure to leave you wishing you weren't walking with dinosaurs! Here's the changelog:

  • Black Orb Reverts Dark-type Pokemon to their Primal form.
    • Adds a Ghost-typing.
    • Changes Ability to Dark Nights.
    • Adds the move Keen Smack.
    • Adds a 0 HP / 50 Atk / 20 Def / 30 SpA / 0 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Indigo Orb Reverts Ghost-type Pokemon to their Primal form.
    • Adds a Dark-typing.
    • Changes Ability to Misty Field.
    • Adds the move Gray Matter.
    • Adds a 0 HP / 30 Atk / 0 Def / 50 SpA / 20 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Clear Orb Reverts Normal-type Pokemon to their Primal form.
    • Adds a Fairy-typing.
    • Changes Ability to Blinded Side.
    • Adds the move Blessed Swing.
    • Adds a 0 HP / 30 Atk / 0 Def / 50 SpA / 0 SpD / 20 Spe boost to the Pokemon's existing stats.
  • Pink OrbReverts Fairy-type Pokemon to their Primal form.
    • Adds a Normal-typing.
    • Changes Ability to Mystic Sheer.
    • Adds the move Pixie Strength.
    • Adds a 0 HP / 50 Atk / 20 Def / 30 SpA / 0 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Red OrbReverts Fire-type Pokemon to their Primal form.
    • Adds a Rock-typing.
    • Changes Ability to Desolate Land.
    • Adds the move Flame Spit.
    • Adds a 0 HP / 30 Atk / 20 Def / 50 SpA / 0 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Brown OrbReverts Rock-type Pokemon to their Primal form.
    • Adds a Fire-typing.
    • Changes Ability to Mine Field.
    • Adds the move Boulder Whip.
    • Adds a 0 HP / 50 Atk / 0 Def / 30 SpA / 0 SpD / 20 Spe boost to the Pokemon's existing stats.
  • Orange OrbReverts Fighting-type Pokemon to their Primal form.
    • Adds a Ground-typing.
    • Changes Ability to Discovered Spirit.
    • Adds the move Focused Energy.
    • Adds a 0 HP / 0 Atk / 20 Def / 50 SpA / 0 SpD / 30 Spe boost to the Pokemon's existing stats.
  • Amber Orb – Reverts Ground-type Pokemon to their Primal form.
    • Adds a Fighting-typing.
    • Changes Ability to Dusty Terrain.
    • Adds the move Sharp Tactics.
    • Adds a 0 HP / 20 Atk / 0 Def / 30 SpA / 0 SpD / 50 Spe boost to the Pokemon's existing stats.
  • Blue Orb Reverts Water-type Pokemon to their Primal form.
    • Adds an Electric-typing.
    • Changes Ability to Primordial Sea.
    • Adds the move Origin Pulse.
    • Adds a 0 HP / 0 Atk / 0 Def / 50 SpA / 20 SpD / 30 Spe boost to the Pokemon's existing stats.
  • Yellow OrbReverts Electric-type Pokemon to their Primal form.
    • Adds a Water-typing.
    • Changes Ability to Magnetic Field.
    • Adds the move Voltage Turn.
    • Adds a 0 HP / 0 Atk / 20 Def / 30 SpA / 0 SpD / 50 Spe boost to the Pokemon's existing stats.
  • Pale Orb Reverts Flying-type Pokemon to their Primal form.
    • Adds a Steel-typing.
    • Changes Ability to Powerful Gusts.
    • Adds the move Spinning Assault.
    • Adds a 0 HP / 30 Atk / 0 Def / 0 SpA / 50 SpD / 20 Spe boost to the Pokemon's existing stats.
  • Gray OrbReverts Steel-type Pokemon to their Primal form.
    • Adds a Flying-typing.
    • Changes Ability to Unbreakable Armor.
    • Adds the move Heroic Curve.
    • Adds a 0 HP / 50 Atk / 0 Def / 20 SpA / 30 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Green OrbReverts Grass-type Pokemon to their Primal form.
    • Adds a Poison-typing.
    • Changes Ability to Ivy Cover.
    • Adds the move Mushroom Fungus.
    • Adds a 0 HP / 20 Atk / 0 Def / 50 SpA / 30 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Purple OrbReverts Poison-type Pokemon to their Primal form.
    • Adds a Grass-typing.
    • Changes Ability to Plagued Viscus.
    • Adds the move Seeping Fang.
    • Adds a 0 HP / 0 Atk / 20 Def / 30 SpA / 50 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Fuchsia Orb Reverts Psychic-type Pokemon to their Primal form.
    • Adds a Bug-typing.
    • Changes Ability to Telepathic Evasion.
    • Adds the move Mind Source.
    • Adds a 0 HP / 0 Atk / 30 Def / 50 SpA / 0 SpD / 20 Spe boost to the Pokemon's existing stats.
  • Mantis Orb Reverts Bug-type Pokemon to their Primal form.
    • Adds a Psychic-typing.
    • Changes Ability to Hive Joint.
    • Adds the move Wasp Swarm.
    • Adds a 0 HP / 20 Atk / 50 Def / 30 SpA / 0 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Ice Orb Reverts Ice-type Pokemon to their Primal form.
    • Adds a Dragon-typing.
    • Changes Ability to Glacier Cast.
    • Adds the move Shattering Breeze.
    • Adds a 20 HP / 0 Atk / 0 Def / 50 SpA / 0 SpD / 30 Spe boost to the Pokemon's existing stats.
  • Royal OrbReverts Dragon-type Pokemon to their Primal form.
    • Adds an Ice-typing.
    • Changes Ability to Superiority Complex.
    • Adds the move Renaissance Whirl.
    • Adds a 0 HP / 20 Atk / 0 Def / 30 Spe / 0 SpD / 50 Spe boost to the Pokemon's existing stats.
New Abilities:
  • Dark Nights – Dark-type moves receive a 1.3x power boost; Fairy-type moves are unable to be used. Lasts indefinitely.
  • Misty Field – Ghost-types weaknesses are now turned into resists. Evasion is increased by one for all Ghost-types.
  • Blinded Side – All Normal-types on field ignore stat boosts; this is unable to be bypassed via Mold Breaker. In addition, Normal-types receive a 1.2x boost to both offenses.
  • Mystic Sheer – Misty Terrain is set and can not be removed. Fairy-type moves all bypass Substitute and are double as effective verus Pokemon weak to this type.
  • Mine Field – Permanent Sandstorm is set and unable to be removed. Rock-types, in addition to receiving a 1.5x boost to SpD, receive a 1.3x boost to Defense.
  • Discovered Spirit – Fighting-types Special Attacks are boosted by 1.5x damage. Defense is lowered by 1.3x on both sides.
