Type Attributes

Approved by Eevee General
TYPE ATTRIBUTES
(Insert badass banner here)
What is it?
Type Attributes is a metagame in which Pokemon gain certain unique attributes depending on their types. Single-typed Pokemon only gain one attribute, double-typed Pokemon gain both attributes. If a Pokemon's type changes, its corresponding attribute changes. If an attribute that normally activates when a Pokemon switches in is gained via type change, it activates.

Attributes:
Normal: Team Player: When this Pokemon switches in, it gains the last move from the last unfainted Pokemon in your party as a 5th moveslot (if this Pokemon is the last unfainted Pokemon in your party or the move gained would be a duplicate of one already in this Pokemon's moveset, it does not gain a move). The move and donor are reported to the opponent.

Fighting: Reckless Abandon: This Pokemon’s attacks deal 40% more damage and have 50% recoil.

Flying: Flying Blows: All of this Pokemon’s non-STAB attacks that make contact gain a secondary Flying type (similar to Flying Press) and STAB.

Poison: Hazardous Waste: While this Pokemon is in play, an opponent who would become Poisoned instead becomes Toxic Poisoned. All of this Pokemon’s attacks with chances to Poison or Toxic Poison are guaranteed to do so and inflict Gastro Acid.

Ground: Rubble: Whenever this Pokemon connects with a damaging Ground-type attack, 1 layer of Spikes is laid on the opponent’s side of the field.

Rock: Jagged: Whenever this Pokemon makes contact with an opponent (offensively or defensively), the opponent loses 1/6 of its maximum HP.

Bug: Hive Mind: This Pokemon gains Attack Order, Defend Order, and Heal Order as extra moveslots. (If any of the moves gained would be a duplicate of one in this Pokemon's moveset, it does not gain that move.) [Credit to The Reptile]

Ghost: Necromancer: When this Pokemon switches in, it gains the first move from each fainted Pokemon in your party as extra moveslots (if there are no fainted Pokemon in your party, it does not gain any moves; if any one of the moves gained would be a duplicate of one already in this Pokemon's moveset, it does not gain that move). The move(s) and donor(s) are reported to the opponent.

Steel: Tempered: This Pokemon takes 25% less damage from super-effective attacks.

Fire: Incinerator: Whenever this Pokemon connects with a damaging Fire-type attack, it has a 50% chance to incinerate (functionally Knock Off, but without the damage boost) the target’s item.

Water: Purity: When this Pokemon switches in, it immediately gains Aqua Ring and clears all Toxic Spikes from its side of the field. This Pokemon cannot be Poisoned or Toxic Poisoned under any circumstances.

Grass: Seedlings: Whenever this Pokemon connects with a damaging Grass-type attack, that Pokemon is "Super Seeded" (Like Leech Seed, but drains 1/6 of maximum health instead of 1/8. Grass-types are still immune to being Super Seeded).

Electric: Capacitor: This Pokemon has +2 Critical Hit stages.

Psychic: Manipulate: When this Pokemon switches in, the opponent’s damaging move with highest Base Power is IMMEDIATELY disabled (in the case of a tie, one is chosen at random).

Ice: Sub-zero: This Pokemon’s Ice-type damaging attacks are super effective, as opposed to not very effective, against Water-types. Via its Ice-typing, this Pokemon resists the Fire-type instead of taking super-effective damage from it.

Dragon: Legendary Entrance: When this Pokemon switches in, it uses Twister IMMEDIATELY after hazard damage.

Dark: Dirty Tricks: When this Pokemon switches in, the opponent is IMMEDIATELY Taunted.

Fairy: Benevolent: When this Pokemon switches out, its replacement receives a pseudo-wish containing 33% of this Pokemon’s maximum HP at the end of the turn.



For instance, if Gyarados MEvos, Dark's attribute (Dirty Tricks) activates and the opponent is immediately Taunted.

Clarifications regarding attributes:
  • Only Ice-type attacks used by Ice-types are affected by Sub-zero. For instance, a Mew's Ice Beam would hit Suicune for not-very-effective damage.
  • However, due to the fact that any Ice-type that would be hit by a Fire-type attack will have Sub-zero, the Ice-type now functionally resists the Fire-type. For instance, Kyurem now 4x resists the Fire type.
  • Tempered is applied independently of Filter and other damage-affecting abilities, and thus stacks with them multiplicatively. For instance, Mega Aggron takes 9/8 damage from Earthquake after the SE multiplier.
  • Gale Wings does not activate on moves affected by Flying Blows. For instance, a Talonflame using Steel Wing uses it at +0 priority, not +1.
  • Moves affected by Poison Touch are considered by Hazardous Waste to have a chance to poison.
  • Pokemon with Purity clear Toxic Spikes regardless of whether they are grounded.
  • The Aqua Ring effect of Purity, the Twister of Legendary Entrance, and the Taunt of Dirty Tricks all function exactly like their normal equivalents. For instance, Legendary Entrance's Twister is boosted by items and STAB, and Dirty Tricks' Taunt can be Magic Bounced.
  • Benevolent and Wish can be stacked.

