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ITT we buff moves/abilities and explain why we did as such I'll

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ITT we buff moves/abilities and explain why we did as such

I'll start with a simple one
>Triple Kick now has it's damage doubled, i.e. the first hit will deal 20 BP, the second 40 and the third 60

Now this does sound OP as it's a 120 base power move that's boosted by Technician and breaks substitute, but hear me out. First off for all three hits to connect, it will have an accuracy similar to Focus Blast (which we all know is less than stellar). And without that last hit, the move has much less power (in fact it will be half, being a much less impressive 60). Furthermore it's doubtful that the first hit will break as even with a Technician boost it's still a piddly Base 30. Second the move is only learned by two Pokemon, Hitmontop and Pheromosa. The former, while having access to Technician, is more often used for Intimidate, additionally Hitmontop's attack stat is a lackluster 95, so even a STAB 180 power move probably won't break it, especially when doing such means that it cannot run Intimidate. As for Pheromosa, it already has High Jump Kick which hits harder (base 130), and is more accurate, furthermore its sub-breaking ability is less impressive when Pheromosa can just bypass subs completely with Bug Buzz. So I feel this significant buff is allowable as it'll give Hitmontop a niche with it's nuking potential but not be overpowering.
>>
Feint goes back to 50 BP and deals double damage against Protect etc.

At 30 fucking BP you're better off just hoping protect fails.
>>
Dynamic Punch has 120 BP to compensate the confusion nerf and to put it on par with Zap Cannon damage.
>>
Rock Smash has its BP doubled when used on Rock types
>>
Unnerve effects leftovers
Corrosion Allows Steel types to be hit by poison type moves
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>multi-Attack to 95 BP because silvally needs extra firepower
>all elemental fang moves buffed to 70 BP and 100 accuracy
>all elemental punch moves buffed to 80 BP
>buffs for these because they're mostly useless
>trop kick buffed to 80 BP because lunge is 80 BP
>shadow claw buffed to 75 BP
>rock slide buffed to 80 BP 95 accuracy
>stone edge buffed to 105 BP 80 accuracy
>rock needs more offensive presence and the fact that it has moves that miss a lot don't help
>>
Focus Blast nerfed to 100 power and 85 or 90 acc.

Unnerve acts on leftovers/black sludge.

Zap Cannon acc => 70, on par with Focus Blast.

T-Wave back to 100%, reducing the speed drop was fine.

Hidden Power buffed to 80. It's the only good coverage for a lot of mons. Either that or improve movepools ffs.
>>
>>33299759
But it does. It hits super-effectively.
>>
>>33299406
Not a move or ability but:

>Suppress Orb

Cancels out a Pokemon's ability, fun item for Trick/Switcharoo users

Plus, it makes Slaking, Regigigas, Archeops and Golisopod more useful without being outright broken.
>>
Toxic Boost gets one of these when poisoned
>a 25% speed increase when
>a Health Regen similar to Gliscor
>Poison immunity

as it is now its just a worst guts on a shitmon. If zangoose wasn't a shitmon I could understand the nerfed guts.
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>Water Veil also autosets Water Sport upon entering the field
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>>33300056
He means on top of that dum dum
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>>33299759
Better. In addition to its current 50%chance to lower def, Rock Smash removes Stealth Rocks.
Still base 40. Doesn't remove spikes or sticky web. Just rocks.

Rapid spin is base 20 and removes binding, leech seed, and all entry hazards, so seems at least closer to reasonable. 20 more damage and a half chance to drop defense for less utility.
>>
>>33299972
>Unnerve effects leftovers
Neat. And flavorful.
>>
>>33299972
>Allows Steel types to be hit by poison type moves
rip grass/steel and fairy/steel
>>
>>33300091
Pretty cool. Lose item slot to remove hindering ability. I can dig it.
>>
>>33299406
Constrict is now 40BP, 20PP, -2 Speed, to mirror Acid Spray. Few Pokemon learn and it's currently one of the most useless moves at 10BP, 35PP, 10% -1 Speed. Could get some niche with this buff, I guess?
>>
>>33300600
A 40 damage string shot? Seems deec.
>>
>>33300557
>salazzle seeing usage
>x4 weak to EQ
They're fine.