  • Dusty Terrain – Three layers of Spikes are set when this is turned on, they are removed when the Pokemon leaves the battle and are unable to be removed through Defog or Rapid Spin.
  • Magnetic Field – Electric-type moves are unable to miss; they are also able to hit Ground-types now. Electric-type attacks are amplified in power by 1.2x.
  • Powerful Gusts – Flying-types receive priority on all of their moves. They are also immune to Stealth Rock.
  • Unbreakable Armor – Steel-types are protected from Critical Hits. Super Effective hits only hit for half damage against these Pokemon.
  • Ivy Cover – Grass-types are resistant to their weaknesses, but their resists now hit for normal damage. Grass-types are immune to hazard damage or status as well.
  • Plagued Viscus – Poison-types now hit Steel-types for super effective damage. Defense is boosted by 1.5x for all Poison-types on the field. All Poison-types are immune to Ground-type moves.
  • Telepathic Evasion – Psychic-types do not receive damage from indirect attacks and receive 1/4 damage from the first attack to hit them.
  • Hive Joint – Bug-types summon the power of the hive, causing each Bug-type move to hit twice with the second move having 1/3 power.
  • Glacier Cast – Hail is set and is unable to be removed. The effects of Snow Cloak also take effect, while Speed is boosted by 1.5x for all Ice-type Pokemon on the field. However, Stealth Rock damage is doubled.
  • Superiority Complex – Dragon-types on the field receive a 1.3x boost to both Defenses but have a Taunt cast permanently on them. However, Fairy-type moves have no effect on these Pokemon.
New Moves:
  • Keen Smack – Dark-type | 100 Base Power | 95% Accuracy | Physical | User hits the opponent with a powerful smack. This move ignore resists.
  • Gray Matter – Ghost-type | 130 Base Power | 80% Accuracy | Special | User summons spirits and casts an eerie form of matter at the opponent. This move has the potential to lower the opponent's Speed.
  • Blessed Swing – Normal-type | 80 Base Power | 100% Accuracy | Special | The user hits the opponent with a powerful swing. This move removes any status from the Pokemon and recovers 90% of the damage it deals.
  • Pixie Strength – Fairy-type | 110 Base Power | 100% Accuracy | Physical | User musters up the power of a thousand fairies to hurt the opponent. This move recovers 10% of the damage it deals.
  • Flame Spit – Fire-type | 160 Base Power | 70% Accuracy | Special | A powerful spit of fire from the user's deep insides are launched at the opponent. Move lower's opponent's Speed, but cannot, however, be used twice in a row.
  • Boulder Whip – Rock-type | 100 Base Power | 100% Accuracy | Physical | Using boulders of the terrain around it, the user hits the opponent with a powerful chain. This move sets Stealth Rock as it hits.
  • Focused Energy – Fighting-type | 110 Base Power | 95% Accuracy | Special | Users concentrates to launch a powerful blast of energy. 50% chance to raise user's Speed when hit twice in a row.
  • Sharp Tactics – Ground-type | 60 Base Power | 100% Accuracy | Physical | User launches sharp smacks at the opponent. Move hits twice and puts an Infestation-like constraint on the Pokemon.
  • Voltage Turn – Electric-type | 100 Base Power | 90% Accuracy | Special | User drains power from the electricity on the field and hits the opponent with it. This move causes the user to switch out, recovers 75% health in the process, and lowers the opponent's Speed stat by one.
  • Spinning Assault – Flying-type | 140 Base Power | 70% Accuracy | Special | Users spins with a gust to hit the Pokemon with a very unsteady, but powerful attack. This move raises the users Speed stat by three and Special Attack by one. It also lowers the opponent's Attack and Special Attack by one.
  • Heroic Curve – Steel-type | 70 Base Power | 100% Accuracy | Physical | Users musters up courage and does an upward curve to hit the opponent. This move raises the user's Attack by two and recovers 20% health (of the user's HP, it's not a draining move) each time it hits.
  • Mushroom Fungus – Grass-type | 50 Base Power | 90% Accuracy | Special | The user uses the strength of the forest to plant fungus on the opponent. The opponent receives a Leech Seed effect and are unable to switch for three turns.
  • Seeping Fang – Poison-type | 130 Base Power | 80% Accuracy | Physical | The user attacks with a vicious and poison fang. User receives 40% recoil but heals back 45% damage; however, the recoil is taken into account before the healing.
  • Mind Source – Psychic-type | 100 Base Power | --- Accuracy | Special | The user searches the opponent's mind and attacks their nervous system. Deals 250 damage to sleeping foes.
  • Wasp Swarm – Bug-type | 80 Base Power | 100% Accuracy | Physical | User sends wasps to attack the foe. This attack comes with five "wasps" that hit for ten damage each after the initial attack has been used and after Hive Joint has taken effect. Effectively a move with 156 Base Power.
  • Shattering Breeze – Ice-type | 130 Base Power | 90% Accuracy | Special | The user casts a powerful breeze that's so powerful that it freezes the Pokemon and then shatters them! This move does not freeze the user, it is just for flavor. Hits Water-type Pokemon for super effective damage.
  • Renaissance Whirl – Dragon-type | 200 Base Power | 60% Accuracy | Physical | The user whirls with such grace and such force, the opponent is knocked away with the majesty of the Pokemon! If this move hits, the opponent will be paralyzed.
Pokemon can only use the Orb that corresponds with their first typing. For example, Ferrothorn may use Green Orb, but not a Grey Orb. There is no limit to how many [Color] Orbs you may run; you can run 6 Green Orbs if you'd like!