Banlist?
  • Ubers
We will start with the Ubers banlist and ban/unban things on a case-by-case basis. If you have suggestions for bans, they are all welcome, but we will be tentative about quickbanning things until this gets coded.

Where is this playable?
Nowhere yet, but if someone could code it that would be fantastic.

Have fun!
 
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Snaquaza

KACAW
is a Battle Simulator Moderatoris a Smogon Media Contributor Alumnus
This sounds cool! It makes Pokemon more unique and makes typing more important. Something specific that sounds awesome is Electric types with the Razor Claw. This causes them to get both the +2 boost and another boost, causing them to always land a critical hit. This allows them to hit Pokemon with a free 1.5 boost, that doesn't lock you like Choice Band and Choice Specs. It also beats defense boosters as critical hits ignore them.

A lot of these seem amazing though, props and I'm looking forward to testing stuff. Someone tag me if you have a code!
 

Lcass4919

The Xatu Warrior
lol poor flying types get shafted pretty bad.basically giving stab on all their moves, at the cost of being forced to use flying as a subtype. which as flying press has proven, is actually a terrible concept, since no pokemon wants such a burden. and since technically its not actual flying type attacks, talonflame doesn't gain anything with gale wings (in case someone try's to bring it up). otherwise each type gains some unique stuff to abuse and in general sounds like a cool idea. protean kecleon sounds like it could be fun in this meta, first getting a free fifth attack (albeit temporary) shadow sneak potentially giving you a DIFFERENT attack(and plenty more depending on how many pokes faint) and can also run suckerpunch(and knock off) as a prankster(or just regular) taunt. basically, this lets kecleon abuse stuff like extremespeed, v-create, spore, shell smash, and so much more stuff depending on what your team carries. perhaps kec will be OP in this meta (ironically). thankfully its slow, and weak even with all this stuff going for it so although not ban worthy, still a very threatening poke.
 
like has been mentioned flying is pretty crappy(you dont even gets stab boost since its a subtype)
there might also be some op ones that need to get nerfed.
And clarification on whether or not you meant to change the type chart for ice types would help too
 

Lcass4919

The Xatu Warrior
like has been mentioned flying is pretty crappy(you dont even gets stab boost since its a subtype)
there might also be some op ones that need to get nerfed.
And clarification on whether or not you meant to change the type chart for ice types would help too
he says it gets "stab boost" so im guessing it gets the 1.5 boost, but since they are still technically the original types, and not actual "base flying type" (think hidden power/judgement mechanics) then technically, although STAB, shouldn't get priority.

also from the wording(being "this pokemon"), it is implying "ice type pokemon gain freeze dry effect on all ice moves." and not really changing the type chart.
 
also from the wording(being "this pokemon"), it is implying "ice type pokemon gain freeze dry effect on all ice moves." and not really changing the type chart.
That is correct. A Mew using Ice Beam would still be not-very-effective against a Suicune, as an example.
 

Snaquaza

KACAW
is a Battle Simulator Moderatoris a Smogon Media Contributor Alumnus
I like how much better Ice types are in this metagame! They only have three weaknesses now, and the only type that can switch in on them and hit them supereffectively is the Steel type, which while good is able to be build around. Water types don't resist their STAB anymore and are actually weak to it, causing it to hit five types supereffectively! Fire resists it, but can't really beat them easily since they resist Fire as well. Finally Rock and Fighting are still super effective, but can't switch in on their STAB.. scary! Still not OP, but really a great buff I like it. Kyurem Black might become a tad OP this way though. It doesn't really need Fusion Bolt anymore and a set of Ice Beam / Earth Power / Whatever it wants can destroy the metagame!
 

