Frosty
=_=
works
thanks.
I have no idea what is next. I am guessing Reaper Cloth?
so I will just nag JJayyFeather
thanks.
I have no idea what is next. I am guessing Reaper Cloth?
so I will just nag JJayyFeather
The above is for reference because I think it's important.Solar Ray - Item Cost: 8 CC | Effect: The Pokemon's Magic Bounce makes the Pokemon immune to the negative effects (ex. loss of ability, evasion drop, perish counter) of all Status category moves not initiated by the user or an ally (ex. Skill Swap, Gravity, Perish Song). Morning Sun will always heal for its highest possible HP value. Triggers Justified and Steadfast once upon sendout. Increases the BAP boost from Strong Jaw by two (2). Sand Rush and Leaf Guard are always active. Increases the Pokemon's highest true base stat (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each.
Like the old version of Lunar Ray, this effect disincentivizes the use of low-accuracy moves against Lycanroc, but it achieves this goal in a way that better fits its user; Lycanroc has no problem with the idea of enduring a Focus Blast or two, but an opponent looking to capitalize on this perceived weakness will find itself baited into a more damaging position. Furthermore, it helps Lycanroc-MN maintain its niche in the cartridge games' flavor as a retaliatory combatant by punishing the type of moves that would avoid Lycanroc's "signature move," Counter, and the effect rarely proves more damaging than a Rocky Helmet, which keeps it at a reasonable power level.Lunar Ray - NEW said:If the holder has the Ability No Guard, all oncoming attacks damage their user for an amount equal to [100 - (Base accuracy of move used)]% of the damage inflicted upon this Pokemon (floor 25% for special attacks). OHKO moves do not activate this effect
Lunar Ray already buffs Alolan Marowak's Defense, so it would be relatively easy to turn Marowak into a bulky threat with a few quick effects. The suggested proposal encourages Alolan Marowak to play more defensively by giving its most common debuff, Will-O-Wisp, a pseudo-Leech Seed effect; by allowing it to mitigate the losses incurred by an otherwise-powerful damage-over-time tool; and by giving it a considerable amount of passive recovery either when an opponent is affected by both statuses or when multiple opponents are affected by either status.Lunar Ray - NEW said:If the holder is naturally a Fire-type, it restores HP equal to one-and-one-half (1.5x) the number of Burned Pokemon on the field at the end of each action. If the holder is naturally a Ghost-type, it restores HP and Energy equal to twice (2x) the number of Pokemon afflicted by Ghost Curse at the end of each action.
This helps Alolan Marowak's longevity in match-ups against opponents that rely on a limited pool of super-effective moves or neutral attacks from a powerful STAB moves. It also hurts physical Water-, Ground-, Flying-, and Ghost-types' ability to avoid Alolan Marowak's strikes via their respective STAB D/E moves, but Alolan Marowak already has access to Earthquake and Dig, so this benefit is only a minor boon.Lunar Ray - NEW said:If the holder has the Cursed Body Ability, its effect chance is increased to 50%, and it Disables all moves of the same type and category (physical or special) as the move that triggered the Ability.
Umbreon said:Synchronize is meh, but at least it's not super horrible. If we're trigger-happy on buff culture I suppose we can just let Umbreon gain near-immunity to statuses by removing the "If activated by Status/non-damaging moves" part, thereby only allowing opponents to status Umbreon if they themselves are immune to said status.
Marowak-A said:"Lightning Rod self-triggers everyroundaction." Similar to Speed Boost, except on a per action instead of per round basis, this may allow +SpAtk Marowak-A to become a, uh, self-setup Raid special attacker. After all, I don't really recall Thick Club Marowak being used anywhere except in Cliffs of Thunder. For reference, +Atk Thick Club Marowak gains +5 neutral damage by jumping from R4 to R8 attack. It'll take this Lunar Ray +SpAtk Marowak-A 4 actions to break even on bonus damage.
Lycanroc-N said:Vital Spirit is difficult to buff, until I went ham and decided "Vital Spirit grants +1 Rank to Def & SpDef (and +2 BRT) as if Insomnia is present." Lycanroc-N is now the slower, bulkier variant, and hopefully it'll make better use of Counter/Reversal this way by not dying as fast. Don't forget to remove the No Guard bit because this should not coexist with the Vital Spirit bit. Credits to P2X7 for reminding me to dig flavour on Lycanroc-N's reckless fighting style.
Alolan Marowak 1 said:If the holder is naturally a Fire-type, it restores HP equal to the number of Burned Pokemon on the field at the end of each action. If the holder is naturally a Ghost-type, it restores HP and Energy equal to the number of Pokemon afflicted by Ghost Curse at the end of each action.
Alolan Marowak 2 said:Cursed Body's effect chance is increased to 40%. A move Disabled by Cursed Body remains Disabled until the end of the battle.