This will be hell to code, so it's currently uncoded n_n;;. That's all!
 
btw you don't mention which tier this is based off of. is it FU PU NU RU UU OU Ubers or AG(lol primal crayquaza)(even though AG isn't a tier)
 
  • Black Orb Reverts Dark-type Pokemon to their Primal form.
    • Adds a Ghost-typing.
    • Changes Ability to Dark Nights.
    • Adds the move Keen Smack.
    • Adds a 0 HP / 50 Atk / 20 Def / 30 SpA / 0 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Indigo Orb Reverts Ghost-type Pokemon to their Primal form.
    • Adds a Dark-typing.
    • Changes Ability to Misty Field.
    • Adds the move Gray Matter.
    • Adds a 0 HP / 30 Atk / 0 Def / 50 SpA / 20 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Clear Orb Reverts Normal-type Pokemon to their Primal form.
    • Adds a Fairy-typing.
    • Changes Ability to Blinded Side.
    • Adds the move Blessed Swing.
    • Adds a 0 HP / 30 Atk / 0 Def / 50 SpA / 0 SpD / 20 Spe boost to the Pokemon's existing stats.
  • Pink OrbReverts Fairy-type Pokemon to their Primal form.
    • Adds a Normal-typing.
    • Changes Ability to Mystic Sheer.
    • Adds the move Pixie Strength.
    • Adds a 0 HP / 50 Atk / 20 Def / 30 SpA / 0 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Red OrbReverts Fire-type Pokemon to their Primal form.
    • Adds a Rock-typing.
    • Changes Ability to Desolate Land.
    • Adds the move Flame Spit.
    • Adds a 0 HP / 30 Atk / 20 Def / 50 SpA / 0 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Brown OrbReverts Rock-type Pokemon to their Primal form.
    • Adds a Fire-typing.
    • Changes Ability to Mine Field.
    • Adds the move Boulder Whip.
    • Adds a 0 HP / 50 Atk / 0 Def / 30 SpA / 0 SpD / 20 Spe boost to the Pokemon's existing stats.
  • Orange OrbReverts Fighting-type Pokemon to their Primal form.
    • Adds a Ground-typing.
    • Changes Ability to Discovered Spirit.
    • Adds the move Focused Energy.
    • Adds a 0 HP / 0 Atk / 20 Def / 50 SpA / 0 SpD / 30 Spe boost to the Pokemon's existing stats.
  • Amber Orb – Reverts Ground-type Pokemon to their Primal form.
    • Adds a Fighting-typing.
    • Changes Ability to Dusty Terrain.
    • Adds the move Sharp Tactics.
    • Adds a 0 HP / 20 Atk / 0 Def / 30 SpA / 0 SpD / 50 Spe boost to the Pokemon's existing stats.
  • Blue Orb Reverts Water-type Pokemon to their Primal form.
    • Adds an Electric-typing.
    • Changes Ability to Primordial Sea.
    • Adds the move Origin Pulse.
    • Adds a 0 HP / 0 Atk / 0 Def / 50 SpA / 20 SpD / 30 Spe boost to the Pokemon's existing stats.
  • Yellow OrbReverts Electric-type Pokemon to their Primal form.
    • Adds a Water-typing.
    • Changes Ability to Magnetic Field.
    • Adds the move Voltage Turn.
    • Adds a 0 HP / 0 Atk / 20 Def / 30 SpA / 0 SpD / 50 Spe boost to the Pokemon's existing stats.
  • Pale Orb Reverts Flying-type Pokemon to their Primal form.
    • Adds a Steel-typing.
    • Changes Ability to Powerful Gusts.
    • Adds the move Spinning Assault.
    • Adds a 0 HP / 30 Atk / 0 Def / 0 SpA / 50 SpD / 20 Spe boost to the Pokemon's existing stats.
  • Gray OrbReverts Steel-type Pokemon to their Primal form.
    • Adds a Flying-typing.
    • Changes Ability to Unbreakable Armor.
    • Adds the move Heroic Curve.
    • Adds a 0 HP / 50 Atk / 0 Def / 20 SpA / 30 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Green OrbReverts Grass-type Pokemon to their Primal form.
    • Adds a Poison-typing.
    • Changes Ability to Ivy Cover.
    • Adds the move Mushroom Fungus.
    • Adds a 0 HP / 20 Atk / 0 Def / 50 SpA / 30 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Purple OrbReverts Poison-type Pokemon to their Primal form.
    • Adds a Grass-typing.
    • Changes Ability to Plagued Viscus.
    • Adds the move Seeping Fang.
    • Adds a 0 HP / 0 Atk / 20 Def / 30 SpA / 50 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Fuchsia Orb Reverts Psychic-type Pokemon to their Primal form.
    • Adds a Bug-typing.
    • Changes Ability to Telepathic Evasion.
    • Adds the move Mind Source.
    • Adds a 0 HP / 0 Atk / 30 Def / 50 SpA / 0 SpD / 20 Spe boost to the Pokemon's existing stats.
  • Mantis Orb Reverts Bug-type Pokemon to their Primal form.
    • Adds a Psychic-typing.
    • Changes Ability to Hive Joint.
    • Adds the move Wasp Swarm.
    • Adds a 0 HP / 20 Atk / 50 Def / 30 SpA / 0 SpD / 0 Spe boost to the Pokemon's existing stats.
  • Ice Orb Reverts Ice-type Pokemon to their Primal form.
    • Adds a Dragon-typing.
    • Changes Ability to Glacier Cast.
    • Adds the move Shattering Breeze.
    • Adds a 20 HP / 0 Atk / 0 Def / 50 SpA / 0 SpD / 30 Spe boost to the Pokemon's existing stats.
  • Royal OrbReverts Dragon-type Pokemon to their Primal form.
    • Adds an Ice-typing.
    • Changes Ability to Superiority Complex.
    • Adds the move Renaissance Whirl.
    • Adds a 0 HP / 20 Atk / 0 Def / 30 Spe / 0 SpD / 50 Spe boost to the Pokemon's existing stats.
Not a fan of the consistency of type pairing, honestly...

