OK
Next are the Incenses. Incenses are special in the sense that they boost 2 stats AND have a little extra something, which makes them very powerful by default. All incenses will keep that logic, but this means that the extra effect may be severely toned down depending on the power of the pokemon affected by it.
Without further ado, some suggestions (IAR and FMD helped here on some):
Rose Incense: Leaf Guard is always active, regardless of weather. Increases Special Attack and Special Defense by one (1) Rank Each. Natural Cure activates after 3 actions instead of 6.
Removing status immunity on Roserade (keeping on roselia). Natural Cure boost is a boost (yay) and not that good of a boost, since Roserade doesn't terribly mind any specific status and 3 actions is enough to make your round work. But still, a boost is a boost. But rose doesn't need much in that regard.
Rock Incense: Boosts Sturdy's BAP reduction from 1 to 2. Increases Attack and Defense by one (1) Rank each.
Rattled takes too long to activate. I don't like the prospect of sudowoodo turning into a special wall if you stall too much (unlikely though, but still...). While this may actually be considered a boost if compared to the previous version, it is a safer boost, without the potential to turning into something bad. Also, switching rattled to spd is as arbitrary as arbitrary can be -_-.
Odd Incense: Energy Cost for the Pokemon's barrier moves (Reflect/Light Screen/Quick Guard/Safeguard/Wide Guard/Barrier/Protect) is reduced by 2. Increases Special Attack and Special Defense Ranks by one (1) each.
I didn't mind the status quo, but I suppose with extra priority Quick Guard now affects moves it wouldn't before. And priority screens is nice? I dunno. Still, it was considered too good, so I am giving an alternative. My suggestion is to make barrier moves cheaper (by 2en), including barrier and protect, which weren't the original effect. I figured less energy is nice and useful, while not being game breaking.
Full Incense: Increases Atk and SpD ranks by one (1) each. When the Pokemon uses Rest they will gain 15 HP per action.
Included stat boosts for consistency. Removed lagging tail for balance reasons.
Also, Regarding the lagging tail part:
09:08 Frosty eh
09:08 Frosty Lax can abuse it to no end since it has like all lower accuracy moves. Since it already moves last by default, the bad part isn't all that bad. Also hitting under D/E is very good. It is only weak vs opponents with Dynamic Punch.
09:09 Frosty The problem is that the last part is becoming more and more common
09:09 Frosty and there are moves like Hypnosis and others that suddenly give headaches
09:10 Frosty all this added makes snorlax a hit-miss mon. It is great against unprepared opponents and horrible against prepared ones. Since it is already like that without full incense (see: low kick), I feel Full Incense ends up adding to a bad characteristic of snorlax. Makes it even more niche.
09:10 Its_A_Random "double-edges sword"
09:10 Its_A_Random *edged
09:10 Frosty yeah
09:10 Frosty but snorlax is already a double-edged swords
09:11 Frosty *sword
09:11 Frosty so it adds to it further.
09:11 Frosty I'd rather not making it even more niche. Also I kinda want the stat boost consistency. And stat boost + lagging tail would be broken as hell.
Luck Incense: Increases Special Attack and Special Defense ranks by one (1). Increases Healer's effect chance to 50%, and checks for status of the Pokemon itself and its allies. The Pokemon's owner gains one (1) additional Currency Counter for each battle the Pokemon participates in. Can be used in Training battles.
SpD increase due to consistency and Healer boost since it is easier and already there for other mons. I don't like boosting serene grace and a natural cure boost would be kinda...useless? Healer boost is nice and all. Although, I might be tempted to boost it even further, since it may be on the weak side still. But I am not into the "guaranteed crits" proposal, since it gives blissey a rank 6 SpA (rank 7.5 if you ran a +SpA nature) and it is too bulky and with too much hp to have those stats, IMO.
Pure Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. If the true base stat values are equal, each Rank is raised. Allows the usage of the move "Heal Bell" without taking up an action. Increases hp boost on Recovery moves by 3 and reduces energy cost by 1.
This here is me drawing a massive blank. Chimecho has BRT 17 so it deserves a better boost (something comparable to +2SpA and +2bap on psychic moves). I went with a more defensive route, boosting Heal Bell, Recover and Wish. This turns Chimecho into a better support mon for what it is worth. And before someone bitches at me for the heal bell part: Chimecho still needs to spent 9EN on something some mons get for free (status immunity) and it is still vulnerable to taunt and what-not. Still, I am somewhat iffy on this, so feel free to pitch in if you have any better ideas. I am all ears/eyes.
Sea Incense: Increases Defense and Special Defense by one (1) Rank. Increases accuracy on physical moves by 10% (flat). The move Play Rough is unaffected by Torment, Disable or Imprison. If the holder doesn't have Huge Power, increases Defense and Special Defense by a further Rank.
Mix-mash of random things. Dunno if it is too good. Stat boosts are default, +acc is to boost Aqua Tail and Play Rough mostly. Boost on Play Rough is because it is azumarill's only fairy-typed move and with immunity to torment, disable and imprison (as well as fairy STAB effect) it becomes almost as good as 2 or 3 fairy-typed moves. Finally the last part is because without huge power azumarill gets 16BRT, warranting a better boost.
This batch is more...weird, than the other, so, please, do pitch in, k?
