Mega Altaria
☆~Shiny hunter▢~
Speculate on what new Abilities could be in the 2019 Pokémon Switch game or what changes can be made to the Abilities we have now as in nerfs and buffs. And what sort of Abilities do you want in the game?
I would like more variants than anything else. More X-worker, X-ate abilities, a Speed variant of Defiant/Competitive, Special variant of Fur Coat, Dark-type variant of Synchronize etc.
I've been thinking of an Ability that can remove hazards like Adhesion. Depending on the layers of hazards it absorbs, it may have additional effects like damage from Spikes and Stealth Rock or poisoning from Toxic Spikes from being attacked by a contact attack. And its effects wear off as soon as the Pokémon flees or it switches out of battle.
I don't know if this game will even have abilities.
It sometimes can be a combination of both. But this Ability would be more effective on bulkier Pokémon.Hmm... I actually like this. Like something that removes entry hazards but gives the Pokemon an Iron Barb's or Poison Point/Touch like effect afterwards.....
It sometimes can be a combination of both. But this Ability would be more effective on bulkier Pokémon.
Another name. But as long as the effect is retained I'll be fine. Despite the existence of hazard-removing moves, hazards are so common in the singles meta that I feel that there's a need to remove hazards more efficiently, especially if that effect is incorporated into an Ability.Sticky Coat
When entering the battlefield this Pokemon rolls around and collects entry hazards with varying effects depending on what was collected.
Regarding more variants : No please. We don't need a variant of everything. We don't need a special type intimidate. We don't need a special version of fur coat. At least, not in a large amount. The lack of variants of certain abilities increases specificity between special and physical, or between different types. In that you may have to make sacrifices to benefit from certain effects. I don't want Pokémon to become even more of just a typing and stat distribution matchup.Reposting:
As for ability buffs, the obligatory "Run Away should be universal" and "Damp should have Water Sport's effect".
This game has probably started development before Sun and Moon were released. With Sun and Moon introducing so many new ability gimmicks (water bubble, battle bond, power construct, etc.), I doubt the upcoming games will have abilities removed. They've became a key aspect of the game, and I do not believe increased simplicity would be achieved for a broader audience by removing them. This is not something that you can advertise as a selling point, either, from a marketing standpoint.I don't know if this game will even have abilities.
I love the idea. But the way you would make it work is quite overpowered, basically rendering entry hazards useless. Either you have it activate only once per fight with a gimmick (making it work only at full health, for example, while still feeling the effects of the hazard), or you have it affect only one type of hazard (like poison types remove absorb toxic spikes), or have the pokemon receive double damage from the damaging hazards (after all it's rolling around on itself to remove them, that must hurt!).Another name. But as long as the effect is retained I'll be fine. Despite the existence of hazard-removing moves, hazards are so common in the singles meta that I feel that there's a need to remove hazards more efficiently, especially if that effect is incorporated into an Ability.
As part of its effects, if attacked with a contact move by a Poison-type Pokémon, its poisoning effects are removed but it will still take damage from the Stealth Rocks and the Spikes that has collected onto the Pokémon with that Ability. Steel-types will still take Stealth Rock/Spikes damage but even though they will be unable to remove its poisoning effects, they will be immune to it.
But still hazards completely changed the meta once Stealth Rock was introduced. One way to nerf it is that the Pokémon will retain the hazards it has taken up for the rest of the battle so that once its Ability has activated it cannot take up any more hazards and that way it would work only once in battle. Or the damage would be scaled to a more minimal scale, especially with stacking Spikes and super effective Stealth Rock, so that the Ability wouldn't take out Pokémon as quickly.I love the idea. But the way you would make it work is quite overpowered, basically rendering entry hazards useless. Either you have it activate only once per fight with a gimmick (making it work only at full health, for example, while still feeling the effects of the hazard), or you have it affect only one type of hazard (like poison types remove absorb toxic spikes), or have the pokemon receive double damage from the damaging hazards (after all it's rolling around on itself to remove them, that must hurt!).
I thought about this, and instead came up with very gimmicky solutions. But reading your post made me remember of one thing that have been increasing in the past few games: Forms. Aegislash, Mimikyu, Wishiwashi, Minior, Ash-Greninja, Complete Zygarde, Darmanitan, etc. You could even argue mega evolutions/primals/ultra-necrozma are also the same mechanism, just with different triggers.But still hazards completely changed the meta once Stealth Rock was introduced. One way to nerf it is that the Pokémon will retain the hazards it has taken up for the rest of the battle so that once its Ability has activated it cannot take up any more hazards and that way it would work only once in battle. Or the damage would be scaled to a more minimal scale, especially with stacking Spikes and super effective Stealth Rock, so that the Ability wouldn't take out Pokémon as quickly.
Yeah, that would definitely make it better in some way. But I kinda feel that makes things a bit more RNG that way but maybe it could also have an additional effect of boosting the power of light-based moves like Dazzling Gleam, Flash Cannon, etc.Buff Illuminate. Give it the same effects as holding a BrightPowder.
Yeah, that would definitely make it better in some way. But I kinda feel that makes things a bit more RNG that way but maybe it could also have an additional effect of boosting the power of light-based moves like Dazzling Gleam, Flash Cannon, etc.
I like your idea more. Woud allow to get a new type of move (like sound moves, punch moves, biting moves, etc.) without creating that "light" type I know some have been wanting. There's already a good basis of moves that would make this ability worth it, in Solarbeam, Signal Beam, Aurora Beam, Flash Cannon and Dazzling Gleam. Moves like Photon Geyser, Prismatic Laser, Moongeist Beam, Sunsteel Strike, Luster Purge and Light of Ruin could also be included, but they're exclusive moves - and thank god because a boosted LoR would be bonkers.Yeah, that would definitely make it better in some way. But I kinda feel that makes things a bit more RNG that way but maybe it could also have an additional effect of boosting the power of light-based moves like Dazzling Gleam, Flash Cannon, etc.