Dark Nights – Dark-type moves receive a 1.3x power boost; Fairy-type moves are unable to be used. Lasts indefinitely.
Does "indefinitely" mean so long as this Pokemon is on the field or does it mean "Fuck the Fairy type forever no matter what"? Either way, it produces a no-weakness typing...

Misty Field – Ghost-types weaknesses are now turned into resists. Evasion is increased by one for all Ghost-types.
Well... you'll still be vulnerable to Fairy, assuming Dark Nights doesn't laugh at that. Reinforces my previous question.

Mystic Sheer – Misty Terrain is set and can not be removed. Fairy-type moves all bypass Substitute and are double as effective verus Pokemon weak to this type.
Is the Misty Terrain equivalent to Primal Weather, or is it Misty Terrain with no timer, or is it Misty Terrain that has no timer and cannot be overridden by Terrain-inducing moves?

In any event this seems a bit lame compared to a lot of the overpowered craziness running around. Misty Terrain is just "Grounded Pokemon hit crappily with Dragon moves and grounded Pokemon are immune to Status". I can't even argue that you can replace Dazzling Gleam with Nature Power-turned Moon Blast, since Cottonee is the only Fairy that gets Nature Power but not Moon Blast, and it's primary Grass and thus forbidden the Orb.

Mine Field – Permanent Sandstorm is set and unable to be removed. Rock-types, in addition to receiving a 1.5x boost to SpD, receive a 1.3x boost to Defense.
Again, what exactly does "permanent Sandstorm" mean? (Especially since there are multiple other weather setting Abilities of relevance) Also seems a bit lame compared to some of the craziness out there, especially since it automatically grants you The Shittiest Typing Ever of Fire/Rock. Who cares that you're all-around tough when any random Water or Ground move is popping you for x4 damage?

Discovered Spirit – Fighting-types Special Attacks are boosted by 1.5x damage. Defense is lowered by 1.3x on both sides.
I kind of like this one, just because combined with the move you suddenly have Special Fighting everywhere.

Dusty Terrain – Three layers of Spikes are set when this is turned on, they are removed when the Pokemon leaves the battle and are unable to be removed through Defog or Rapid Spin.
I actually quite like this: Hippowdon, Krookodile, and Rhyperior (Oh and I guess Groudon) can all set Stealth Rock and then proceed to force-switch you out into ultra-heavy hazards over and over again. Hippowdon is obviously king at this, since it has reliable recovery.

Magnetic Field – Electric-type moves are unable to miss; they are also able to hit Ground-types now. Electric-type attacks are amplified in power by 1.2x.
Well that's kind of terrifying, especially on the overall fastest type with +50 Speed. Run Thunder (Or Zap Cannon on Zapdos, Ampharos, Magnezone, Eelektross or Raikou!), kill everything except Grass types.

Powerful Gusts – Flying-types receive priority on all of their moves. They are also immune to Stealth Rock.
Say hello to TalonSkarmory! Only it's for every move they carry. But good news everyone! Since you can only put the Orb on primary Flying types, only Noivern and Tornadus can actually get this combination, rendering it almost completely irrelevant!

also what's the point of immunity to Stealth Rock if you're already neutral from your typing

Unbreakable Armor – Steel-types are protected from Critical Hits. Super Effective hits only hit for half damage against these Pokemon.
So.... you can't crit Noivern with your Aggron because Aggron is holding its Orb? Or just poor word choice and you actually mean "Shell Armor+super Filter"?

Ivy Cover – Grass-types are resistant to their weaknesses, but their resists now hit for normal damage. Grass-types are immune to hazard damage or status as well.
Well, you're vulnerable to Ground, but that's about the only notable problem from having your resists neutral. Meanwhile 5 resists+Poison's 5 resists results in 8 resists and two double resists.

Though being immune to status makes the added Poison typing kind of meh, since you'd be immune to Toxic regardless. STAB Poison is nice I guess?

Plagued Viscus – Poison-types now hit Steel-types for super effective damage. Defense is boosted by 1.5x for all Poison-types on the field. All Poison-types are immune to Ground-type moves.
Immunity to Ground sounds cool, but it's not all that amazing when your added Grass typing offers a degree of protection anyway and your Defense is 50% higher when most Ground attacks are going to be Earthquake. (Nidoking and Landorus-Incarnate being notable exceptions of course)

Also, is this meant to be a Doubles format or something, because a lot of the effect descriptions seem odd for a Singles variant.

Also also, is this supposed to mean "Poison typed moves hit Steel super effectively" or is it meant to be taken as what it looks like: "Poison typed Pokemon hit Steel types super effectively with any move"?