Lcass4919

The Xatu Warrior
I like how much better Ice types are in this metagame! They only have three weaknesses now, and the only type that can switch in on them and hit them supereffectively is the Steel type, which while good is able to be build around. Water types don't resist their STAB anymore and are actually weak to it, causing it to hit five types supereffectively! Fire resists it, but can't really beat them easily since they resist Fire as well. Finally Rock and Fighting are still super effective, but can't switch in on their STAB.. scary! Still not OP, but really a great buff I like it. Kyurem Black might become a tad OP this way though. It doesn't really need Fusion Bolt anymore and a set of Ice Beam / Earth Power / Whatever it wants can destroy the metagame!
not to mention it gets a "twister" hit on switchin(pretty much extra rocks damage).
 

Kit Kasai

Love colored magic
I like the idea. All of the abilities are notable buffs (except flying lol) but none of them are really op. Although I'm a little concerned about this:

+1 152 Atk Life Orb Terrakion Close Combat vs. 252 HP / 252+ Def Skarmory: 200-238 (59.8 - 71.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

+1 152 Atk simulates 40% boost with 252 Atk, 50% chance to OHKO after Stealth Rocks and Jagged Boost

But then you die from recoil so it's all good :^)
 
While Flying seems a lot like a double-edge sword, Lando-T seems to not really care at all, since its ground STAB is not a contact moves, thus does not turn into a Ground / Flying move (although Ground / Flying mono attack would be pretty cool). Meanwhile it gets STAB on Knock Off and U-Turn, both of which are actually not terrible with sub Flying-type. Knock Off hits a lot of shit SE now while U-Turn hits a bit harder and is mainly for momentum anyways. Hell you can use Stone Edge as unchanged coverage due to it not making contact. Oh, it also lays down Spikes when using EQ as an additional bonus. Nice!

Another mon who benefits greatly is Aerodactyl, specifically Mega Aerodactyl. Crunch I think would be the best "Main STAB" to use - while Return is a lot more powerful, it also can't hit Ghosts and might as well not hit Rock- and Steel-types. Crunch meanwhile hits a lot of shit while still being STAB. Best part is that Stone Edge remains unchanged, and it inflicts 1/4 damage to the opponent on top of all these boosts when spamming Flying Crunch. Not bad!
 

Lcass4919

The Xatu Warrior
While Flying seems a lot like a double-edge sword, Lando-T seems to not really care at all, since its ground STAB is not a contact moves, thus does not turn into a Ground / Flying move (although Ground / Flying mono attack would be pretty cool). Meanwhile it gets STAB on Knock Off and U-Turn, both of which are actually not terrible with sub Flying-type. Knock Off hits a lot of shit SE now while U-Turn hits a bit harder and is mainly for momentum anyways. Hell you can use Stone Edge as unchanged coverage due to it not making contact. Oh, it also lays down Spikes when using EQ as an additional bonus. Nice!

Another mon who benefits greatly is Aerodactyl, specifically Mega Aerodactyl. Crunch I think would be the best "Main STAB" to use - while Return is a lot more powerful, it also can't hit Ghosts and might as well not hit Rock- and Steel-types. Crunch meanwhile hits a lot of shit while still being STAB. Best part is that Stone Edge remains unchanged, and it inflicts 1/4 damage to the opponent on top of all these boosts when spamming Flying Crunch. Not bad!
actually, looking at it, your right, i didnt notice "contact" so landorus at least doesnt COMPLETELY suck with it. plus since eq covers most steel/rock types anyways, landorus doesn't mind the hindered flying type, and actually gains stab on u-turn and knock off, which are both-as you said, not bad with flying type, at worst, giving it nearly perfect neutral coverage (especially when it can run flying typeless stone edge too) you have proven my statement wrong. and allthough doesnt change its suckage, at least SOMETHING appriciates it.

pretty much anything with earthquake can find this atribute "tolerable"
 
Glad to see Flying Blows is getting a little more thought than just "lol Flying Press sux". I'm still open to editing it to buff Flying-types a bit more, but that's up to you guys. (Just a note The Reptile : Flying Blows does not affect any STAB moves, so even if EQ made contact it would still be unaffected when used by Landorus)
Some things that appreciate it beyond what has already been said:
  • Dragonite w/ STAB Extremespeed
  • Gyarados can use Crunch as coverage against Grass-types pre-MEvo
  • Thundurus w/ STAB Knock Off
  • Salamence gets Flying-type STAB
  • As does Archeops, although it's still probably trash (it's an absolute nuke between Flying Blows and Jagged though 0_0)
Glad to see this getting some attention! Can't wait to get it coded!
 