Lycanroc-MN said:If the holder has the Ability No Guard, all oncoming attacks damage their user for an amount equal to [100 - (Base accuracy of move used)]% of the damage inflicted upon this Pokemon (floor 15% for special attacks). OHKO moves do not activate this effect
I got bored. Note that to be used, these Z-Crystals have to be able to beat the regular Z-Crystals, which have a damage boost, and have flexibility to go into stronger Z-Moves (Z-Sky Attack, Z-Hydro Cannon, etc.), or Z-Status options (Z-Teleport, Z-SPLASH!). I disagree with the idea on two-activations being the way to go (except maybe for Eevium, since that sounds hilarious).
Designed some potential ideas, because I have no life. These options are hence based on my understanding of what each mon's general niche is... or aesthetics, when the mon is being dire.
Aloraichium Z
Once per match, a Pokémon holding this item can use the Z-Move: Stoked SparkSurfer, by linking Thunderbolt. Moves which target "All Adjacent Targets" also summon Electric Terrain for two (2) rounds. Dodge has no cap.
Raichu-A honestly needs more love - it has almost the entirety of Pikachu's movepool available (108 moves T_T), after all. But Raichu-A is specifically a speed spammer, abusing Surge Surfer + Stoked SparkSurfer to then go into Electro Balls at 15 BAP with insane reliability.
For Alolaraichium, I've given it a couple of Taunt-Immune sources of Electric Terrain (Discharge and Surf. Thematic appropriateness!!!), then emphasised the fact that Raichu-A is about 10cm shorter than Raichu (And qualifies for Base 40 Dodge), and stupidly fast. Or if we remove the dodge cap universally we can just empower it. :shrug:.Decidium Z
Once per match, a Pokémon holding this item can use the Z-Move: Sinister Arrow Raid, by linking Spirit Shackle. Ignores the evasive effects of Sky Drop and Damaging Evasive moves. Uses the Levitate Command for 0 EN upon being sent out.
Decidueye's problem is summed up in an 8 letter word. "Dhelmise". The trapping is lovely, but Decidueye lacks a niche. Aesthetically, Decidueye is the archer - it doesn't care how far away you are, it's going to hit you. It's also a Bird, dammit, it shouldn't immediately be standing still.Eevium Z
Once per match, a Pokémon holding this item can use the Z-Move: Extreme Evoboost, by linking Last Resort. Allows the usage of Last Resort, even if nine (9) unique actions have not yet been used.
Eevium is probably the only Signature Z-Crystal which truly justifies it's usage just by existing on a silly move (Plus... Stored Power exists). So, play off the signature ability... NEXT.Incinium Z
Once per match, a Pokémon holding this item can use the Z-Move: Malicious Moonsault, by linking Darkest Lariat. The holder of this item is treated as unemcumbered. The holder is not confused by the effect of it's own attacks. The holder is immune to recoil.
Stupid wrestler is stupid.Right, so, the whole niche thing is struggling here, and 'IT'S NOT ACTUALLY FIRE/FIGHTING' is not a niche. Mainly Incineroar has lots of moves with -ve effects (Outrage, Thrash, Flare Blitz), so I've given it anti-negatives. Someone give ideas here, k? Oh, and Acrobatics, honestly because 'why not'.Marshadium Z
Once per match, a Pokémon holding this item can use the Z-Move: Soul-Stealing 7-Star Strike, by linking Spectral Thief. The equipped Pokemon's stat boosts can go above +6. The holder does not pay the increased energy cost from Technician.
Silly legend is silly. Don't bother using Swoobat against it :PMewnium Z
Once per match, a Pokémon holding this item can use the Z-Move: Genesis Supernova, by linking Psychic. Places all opponents under the effect of Telekinesis.
Psychic Mon is Psychic-Typed, enjoys benefitting from wide inaccurate movepool and not giving opponents priority immunity, more news at 4.
(If Telekinesis doesn't work like this then fix it, k?)Pikanium Z
Once per match, a Pokémon holding this item can use the Z-Move: Catastropika, by linking Volt Tackle. Increases the holder's Weight Class by five (5). Negate all recoil damage.
Pikachu needs less sig items. So GameFreak's response? Two feckin' more. Have some actual BAP for Wild Charge, Volt Tackle, and Catastropika.Pikashunium Z
Once per match, a Pokémon holding this item can use the Z-Move: 10,000,000 Volt Thunderbolt, by linking Thunderbolt. Increases the holder's Critical Hit level by one (1). When the holder uses an attack with STAB, the holder's ATK and SPA are each equal to the holder's combined ATK and SPA.
Might as well tie Pikachu's never-ending chain of signature items into the Costumes, which are basically mandatory for Pika - which thankfully give STAB.Primarium Z
Once per match, a Pokémon holding this item can use the Z-Move: Oceanic Operetta, by linking Sparkling Aria. Liquid Voice causes damaging sound-based moves to gain three (3) BAP, and ignore Soundproof and the Silenced status condition.
You want a Pokemon to do shenanigans with Perish Song? Oh, look, it's Primarina. Partner with an Araquanid in doubles (viva Spider Web) if you really dislike someone.Snorlium Z
Once per match, a Pokémon holding this item can use the Z-Move: Pulverizing Pancake, by linking Giga Impact. When Snorlax attacks, increases Snorlax's final Weight Class by six (6).