Telepathic Evasion – Psychic-types do not receive damage from indirect attacks and receive 1/4 damage from the first attack to hit them.
Is indirect meant to mean "non-contact" (My first impulse, and ultra broken) or is it meant to mean "is Magic Guard"? If it's the first, this is holy shit amazing, but if it's the second I'm not sure it's worth going for Psychic/Bug type...

Hive Joint – Bug-types summon the power of the hive, causing each Bug-type move to hit twice with the second move having 1/3 power.
Basically what I said in Type Attributes, but less so, and in an environment with much better effects running around. And again, Bug/Psychic typing is not thrilling.

Glacier Cast – Hail is set and is unable to be removed. The effects of Snow Cloak also take effect, while Speed is boosted by 1.5x for all Ice-type Pokemon on the field. However, Stealth Rock damage is doubled.
So basically Ice types hope they can hax you to death and are all-around awful if they can't hax you to death. Unless you mean Stealth Rock does doubled damage to everything so long as the user is on the field, in which case Mamoswine is here to set Rocks and Roar everything through super Stealth Rocks!

Also note that there is no primary Ice type with a decent Dragon move, so the Dragon typing is restricted to defensive utility.

Superiority Complex – Dragon-types on the field receive a 1.3x boost to both Defenses but have a Taunt cast permanently on them. However, Fairy-type moves have no effect on these Pokemon.
pls rename Inferiority Complex.

Seriously, unable to use Dragon Dance, accepting the merely OK add of Ice typing... and note that only Dragonite, Goodra, Latios, Latias, Rayquaza, and Altaria are primary Dragon types with Ice moves to use as STAB. (Well, and Kyurem, but that should be a given) Yeah you're tougher and Fairy moves aren't super effective anymore, but that's not a winning combination. I realize Dragons are generally very good, bu even with +100 to BST this is arguably a downgrade for a lot of Dragons.

Keen Smack – Dark-type | 100 Base Power | 95% Accuracy | Physical | User hits the opponent with a powerful smack. This move ignore resists.
Seems pretty OP even given how powerful most of these moves are.

Gray Matter – Ghost-type | 130 Base Power | 80% Accuracy | Special | User summons spirits and casts an eerie form of matter at the opponent. This move has the potential to lower the opponent's Speed.
Chance of lowering Speed? Also wow, more than 50% more powerful than Shadow Ball, though to be fair it has Accuracy issues...

Blessed Swing – Normal-type | 80 Base Power | 100% Accuracy | Special | The user hits the opponent with a powerful swing. This move removes any status from the Pokemon and recovers 90% of the damage it deals.
Clears the target's Status or the user's status?

Basically the only reason this doesn't strike me as hopelessly overpowered is that Black Orbers are ridiculous and will murder you outright.

Pixie Strength – Fairy-type | 110 Base Power | 100% Accuracy | Physical | User musters up the power of a thousand fairies to hurt the opponent. This move recovers 10% of the damage it deals.
Well. It is a flat improvement over Play Rough... but only Granbull, Aromatisse, Clefable, Florges, Sylveon, Togekiss and Xerneas can even use the Pink Orb... I guess Granbull appreciates having 170 Attack with a 110 BP STAB? Of course, then the Black Orb hard-counters you because lol and the Royal Orb hard-counters you because lol... making it kind of a shit move in practice. Also why 10% leech and not something of substance like 25%?

Flame Spit – Fire-type | 160 Base Power | 70% Accuracy | Special | A powerful spit of fire from the user's deep insides are launched at the opponent. Move lower's opponent's Speed, but cannot, however, be used twice in a row.
Well. It does hit very hard... when it hits...

Boulder Whip – Rock-type | 100 Base Power | 100% Accuracy | Physical | Using boulders of the terrain around it, the user hits the opponent with a powerful chain. This move sets Stealth Rock as it hits.
NEVER EVER MISS WITH A ROCK MOVE AGAIN unless you're a non-Rock type but whatever GLORY BE! Kinda generically strong. I'm OK with that.

Focused Energy – Fighting-type | 110 Base Power | 95% Accuracy | Special | Users concentrates to launch a powerful blast of energy. 50% chance to raise user's Speed when hit twice in a row.
So it has a 50% chance of lowering Speed the second time you use it in a row? What about on a third use? And now that I think about it, how much PP do all these moves have anyway?

I like it just for the SPECIAL FIGHTING EVERYWHERE GO thing, though.

Sharp Tactics – Ground-type | 60 Base Power | 100% Accuracy | Physical | User launches sharp smacks at the opponent. Move hits twice and puts an Infestation-like constraint on the Pokemon.
As in it's a partial trapping move? If so does it last the usual 4-5 turns doing 1/8th damage each turn, or is it just Mean Look as an attacking move? Seems pretty neat anyway, just for being able to trap through a Substitute.

Voltage Turn – Electric-type | 100 Base Power | 90% Accuracy | Special | User drains power from the electricity on the field and hits the opponent with it. This move causes the user to switch out, recovers 75% health in the process, and lowers the opponent's Speed stat by one.
What's the point of giving it 90% Accuracy when anything that can carry it can't miss with it? I mean, sure, there's Gastro Acid and all, but....

Also, is that "leeches 75% of damage dealt" or is it the far more broken "75% of user's health is gained, ala Regenerator but more than twice as strong"? Either way this is a ludicrous move and the first thing to really compete with Keen Smack as just silly broken -and don't be telling me that Electric types are fragile, because that just means Zapdos will be the preferred user of the Yellow Orb.

Spinning Assault – Flying-type | 140 Base Power | 70% Accuracy | Special | Users spins with a gust to hit the Pokemon with a very unsteady, but powerful attack. This move raises the users Speed stat by three and Special Attack by one. It also lowers the opponent's Attack and Special Attack by one.
Well, never mind Noivern and Tornadus running Hurricane. Did you know Noivern gets Hone Claws? Did you know that this raising the user's Speed by three stages is almost completely pointless because everything they do has increased priority anyway? Hone Claws, spam Spinning Assault with the occasional Roost, say GG.