Glad to see Flying Blows is getting a little more thought than just "lol Flying Press sux". I'm still open to editing it to buff Flying-types a bit more, but that's up to you guys. (Just a note The Reptile : Flying Blows does not affect any STAB moves, so even if EQ made contact it would still be unaffected when used by Landorus)
Some things that appreciate it beyond what has already been said:
  • Dragonite w/ STAB Extremespeed
  • Gyarados can use Crunch as coverage against Grass-types pre-MEvo
  • Thundurus w/ STAB Knock Off
  • Salamence gets Flying-type STAB
  • As does Archeops, although it's still probably trash (it's an absolute nuke between Flying Blows and Jagged though 0_0)
Glad to see this getting some attention! Can't wait to get it coded!
you still never answered whether or not you meant to give all ice types a resostance to a former SE
 

Lcass4919

The Xatu Warrior
you still never answered whether or not you meant to give all ice types a resostance to a former SE
That is correct. A Mew using Ice Beam would still be not-very-effective against a Suicune, as an example.
yes he did....oh wait, no he didnt

aaaanyways.

Glad to see Flying Blows is getting a little more thought than just "lol Flying Press sux". I'm still open to editing it to buff Flying-types a bit more, but that's up to you guys. (Just a note The Reptile : Flying Blows does not affect any STAB moves, so even if EQ made contact it would still be unaffected when used by Landorus)
Some things that appreciate it beyond what has already been said:
  • Dragonite w/ STAB Extremespeed
  • Gyarados can use Crunch as coverage against Grass-types pre-MEvo
  • Thundurus w/ STAB Knock Off
  • Salamence gets Flying-type STAB
  • As does Archeops, although it's still probably trash (it's an absolute nuke between Flying Blows and Jagged though 0_0)
Glad to see this getting some attention! Can't wait to get it coded!
it sucks that dragonite is cockblocked by ghost types with extremespeed, but hey, at least that guarentees it wont be suspect any time soon (then again, it retains multiscale and has 40 base special damage on switchin ;~;)

specs latios...yeesh... forced disable on strongest move, PLUS twister damage...
252 SpA Choice Specs Latios twister vs. 252 HP / 0 SpD Mew: 99-117 (24.5 - 28.9%) -- 99.4% chance to 4HKO

and then

252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Mew: 318-375 (78.7 - 92.8%) -- guaranteed 2HKO

basically, guarenteed ohko on 252/0 mew

also, he disables chanseys seismic toss, which since most don't run toxic(either heal bell or stealth rock)... latios is a chansey counter! :o

also, volbeat...don't laugh....becomes a monster in this tier...DON'T LAUGH. seriously though, with the bug effects, it can effectively run physical OR special tail glow pass with power up punch giving it +4 to pass away.
 
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yes he did....oh wait, no he didnt
Sorry, I was unclear: The Ice-type attribute affects all Ice-types. Therefore--as the Fire-type interaction is purely defensive-- All Fire-type attacks are now not-very-effective against Ice-types. However, since the Water-type interaction is offensive and Ice-type moves can be used by non-Ice-types, Only Ice-type attacks used by Ice-types are super-effective against Water-types. Hopefully that clears things up.

Something I've been thinking about is Defensive Jirachi. With Manipulate and Tempered, it can easily take on Terrakion barring a CB Earthquake (avoiding Jagged damage altogether, in fact, by Disabling Close Combat) and can just generally wreak havoc on a bunch of offensive mons with the combination of its great ability, typing, bulk, and attributes. Thoughts?
 
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I would also like clarification on whether filter would stack or square with tempered.

for instance would meggron take 1/2 or 9/16 damage from an earthquake?
 
We will start with the Ubers banlist and ban/unban things on a case-by-case basis. Discussion about Volcarona and Galvantula should start promptly. (Hive Mind Fiery Dance/Charge Beam is 4*50%/4*70% chances to boost Special Attack, which is...scary.) If you have other suggestions for bans, they are all welcome, but we will be tentative about quickbanning things until this gets coded.
Volcarona's Fiery Dance Burns the target (If it even survives) about 15 out of 16 times, and on average is a Nasty Plot -and depending on the timing this can be brutal. That is, just triggering twice, but on the first two hits, is already doubling the last two hits and a 50% increase of the second hit, for a total of 2 and 1/6th times the Standard damage of the move.

Heatran or auto-lose after one Quiver Dance, basically.

Galvantula's Discharge has a nearly 80% rate of inflicting Paralysis, all told. Or you can run Thunder because you've got Compound Eyes for the same result and more damage. Oh and yeah there's Charge Beam shenanigans, and 108 Speed isn't anything to laugh at, particularly in conjunction with Sticky Web setting potential. Also it gets Electro Web if you feel like just crapping on the Speed of the enemy in front of you.