1, grass/steel was already dying x4 to its fire moves
2. Mawile was as well.
The only thing who's lot in life changes is klefki, who honestly should never be in that situation unless you're already losing.
>>
>>33299406
- Teleport now works like Detect/Protect
- Sharpen raises Attack and Speed one stage
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>>33300785
>Teleport now works like Detect/Protect
Roar works like whirlwind in trainer battles, right?

How about it works similar to a baton pass or u-turn?
The question is, what benefit should it gives? Obviously damage is right out. Health seems like a bad choice. I can't think what stat buff...
Maybe flinches the opponent so it's always a free switch in?
>>
>>33300781
>x4 weak to EQ
>Bulk is 68/60/60
Thats not whats wrong with Salazzle at all
>>
Teleport switches the user like baton pass
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>>33299406
Solar Power only drains health on attack, like Life Orb
Healer can also heal user's status
Inner Focus also prevents full paralysis
Rivalry no longer reduces damage vs opposite gender. Boost reduced to 20%
Hyper Cutter also prevents self-inflicted attack reduction
Leaf Guard also boosts defenses by 50% in sun
Anger Point also boosts attack by two stages if the user misses
Magma Armor also causes fire damage on contact. 1/8th, subject to type modifiers.
Forecast automatically summons weather matching the type of move used. Preemptive like Protean.
Water Compaction gives Water immunity
Light Metal also increases accuracy of Steel moves by 20%
Heavy Metal also increases damage of Steel moves by 20%
Unnerve prevents use of any consumable item
Run Away also gives immunity to trapping effects
Sturdy also prevents a full health KO from suicide moves
Illuminate also boosts accuracy when the user misses
Tangled Feet also prevents self-damage from confusion

Bonus (item): Power Herb also negates the recharge phase of Hyper Beam etc
>>
>>33300897
>>33300911
Hivemind, plus dubs
>>
>>33300967
>Inner Focus also prevents full paralysis
But then what will Limber do?
>>
>>33300982
Limber prevents the paralysis status altogether. Inner Focus would still let you be afflicted by it and your speed reduced, but prevent the stun.
>>
>>33300967
>Run Away also gives immunity to trapping effects
Why is this not already a thing?
>>
>>33300992
Ahhh. Okay. That's cool.
Should it be applied to Infatuation as well?

Make it a blanket "use is never prevented from attacking by statuses"?
>>
>>33301008
Checks out thematically, but I think infatuation is niche enough to only warrant one immunity. At least paralysis still halves speed so it's not a complete counter.
>>
>>33300357
Have it be guts+quick feet. Bam, poison based glass sweeper.
>>
>>33299406
Magician doesn't steal items, just nullifies items of the opponent(s)

No reason to have a copy of such a niche abolity
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>>33300897
How about, if the opponent uses an attacking move, Teleport activates and switches you out before the attack hits?

Seel used Water Gun!
Abra used Teleport!
*switch in Politoed*
*Politoed's Water Absorb activates*
>>
>>33301262
I had a similar idea for a move wich worked like that, it basically chipped off a bit of HP and let you switch freely (making the foe 100% miss their attack before you switched back in) but it kinda scared me to think what stall would become with that. Also if you had two pokemon with that, it basically becomes a makeshift infinite protect if you switch back to back so that'd be a problem.
>>
>>33301262
Normal switching is a +7 priority switch.

So.. worse than redundant because it's outsped by higher priorities AND costs pp.
>>
>>33301317
>makeshift infinite protect
Except they're losing HP every time.

If you go 25% like substitute, seems fine.
>>
>>33300995
seconding this
>>
>>33301341
25% may be too much under nornal circumstances though, unless you're like, trapped by pursuit or are against some monster. Also Regenerator though
>>
buff blizzard to 85 accuracy but make it only accessible to ice types
>>
>>33299406
Emergency Exit now activates after the pokemon makes a move.
>>
>>33301364
The only thing with both regenerator and teleport is a VC gen1 transfer slowbro/king.