Heroic Curve – Steel-type | 70 Base Power | 100% Accuracy | Physical | Users musters up courage and does an upward curve to hit the opponent. This move raises the user's Attack by two and recovers 20% health (of the user's HP, it's not a draining move) each time it hits.
Metagross used Agility! It spammed Heroic Curve until everything else died!

Actually there's a fair number of bulky Steel types with ways to increase their Speed, like Skarmory.

Mushroom Fungus – Grass-type | 50 Base Power | 90% Accuracy | Special | The user uses the strength of the forest to plant fungus on the opponent. The opponent receives a Leech Seed effect and are unable to switch for three turns.
This would be the most broken thing ever if it weren't for the fact that whatever you try to use this on will probably just kill you and everybody else too. Put another way: if other things are toned down, this will be broken.

Also, are Grass types immune to the Leech Seeding or not?

Seeping Fang – Poison-type | 130 Base Power | 80% Accuracy | Physical | The user attacks with a vicious and poison fang. User receives 40% recoil but heals back 45% damage; however, the recoil is taken into account before the healing.
Seems bad, oddly enough. Not only is it inaccurate but it also can kill you with recoil? And if that doesn't happen, you only barely heal above the recoil, meaning it doesn't really have the advantage of being a leeching move, it just reduces how painful the recoil is? I mean, I can directly compare this to Gray Matter and say it's bad just because Gray Matter is the same BP and Accuracy but has a wholly positive effect. The fact that it'll be super effective against Steel types isn't even that good since most of them will take effectively neutral damage from the hit due to their Ability.

Mind Source – Psychic-type | 100 Base Power | --- Accuracy | Special | The user searches the opponent's mind and attacks their nervous system. Deals 250 damage to sleeping foes.
Is that meant to be "has 250 BP against sleeping foes" or is it meant to be fixed damage like Seismic Toss?

Sounds kind of cool, but in practice I suspect it won't be that good, partly because the Black Orb is ridiculous and invalidates your existence and partly because the changes are so heavily slanted toward offense I don't expect to see Resting being a big thing. It's not like Hypnosis is reliable.

Wasp Swarm – Bug-type | 80 Base Power | 100% Accuracy | Physical | User sends wasps to attack the foe. This attack comes with five "wasps" that hit for ten damage each after the initial attack has been used and after Hive Joint has taken effect. Effectively a move with 156 Base Power.
Unless you mean the "five wasps" are hitting for 10 BP apiece rather than the stated "10 damage apiece", no, this is not a 156 BP move.

A pretty OK move, though the silly overkill multi-hitness is sort of meaningless since you can't combine it with any Abilities or items to achieve anything particularly interesting. Hooray whatever moron brings a Focus Band here has essentially no chance of surviving your attack?

Shattering Breeze – Ice-type | 130 Base Power | 90% Accuracy | Special | The user casts a powerful breeze that's so powerful that it freezes the Pokemon and then shatters them! This move does not freeze the user, it is just for flavor. Hits Water-type Pokemon for super effective damage.
Well, it is stronger than Blizzard by 20 BP, but it also can miss, and it's only special trait is being Super Freeze Dry.

Ice Orb still seems lame to me.

Renaissance Whirl – Dragon-type | 200 Base Power | 60% Accuracy | Physical | The user whirls with such grace and such force, the opponent is knocked away with the majesty of the Pokemon! If this move hits, the opponent will be paralyzed.
...? Well, I guess you can Hone Claws twice and then spam this for victory? Either than or you can be content to just hax your way through matches. Not that the Royal Orb is all that appealing anyway...

This will be hell to code, so it's currently uncoded n_n;;. That's all!
Honestly most of it wouldn't be that hard to code and a lot of the things that would be hard seem iffy as ideas anyway.

---

For reference, I like the idea, I'm just noticing flaws before I'm getting to thinking about what would be cool about the meta. I'm not even really done going over this, because I haven't gotten a good look at the complete picture of what a given Orb is like in total.
 

Cookie Butter

formerly the someone
Pokemon can only use the Orb that corresponds with their first typing. For example, Ferrothorn may use Green Orb, but not a Grey Orb. There is no limit to how many [Color] Orbs you may run; you can run 6 Green Orbs if you'd like!
This is really interesting.
Tornadus is the only Pokemon that is able to use the Pale Orb. It has 79/130/80/110/140/141 or 79/145/70/125/130/131 stats. Spinning Assault doesn't really seem that useful, but with all of the great secondary effects, it might see some usage.

Another interesting legendary is Zapdos. 90/90/105/155/90/150 stats, 1.2x BP Zap Cannon that always hits and an overpowered pseudo Volt Switch-Regenerator-Sticky Web combo. With 150 base speed and the opponent's speed hindered to 12.5%, it'll always move first in it's priority bracket. It doesn't have any Water STAB (except HP Water), but Electric/Water is a good defensive typing.

Slaking also got lucky. It's a Normal/Fairy type with insane 150/190/100/145/65/120 stats, a great ability that ignores many of the other Primal's OP moves (Steel, Flying, Electric, Fighting, etc all have stat boosts ignored). It has offensive Unaware, 1.2x offensive stats, two great physical STABs (yey for Play Rough) and a great special STAB with insanely high recovery. Only very few Pokemon like Primal Rampardos (215 Atk) and Primal Chandelure (195 SpAtk) beats it's whooping 190 Attack (assuming no Ubers allowed).

This begs the question (again, since Throb already asked this) - is this an OU or an Ubers metagame?
 