You're never outrunning Galvantula if it doesn't want you outrunning it. Did I mention it gets Electro Ball? (Which maxes at 150 BP, remember) Also it gets Struggle Bug and Energy Ball. The former means Special attackers are laughed out of the room, and the latter gives it four 30% chances of lowering your Special Defense one stage. Hi Chansey, bye Chansey.

252 SpA Galvantula Thunder vs. -6 4 HP / 252 SpD Eviolite Chansey: 301-355 (46.8 - 55.2%) -- 71.9% chance to 2HKO

Or

+6 252 SpA Galvantula Thunder vs. -6 4 HP / 252 SpD Eviolite Chansey: 1201-1414 (187 - 220.2%) -- guaranteed OHKO

Of course, this is serious 4MSS we're talking about, and it's still fragile as heck, so it's not all bad... oh wait I'm lying, because you slap a Scope Lens on it and everything crits constantly, so the calcs above are lowballs. Or just content yourself with half your hits being crits when you attack 4 times in a turn, either way.

Also along comes Shedinja with being able to steal dead ally's moves and quadruple-strike with them. Yes Quadruple Power Up Punch Shedinja does sound awesome, thank you.

Oh by the way, Heracross, Pinsir, Armaldo, and possibly friggin' Ariados, Volbeat, and Illumise are totally broken. Seismic Toss (Or Night Shade for Ariados) and that's 400 HP gone. Blissey caps out at 714 HP! (And remember, Shedinja can get in on the action via Necromancer!) Oh by the way, I'm lying about Armaldo, because it doesn't need Seismic Toss. Any move that makes contact will OHKO anything in the game, because it hits four times and each hit additionally removes 1/4th of their HP because lol Jagged. Did I mention that A: this thing gets Swift Swim and B: it gets Aqua Jet? Hi Lugia, bye Lugia. Hi Mega Rayquaza, bye Mega Rayquaza. Hi lvl 1,000 Arceus, bye lvl 1,000 Arceus.

Crustle and Shuckle can also do this, but neither of them has priority or a high Speed Ability, so they're Bad Armaldo, full stop. Nonetheless, behold the horror of Team Bug/Rock: Crustle/Dwebble/Shuckle/Armaldo/Anorith/Filler. Filler should probably be Vacuum Wave Lucario or something to kill enemy Team Bug/Rock.

On a less horrifyingly broken note, Wormadam-Sandy might see use, because one Earth Power instantly maxes out Spikes, making it a heck of a hazard setter.

Also Kabutops can finish off anything at about 25% of its max HP reliably, via Feint+Aqua Jet, barring Water Absorb Jellicent.

----

Honestly, you might want to rethink Hive Mind, if nothing else. I'm also of the opinion that Jagged is ludicrous, even before Armaldo becomes the best Pokemon in the game, whereas Hazardous Waste is kind of disappointing and Sub-Zero is sort of weird. (It's partly a type chart change rather than a special mechanic, partly "Everything is Freeze Dry", which kinda makes Freeze Dry useless since Smeargle is the only Freeze Dry Pokemon that isn't part Ice)

I also have mixed feelings about Team Player and Necromancer, since on the one hand they're really unreliable, and on the other hand they open up all kinds of brokenness. Hi, my type is practically Smeargle, yay?

But I like the idea of this mod overall.
 
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One more clarification (for now):
Do Talonflame's coverage moves get priority with Gale Wings and Flying Blows?
 

Lcass4919

The Xatu Warrior
stuff you said
i actually agree, hive mind is kinda overkill...i mean...cant you just make it a parental bond clone, but with 33% damage boost(representing the first hit being the "queens strike" then the 33% being the hive) on the second hit instead.

One more clarification (for now):
Do Talonflame's coverage moves get priority with Gale Wings and Flying Blows?
since the moves MAIN type isn't actually flying type (again, think hidden power/judgement/flying press itself) i would imagine talonflames coverage moves, SHOULDN'T gain priority. but i guess that's om creators decision, i'm really just stating what logically would happen.
 
I hadn't previously considered just how ridiculous Hive Mind would have been with Jagged or...weelll...pretty much anything. Therefore, I am Opening up suggestions for Hive Mind to be replaced. Please don't make stuff ridiculously broken. I'll take the first suggestion that garners good support. In a similar vein, I will debuff Jagged to 1/6 of maximum HP.

I'd like to keep the others to see how they shake out unless there are significant warrants for them to be changed. Remember, this isn't even playable yet; attributes that look good or bad on paper might end up totally different in viability than we initially thought as the metagame evolves.

And no, Spaz, Gale Wings does not trigger with Flying Blows.
 

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