24 BAP on Pulverizing... is actually one of the stronger Z-Moves, but it's hampered by only ever hitting neutrally. So, might as well play up Snorlax's big thing.... and that's being big. 15 WC is fun (Especially when Low Kick doesn't catch on), with Pulverizing Pancake at 28 BAP, Highhorse Power at 15.5 BAP...
... y'know what someone else design this, k? I am having Elec Gym flashbacks here...Tapunium Z
Once per match, a Pokémon holding this item can use the Z-Move: Guardian of Alola, by linking Nature's Madness. Causes Electric Surge, Psychic Surge, Grassy Surge, and Misty Surge to cost no energy to activate and reduces the energy cost of Electric Terrain, Psychic Terrain, Grassy Terrain, and Misty Terrain by five (5). Extends the duration of Electric Terrain, Psychic Terrain, Grassy Terrain, and Misty Terrain induced by the holder of this item to six (6) rounds if it would otherwise have a smaller duration. Enables Electric Terrain, Psychic Terrain, Grassy Terrain, and Misty Terrain to be induced in all arenas where it might otherwise be disallowed, without any kind of restriction.
Perhaps boring, but this gives Tapus something to use whilst they inflicy 46.25 Damage to entirely unsuspecting Blissey.
These are previous statements about Signature Z-Crystals. I'm going to use Discussion/Topic Questions to keep this organized and flowing though, because this is a semi-large topic.About Z-Crystals:
Z-Crystals linked to a viable enough move could have a default effect along the lines of
"Boosts the Pokémon's STABs by 1. Boosts the power of the linked move by an additional [insert balanced number here, I'm thinking 2]".
This would include Aloraichum Z, Decidium Z, Incinium Z, Lycanium Z, Mewnium Z, Mimikium Z.
Now, there are Z-Crystals for which this default effect wouldn't work, or is a bit underwhelming.
Here's what I suggest for them:
Eevium Z: Boosts the Pokémon's STAB by 2. Allows the use of Last Resort after four (4) unique actions.
Kommomium Z: Boosts the Pokémon's STABs by 1. Clanging Scales no longer drops Defense upon use.
Pikanium Z: Boosts the Pokémon's STAB by 2. Removes recoil damage from Volt Tackle. (why anyone would use that over Light Ball is unknown but eh)
Primarium Z: Boosts the Pokémon's STABs by 1. Boosts the power of Sparkling Aria by an additional 1. Sparkling Aria does not hit allies in Doubles+.
Snorlium Z: Boosts the Pokémon's STAB by 1. Giga Impact no longer makes the user Sluggish. Instead, Giga Impact cannot be used twice in a row.
Tapunium Z: Boosts the Pokémon's STABs by 1. Removes the EN cost of Surge Abilities on sendout and makes them last five (5) rounds.
I left aside Lunalium Z, Marshadium Z, Pikashunium Z, Solganium Z and Ultranecrozium Z because they are currently unobtainable in ASB, but they'd probably fit into the first category.
Of course I suck at balancing stuff so that might not be what they need.
Could you precise this?I am still in favor of a 2 activations clause. With a stab boost if necessary. Makes them closer to ingame purpose while providing a fair boost in tandem with how things roll in asb.
I'd rather not take from the bursty nature of damaging Z-Moves just because the game doesn't favor them. I'd rather see if there is a way to properly amplify/focus on that burst and make it viable.Damaging Z-Moves apply the offensive rank bonus to their damage twice.
I didn't get what you mean by "Damaging Z-Moves apply the offensive rank bonus to their damage twice" . Can you provide an example?I'm still of the camp of just let them rotimeanwut
But if we're actually going to change these, I'm strongly opposed to giving them a 2nd charge. It has very little to do with breaking the game, but rather I feel like it should maintain the "one shot, one opportunity" nature of Z-Moves.
As for other changes, yeah fuck having them be auxiliary (primary) signature items, that's also overdoing it.
The change I think that would be most fitting is if we were to just fully augment the damage aspect, and that's something I'd actually just want to see across the board. I didn't really think of this back in the last discussion about Z-Crystals because they were rather new at the time and had seen little experimentation. But now that we're over a year into Gen VII ASB, it's safe to say that the status moves severely outclass the damaging ones. At least, the healing ones do. So I'm going to propose this change, whether for just the signature items or for Z-Moves as a whole, in an effort to patch this gap without stretching too far:
I'd rather not take from the bursty nature of damaging Z-Moves just because the game doesn't favor them. I'd rather see if there is a way to properly amplify/focus on that burst and make it viable.
Are the votes case by case bases per crystal or we just going to use all of the changes of one person’s ideasAlright this has fully stagnated. Time to get a move on.
How should we update Signature Z-Crystals?
a) Dogfish44's changes
b) TMan87's changes
c) Double the Offensive Rank Bonus on their Z-Moves
d) Add an additional use to the Z-Move
e) leave as is
I'm moving this slate forward in 48h unless it receives opposition or conversation gets rolling.
I think I've mentioned this before here but can we make Eevee's Z Move Extreme Evoboost retain stat boosts after switching out or phazing like how Belly Drum works? Sending in Eevee with a Z-Stone is already silly, but it becomes flat-out unusable when something like Roar can completely invalidate the move.