Cookie Butter

formerly the someone
Noivern

So that this isn't a one liner, Voltage Turn seems slightly OP. Maybe remove the opponent's speed debuff?
Ohh, nice catch. Although 85/100/80/97/130/143 stats for a specially-oriented Pokemon movepoll-wise is not that great, Noivern has access to Hone Claws, which fixes 70% Accuracy Spinning Assault (while Tornadus doesn't). And Noivern has Iron Tail as well.
 
If you're going to pair up the typings, at least have their abilities cancel each other out. Dark Nights is ridiculously overpowered otherwise. And steel types need to be toned down somewhat, as they basically have no weaknesses.
  • Unbreakable Armor – Steel-types are protected from Critical Hits. Super Effective hits only hit for half damage against these Pokemon.
  • Plagued Viscus – Poison-types now hit Steel-types for super effective damage. Defense is boosted by 1.5x for all Poison-types on the field. All Poison-types are immune to Ground-type moves.
As you can see, the steel type ability completely cancels the poison ability. And does steel's ability mean half damage from SE moves or neutral? this could be cool, but there are quite a lot of balance problems
 
Also, given the ridiculous power of other moves, the fire type Pokemon should get a better move. I have three proposals, one for each category of move.
Proposals:
  • Krakatoa
  1. Fire type
  2. 225 BP
  3. 100% Acc
  4. Special
  5. Desc: The user builds, then releases the fire within in a massive volcanic eruption.
  6. Effect: Breaks protection, 75% chance to burn the opponent and prevents sound moves from being used for the next three turns. 75% recoil. Priority: -2.
  • Pyroclastic Flow
  1. Fire/Rock Type
  2. 140 BP
  3. 95% Acc
  4. Physical
  5. Desc: A cloud of boiling magma and rock created by the user is hurtled at the opponent at bristling speed.
  6. Effect: 30% chance to burn the opponent. 20% chance to flinch the opponent. 30% chance to char. 10% chance to freeze (flavor effect [Pompeii reference]). If an effect happens, another cannot take place in the same turn (includes burning already burned opponents, etc.). Priority: +1.
  7. Char: halves attack and special defense of opponent. Damage: Char:Burn::Toxic:Poison.
  • Eternal Sunlight
  1. Fire Type
  2. -- BP
  3. -- Acc
  4. Status
  5. Desc: The user emits a great amount of light from their body. The light burns through all foes.
  6. Effect: The weather cannot be changed until this move ends. Nullifies all non-Fire-type Pokemon's abilities and effects of those abilities (i.e. cancels weather , Unbreakable Armor's protection, etc.) Dark-type moves cannot be used. When used, all stat changes are reset, ala Haze. All non-Fire-type Pokemon take 1/8 health damage per turn. Fire types heal 1/6 HP per turn. Lasts 2 turns. Priority: 0.
 
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Cookie Butter

formerly the someone
Also, given the ridiculous power of other moves, the fire type Pokemon should get a better move. I have three proposals, one for each category of move.
Proposals:
  • Krakatoa
  1. Fire type
  2. 225 BP
  3. 100% Acc
  4. Special
  5. Desc: The user builds, then releases the fire within in a massive volcanic eruption.
  6. Effect: Breaks protection, 75% chance to burn the opponent and prevents sound moves from being used for the next three turns. 75% recoil. Priority: -2.
  • Pyroclastic Flow
  1. Fire/Rock Type
  2. 140 BP
  3. 95% Acc
  4. Physical
  5. Desc: A cloud of boiling magma and rock created by the user is hurtled at the opponent at bristling speed.
  6. Effect: 50% chance to burn the opponent. 50% chance to flinch the opponent. Both cannot happen in the same turn. Priority: +1.
  • Eternal Sunlight
  1. Fire Type
  2. -- BP
  3. -- Acc
  4. Status
  5. Desc: The user emits a great amount of light from their body. The light burns through all foes.
  6. Effect: The weather cannot be changed until this move ends. Nullifies all non-Fire-type Pokemon's abilities and effects of those abilities (i.e. cancels weather , Unbreakable Armor's protection, etc.) Dark-type moves cannot be used. When used, all stat changes are reset, ala Haze. All non-Fire-type Pokemon take 1/8 health damage per turn. Fire types heal 1/6 HP per turn. Lasts 5 turns. Priority: 0.
I think the Fire move isn't that bad. Primal Chandelure gets the second biggest offensive stat out of all non-legendary Primals, and its main problem, Speed, is solved by the 100% chance of lowering the opponent's Speed. Maybe if the restriction of using the same move twice was removed, it would be better, but other buffs aren't necessary.
The Fire Primal Reversion seems more of a defensive boost than anything, so giving it a super-powerful move would be weird. Fire/Rock with a Water immunity leaves the user with two 2x weaknesses and one 4x one, but 6 1/2x resists and a 1/4x one. Plus the speed-lowering effect helps the Pokemon support their teammates. Burn also works as a way to support other mons, but literally every Fire type can already do that. Rotom-H loves the move, and it can pair it up with Thunder Wave, among other things to be wall-y.
And the only move you posted that wouldn't be overpowered is the first one. 140 BP priority move with almost perfect accuracy and 50% flinch chance? Nullifying other Pokemon's abilities (pretty much the reason things are good in this meta), dealing damage equivalent of a burn, healing more than twice as much as a Leftovers for 5 turns, and removing all stat changes? What...?
 
