That would be low-key broken since that pokemon could then just spam protect and the opponent could do nothing against it, other than using attacks that target both opponents.Illuminate obviously needs a buff. How about it automatically makes all opponent’s attacks redirect to the Pokémon with the Illuminate ability in double /multi battles, as if the Pokémon had used Follow Me?
Would be great in VGC
If anything, it should just raise the users accuracy. Starmie would love it with Hydro Pump, Thunder, and Blizzard.I’d rather see Illuminate work like Flash and drop evasiveness when the user is hit by any Physical contact move. Accuracy is incredibly hard to increase and restore in battle and Illuminate could become a game changer.
Sweet Scent doesn't work outside battles any more though. Just like Dig also lost its out of battle effect.I'd probably also upgrade honey gather to have an in battle effect. It made sense when it was introduced but considering honey is now less useful considering you can't use it on trees for anything exclusive and most of the those with ability can know sweet scent. It could still collect honey post battle but I think an in-battle wouldn't hurt.
Sweet Scent doesn't work outside battles any more though. Just like Dig also lost its out of battle effect.
Sweet Scent doesn't work outside battles any more though. Just like Dig also lost its out of battle effect.
All moves with overworld effects lost them during Gen VII except for Chatter which was lost during Gen VI. Ghosts having guaranteed escape makes sense since they are ghosts and could easily escape by becoming intangible.Just wondering in a general sense, did they ever announce these changes? Either officially or via an NPC?
Cos I had no idea Sweet Scent and Dig lost their overworld effects, nor did I know that Ghost-types have guaranteed escape from battles.
Ok didn't notice that you are correct on sweet scent. Even then though I think giving an in battle to honey gather would be a good idea. Perhaps one that enables a small amount of health recovery.
Please no. Even with the ditching of Battle Royals Intimidate is still incredibly broken, it shouldn't be even more widespread than it already is. If there's Intimidate on both physical and special sides it would essentially kill any kind of offensive setup combination for doubles on anything that isn't Contrary / Clear body, Intimidate already does that for most physically attacking combos. I ran Swagger Regigigas next to Simple Beam Xatu, it can get rid of Slow Start and go to +4 attack in one turn by rebounding a Swagger on Xatu's Magic Bounce (and having Regigigas hold a Persim Berry), and it still wasn't that good because repeated Intimidate users coming in with U-Turn tanks the attack stat to the ground.Intimidate copy but lowers the opponent's Sp. Atk. I imagine it would go to a lot of Dark and Psychic Pokemon.
Incineroar is arguably the best at it because it also has Fake Out which benefits from repeatedly coming back in, but Landorus does it a lot too (it's why it's so popular in doubles along with Rock Slide and a good attack stat), and Mega Manectric can do it too with Volt Switch. Manectric has the advantage that in a bad type match-up it can actually mega evolve and switch out in the same turn, which other pokémon can't do, and Intimidate being on the mega allows the user to pick the timing of Intimidate going off.Intimidate and U-Turn? Isn't that a strategy specific to Incineroar?
I'll be legit sad if Impidimp doesn't have Prankster. At least as a Hidden Ability if nothing else. I'm torn between whether I want to use that or Alcremie
There's really not many fully evolved Pokemon with Run Away, and I don't really know whether they all can learn the moves, but an interesting additional in-battle effect for the ability.. since it's useless in trainer and competitive battling.. would be to give priority to moves such as U-Turn and Volt Switch, going forward.