Armor Fossil
Dubious Disc
Dubious Disc
Next are the Incenses. Incenses are special in the sense that they boost 2 stats AND have a little extra something, which makes them very powerful by default. All incenses will keep that logic, but this means that the extra effect may be severely toned down depending on the power of the pokemon affected by it.
Without further ado, some suggestions (IAR and FMD helped here on some):
Rose Incense: Leaf Guard is always active, regardless of weather. Increases Special Attack and Special Defense by one (1) Rank Each. Natural Cure activates after 3 actions instead of 6.
Removing status immunity on Roserade (keeping on roselia). Natural Cure boost is a boost (yay) and not that good of a boost, since Roserade doesn't terribly mind any specific status and 3 actions is enough to make your round work. But still, a boost is a boost. But rose doesn't need much in that regard.
Rock Incense: Boosts Sturdy's BAP reduction from 1 to 2. Increases Attack and Defense by one (1) Rank each.
Rattled takes too long to activate. I don't like the prospect of sudowoodo turning into a special wall if you stall too much (unlikely though, but still...). While this may actually be considered a boost if compared to the previous version, it is a safer boost, without the potential to turning into something bad. Also, switching rattled to spd is as arbitrary as arbitrary can be -_-.
Odd Incense: Energy Cost for the Pokemon's barrier moves (Reflect/Light Screen/Quick Guard/Safeguard/Wide Guard/Barrier/Protect) is reduced by 2. Increases Special Attack and Special Defense Ranks by one (1) each.
I didn't mind the status quo, but I suppose with extra priority Quick Guard now affects moves it wouldn't before. And priority screens is nice? I dunno. Still, it was considered too good, so I am giving an alternative. My suggestion is to make barrier moves cheaper (by 2en), including barrier and protect, which weren't the original effect. I figured less energy is nice and useful, while not being game breaking.
Full Incense: Increases Atk and SpD ranks by one (1) each. When the Pokemon uses Rest they will gain 15 HP per action.
Included stat boosts for consistency. Removed lagging tail for balance reasons.
Also, Regarding the lagging tail part:
09:08 Frosty eh
09:08 Frosty Lax can abuse it to no end since it has like all lower accuracy moves. Since it already moves last by default, the bad part isn't all that bad. Also hitting under D/E is very good. It is only weak vs opponents with Dynamic Punch.
09:09 Frosty The problem is that the last part is becoming more and more common
09:09 Frosty and there are moves like Hypnosis and others that suddenly give headaches
09:10 Frosty all this added makes snorlax a hit-miss mon. It is great against unprepared opponents and horrible against prepared ones. Since it is already like that without full incense (see: low kick), I feel Full Incense ends up adding to a bad characteristic of snorlax. Makes it even more niche.
09:10 Its_A_Random "double-edges sword"
09:10 Its_A_Random *edged
09:10 Frosty yeah
09:10 Frosty but snorlax is already a double-edged swords
09:11 Frosty *sword
09:11 Frosty so it adds to it further.
09:11 Frosty I'd rather not making it even more niche. Also I kinda want the stat boost consistency. And stat boost + lagging tail would be broken as hell.
Luck Incense: Increases Special Attack and Special Defense ranks by one (1). Increases Healer's effect chance to 50%, and checks for status of the Pokemon itself and its allies. The Pokemon's owner gains one (1) additional Currency Counter for each battle the Pokemon participates in. Can be used in Training battles.
SpD increase due to consistency and Healer boost since it is easier and already there for other mons. I don't like boosting serene grace and a natural cure boost would be kinda...useless? Healer boost is nice and all. Although, I might be tempted to boost it even further, since it may be on the weak side still. But I am not into the "guaranteed crits" proposal, since it gives blissey a rank 6 SpA (rank 7.5 if you ran a +SpA nature) and it is too bulky and with too much hp to have those stats, IMO.
Pure Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. If the true base stat values are equal, each Rank is raised. Allows the usage of the move "Heal Bell" without taking up an action. Increases hp boost on Recovery moves by 3 and reduces energy cost by 1.
This here is me drawing a massive blank. Chimecho has BRT 17 so it deserves a better boost (something comparable to +2SpA and +2bap on psychic moves). I went with a more defensive route, boosting Heal Bell, Recover and Wish. This turns Chimecho into a better support mon for what it is worth. And before someone bitches at me for the heal bell part: Chimecho still needs to spent 9EN on something some mons get for free (status immunity) and it is still vulnerable to taunt and what-not. Still, I am somewhat iffy on this, so feel free to pitch in if you have any better ideas. I am all ears/eyes.
Sea Incense: Increases Defense and Special Defense by one (1) Rank. Increases accuracy on physical moves by 10% (flat). The move Play Rough is unaffected by Torment, Disable or Imprison. If the holder doesn't have Huge Power, increases Defense and Special Defense by a further Rank.
Mix-mash of random things. Dunno if it is too good. Stat boosts are default, +acc is to boost Aqua Tail and Play Rough mostly. Boost on Play Rough is because it is azumarill's only fairy-typed move and with immunity to torment, disable and imprison (as well as fairy STAB effect) it becomes almost as good as 2 or 3 fairy-typed moves. Finally the last part is because without huge power azumarill gets 16BRT, warranting a better boost.
This batch is more...weird, than the other, so, please, do pitch in, k?