I think the Fire move isn't that bad. Primal Chandelure gets the second biggest offensive stat out of all non-legendary Primals, and its main problem, Speed, is solved by the 100% chance of lowering the opponent's Speed. Maybe if the restriction of using the same move twice was removed, it would be better, but other buffs aren't necessary.
The Fire Primal Reversion seems more of a defensive boost than anything, so giving it a super-powerful move would be weird. Fire/Rock with a Water immunity leaves the user with two 2x weaknesses and one 4x one, but 6 1/2x resists and a 1/4x one. Plus the speed-lowering effect helps the Pokemon support their teammates. Burn also works as a way to support other mons, but literally every Fire type can already do that. Rotom-H loves the move, and it can pair it up with Thunder Wave, among other things to be wall-y.
And the only move you posted that wouldn't be overpowered is the first one. 140 BP priority move with almost perfect accuracy and 50% flinch chance? Nullifying other Pokemon's abilities (pretty much the reason things are good in this meta), dealing damage equivalent of a burn, healing more than twice as much as a Leftovers for 5 turns, and removing all stat changes? What...?
Yeah. I know they're overpowered, and that's why the first one was my original idea, the other two just kind of came into being from nowhere. The status move removes the water immunity, by the way, as it is its own weather. The Fire type move is bad. It has low accuracy, and a self-imposed Torment, giving it two drawbacks, as opposed to many of the moves none. And I'm going to edit the second and third anyway. I realized a 50% flinch chance was ridiculous, so instead it will have one of four effects. The removing all stat changes part was basically so that you couldn't set up a ridiculous combo with an overpowered fire blast or flamethrower because it reverts everyone's stats (removing the ridiculous advantage Heroic Curve and Spinning Assault have). The nullifying abilities part has a point against steel, dark, and flying types who have overpowered abilities. Give me a while (have to share a computer) for editing and then criticize it again. And by the way, Chandelure is primary Ghost, so it is forbidden access to the Red Orb
 

Cookie Butter

formerly the someone
Yeah. I know they're overpowered, and that's why the first one was my original idea, the other two just kind of came into being from nowhere. The status move removes the water immunity, by the way, as it is its own weather.
Ok.
The Fire type move is bad. It has low accuracy, and a self-imposed Torment, giving it two drawbacks, as opposed to many of the moves none.
It also has the second highest BP and an universal effect. The Ice move, for example, has higher accuracy and no other drawbacks but it's weaker with the only effect being hitting Water-types super-effectively. The Fire type move also does more overall damage than most other moves (Accuracy x BP /100). Simply removing the Torment-like effect would solve the problem and make it a good (if not great) move.
And I'm going to edit the second and third anyway. I realized a 50% flinch chance was ridiculous, so instead it will have one of four effects.
Ok.
The removing all stat changes part was basically so that you couldn't set up a ridiculous combo with an overpowered fire blast or flamethrower because it reverts everyone's stats (removing the ridiculous advantage Heroic Curve and Spinning Assault have). The nullifying abilities part has a point against steel, dark, and flying types who have overpowered abilities. Give me a while (have to share a computer) for editing and then criticize it again.
Well, I wouldn't reccomend creating a move based on countering other moves/abilities at all. It kind of ruins teambuilding when one Mon can obviously counter most other strategies. Focus on one thing to counter if you think it's OP, or simply go with the flavor, which is much better.
And by the way, Chandelure is primary Ghost, so it is forbidden access to the Red Orb
My bad, I forgot about that. Well, there's Volcanion, Heatran, Magmortar and Moltres with insanely high Sp Attack stat. And I guess Rotom-H can't use it either, but Heatran and Ninetales also work as defensive Pokemon (maybe even Moltres with the right EV spread).
 
Okay, so I have a few questions about how this would work.

Namely, when you say add a move, is this like a fifth move, or does it replace one of four moves I set in the teambuilder, or do I just pick four moves in the team builder, because how the move is added would be a concern for anyone attempting Stall in this.

Second, when the Ice orb adds +20 HP, how does that work? Does it add to the max HP or the current HP? Is it like a min-regenerator whenever I switch in if it adds to current HP?

This does seem very interesting for Stall, considering how the only types to get really significant defense improvements are Poison and bug statwise, Admittedly some of the abilities are more than generous to stallmons.

Also, could you please remove all the evasion boosting. Because giving every ghost type only one weakness and +1 evasion seems like it could cause issues. And Ice's defensive issues aren't really mitigated by snow cloak (although ice/dragon is a relatively good defensive typing considering that ice is involved), and imho you might as well replace it with Ice Body which is a nice consistent pseudo leftovers and should help some of the bulkier ice's avoid 2hkos and whatnot. Also even if this is AG based, so evasion is meant to happen, I don't think giving something like minimize stockpile bp drifblim a head start at boosting a good thing.

Also, bug/psychic and ground/fighting are weird type pairings-- all the others have at least one existing representative pokemon (sableye/spiritomb, like 20 normal/fairies, magcargo, chinchou/lanturn, skarmory, like 20 grass/poisons, the kyurems, by order of the existing orbs), but the only bug/psychic is a CAP, and iirc there isn't even a ground/fighting CAP. The easiest fix is to pair bug/ground (nincada) and psychic/fighting (gallade).

This also offers a significant improvement in the defensive typings of everything involved, and while ground/fighting is much better offensive coverage than fighting/psychic (especially considering the dark/ghost pair existing). Bug/psychic is terrible offensively and bug/ground isn't really bad.

EDIT: Also the part of the fairy ability that boosts damage on SE hits is weird since of the things that would be hit SE, of the types that are normally weak to fairy, only the primal fighting-types are hit, because the dragons and dark-types are immune, while the ghost, ground and ice types that don't normally take SE damage now take SE+ extra damage.

Also by coincidence the ice types and ghost types have evasion so they both have a chance to be immune.

Also is the bug type move dealing 5 extra hits of 10 damage is 50 flat damage or 5 to base power hits? And do these hits get repeated by the bug ability, because if so, the bugs have a whole lot of hits going on.

Also which of the new moves make contact?

Similarly, the psychic move that does extra damage to sleeping mons, does it deal 250 extra flat damage, or a 250 bp second hit?
 
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