Besides, all you need is a priority move to do more than 1/6th their health and regenerator can't keep up with the turnly drain.
>>
>>33301401
Dude just use hail
>>
>>33302135
>using Hail
>not having a mon with Snow Warning
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>>33299406
Prism Armor now prevents 50% of damage done by super-effective moves and 20% damage done by everything else. This lets Necrozma set up as anything it wants to be in its moveset, which fits much better with the trio master bullshit. It also compensates for its low BST for a main legendary until it evolves into its new more broken form in the actual game, but still lets people use this one if they want.
>>
>>33303093
>Necrozma essentially having no weaknesses and can't even be memed by Mold Breaker
I like this
>>
>>33299406
Flash Fire now boosts special attack by one stage for each fire move absorbed rather than a useless one-time 1.5x boost to only fire attacks.
>>
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No Guard now bypasses all forms of protect like it does with semi invulnerable moves and deals an extra 1.5 damage if those moves are used. Also affects the user.
>>
>>33304882
Wasn't this part of No Guard in DP but removed in Pt? It might open up a niche for Machamp, especially in doubles like VGC.
>>
>>33304894
They just fucked with the math of it
Using protect wouldn't block the hit, just reduce the accuracy of the move, and no guard would fill in the gap
So dynamicpunch had a 50% chance to bust through protect
>>
>>33301325
You're not understanding here - you're getting to view the opponent's attack (which is locked in) before switching. Which is a huge benefit.
>>
Barrage is now Grass type w/ 35 BP
Comet Punch is now Fairy type w/ 35BP
Spike Cannon to 35BP
Hold Back now can't miss and is 50BP
Octazooka now has a 100% chance to lower accuracy
Submission now has 100% accuracy
Synchronoise can hit Dark type pokemon for normal damage.
>>
>>33304980
>Comet Punch is now Fairy type
uh why?
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Razor wind is now flying instead of normal
Razor wind isn't a one turn charge move
....why is razor wind a charge move?
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Iron fist is now a 50% boost to punching moves, because right now it's just a much worse tough claws
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>>33305020
Hey thanks for the buff man
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>>33305020
Suuure. What could possibly not go right?
>>
Pickup now picks up items that have been knocked off or thrown.
>>
>>33303093
Aura Break now not only affects Fairy & Dark Aura negatively by reversing their effects, but also boosts Ground type moves by 33%. Zygarde Complete should had this instead of anticlimactic power construct
>>
>>33305066
>power construct
>anticlimactic
>having your Pokemon turn into a beefy as fuck Mecha is anticlimactic
>not to mention it was too good for OU
>>
>>33305070
>sad
>>
>>33304980
>if it's not special its still shit
>>
>>33305028
Nothing could go wrong with your sub-110 "sweeper speed" you shitty fire nigger
>>
>>33305769
Why so angry?
>>
>>33305022
>>33305028
>implying I wasn't considering both, especially infernape
Golurk is a thing too you know?
>>
Not a move or ability but I'd buff the Cell Battery, Absorb Bulb, Luminous Moss and Snowball to also grant an immunity to the respective attack that activates them.
>>
>>33299727
Confusion nerf?
>>
>>33306399
They reduced the chance you hit yourself in confusion.
>>
>>33300995
I actually thought it did already do that. Then again I never use the ability, it seems like common sense that it would.
>>
>>33300967
10/10
>>
Toxic Thread now acts as both sticky web and toxic spikes in one turn. Nothing dramatic but it might give Ariados a small niche.
>>
>>33300911
Make it so that it ignores pursuit, and has a +2 priority
>>
mind reader and lock-on now make next multihit hit for maximum hits
how does meta change
>>
>>33305066
Retarded dubs
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>>33312545
>>
>>33312545
nutin' to contribute with? sad!1!!111
>>
Ice Burn and Freeze Shock skip the charge turn.
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Hail raises the special attack of ice types and has a fractional chance of freezing water types when damaged by it, giving ice types a stat boost and a pseudo type advantage without changing their weak defenses

Needle Arm can poison, flinch, or paralyze

Trump Card does double damage on Hawlucha and Ludicolo

Serene Grace starts at a 1.5x multiplier for secondary effects, and boosts every time it's successful up to a 4x multiplier

Mummy inflicts a gradual speed debuff on anything infected by it, but not the host

Hyper Cutter gives a slight boost to any cut, slash, or claw attack

Rock Climb is a FUCKING ROCK TYPE ATTACK
>>
>>33313542
>Serene Grace starts at a 1.5x multiplier for secondary effects, and boosts every time it's successful up to a 4x multiplier
What the fuck is wrong with you
>>
>>33299972
>Unnerve affects leftovers
Should also affect other edible items, like Power Herb.
Thread posts: 79
Thread images: 11


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