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Create &/or Change Anything & Everything Competitive Edition!

Discussion in 'Older Gens' started by MetalFlygon08, Jul 22, 2012.

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  1. Divine Retribution

    Divine Retribution Master of the freak show

    Yeah, you're right, the type switching does seem a little awkward. I don't really know a good way to remedy that either. Also, yeah, it should only affect adjacent Pokemon in triple battles.

    The flavour behind changing the user's type would be that it uses all the poison in its body for the attack, but that makes no sense, especially on Pokemon like Grimer that are essentially made of poison. Other than that, yes, it was just for balance purposes to prevent spamming it alongside a Poison or Steel typed partner with a phazing move.
  2. Wishing Star

    Wishing Star Astral Charm Owner

    If the main purpose of that type-changing business is to make it so that the move can essentially only be used once per switch-in, then you could always just change the drawback to make it only usable once per switch-in instead of that confusing type-changing stuff. Some of the intended flavor is lost, yeah, but you could always justify it by saying that the Pokémon needs to "recharge its body" of its poison before it can use Corruption again.
  3. jireh the provider

    jireh the provider Video Game Designer

    At least my exclusive Item works.

    As for the weather, while it is detrimental to both corners, ONLY Normal and Flying type moves benefit on Clear sky.I think of Clear sky as a cloudy day of weather kind. Not so sun shining in other words. And only two moves in the entire game gain benefits from clear sky: a 1 stage power bonus.

    That means Electric, Fire, Water, Rock, and Ice type moves get the accuracy loss. If you are concerned about the other types not mentioned (Dragon, Steel, Ground, Bug, Ghost, etc), they do not gain or lose anything since Clear sky is a move I had as an idea not only to deal with a weather team's guarded weather. But also penalize their corresponding types. Though I don't know I should include the Grass, Steel, and Ground types to get the penalty. Most of the time in a weather team, there are pokemon that benefit from the weather despite the type differences. Abilities are not included (Magic guard users, etc)

    Like Scizor and Jirachi gaining the extra defense against fire moves in the Rain, Terrakion and Landorus getting a SP. def. and Sand force bonus in Sandstorm, etc.
  4. Wishing Star

    Wishing Star Astral Charm Owner

    I could've sworn that you said that the accuracy of Electric-, Fire-, Water-, Rock-, and Ice-type moves would increase instead of decrease. Anyway, what would you do if a new weather came out? You can't just say, "Oh, this weather is built solely to counter other weather types, so if the new weather benefited Psychic-type moves, I would put Psychic on the list of types whose accuracy is lowered by one stage."

    Unfortunately, I can see this move being banned if only for the accuracy drop of so many moves. Yes, you can just probably use other weather moves, but it can't be assumed that every single team that utilizes those types out there will run a weather move. If it just so happens that a team doesn't run a weather move against this, their chances of winning are probably jeopardized.
  5. Divine Retribution

    Divine Retribution Master of the freak show

    Fog Bank
    Type: Flying
    Category: Other
    Power: ---
    Accuracy: ---
    PP: 5/8
    Flavour: The user summons a rolling fog bank. The fog obscures the vision of all Pokemon except Flying and Psychic types for 5 turns.
    Effect: Summons the Fog weather condition. Fog will no longer lower the accuracy of Flying and Psychic types, being as Flying types live in the sky, and are naturally adapted to deal with cloud banks and storms, and Psychic types can use their extrasensory powers to locate opponents. Selfdestruct, Explosion, and the ability Aftermath will not work during fog. This move will get a weather rock (Mist Stone), and may get an autostarting ability. Maybe. I dunno.

    Distribution: Most Flying types, some Psychic and Water types.
  6. Wishing Star

    Wishing Star Astral Charm Owner

    I can see Flying-type Pokémon exempt from the detriment. The Psychic-type one seems a bit of a stretch, but I can see that a bit as well. I don't understand why SelfDestruct, Explosion, and Aftermath wouldn't work, though. Just because it's foggy outside, it doesn't prevent things from exploding.

    Unfortunately, to teams that have no way of stopping this weather, this move is effectively an evasiveness boost for its opponent at all times. And we all know how abusive evasiveness boosts can be. From what I can see, it barely wouldn't make it out of the ban zone because of the evasiveness boost; I already explained it, but if a team has no weather moves to deal with this weather, and their accuracy-unaffected Pokémon have already fainted, what is that team supposed to do against this?
  7. Divine Retribution

    Divine Retribution Master of the freak show

    Isn't that basically the same argument I used against your move Bright Room, which you subsequently shot down?

    Also, those moves are disabled due to the damp conditions. I thought they were in rain too but I might be mistaken.

    EDIT: Never mind, that's only in PMD.
  8. Wishing Star

    Wishing Star Astral Charm Owner

    Bright Room has a set duration. I'm assuming that since this is a weather effect that it would have an ability that creates it indefinitely. And if so, then this weather wouldn't, which means teams that utilize this weather would only have to eliminate opposing Flying- and Psychic-type Pokémon to get rid of the majority of their problems. While it does also affect the team that uses the weather, the team that uses it would obviously be built around letting that accuracy drop affect it as little as possible.

    ...But on the other hand, if there is no ability used to induce this weather, then I rescind what I said about a possible ban entirely.
  9. Divine Retribution

    Divine Retribution Master of the freak show

    An autostarter ability probably would be distributed for flavour reasons (Maybe to Altaria? Altaria fits the flavour, and currently resides in NU like Politoed and Ninetales did before they got their abilities. Plus, Altaria already has a weather-related ability in Cloud Nine...), but I feel like the whole autoweather system should be overhauled anyways. As it currently stands, auto Rain, Sand, and to lesser extents Sun and Hail are broken. The entire system could use an overhaul.

    I mentioned in one of my earlier posts the possibility of said abilities being canceled when the wielder faints. I feel like that would be a good place to start. A few more moves and abilities that ignore or remove weather could be added as well. Plus, some abilities need a nerf, like Chlorophyll/Sand Rush/Swift Swim should only raise Speed 1 stage, for one. Yes, an autostarter for Fog probably would be broken, especially in the current metagame, but in a way so are all the other weather abilities.
  10. Wishing Star

    Wishing Star Astral Charm Owner

    If you're abiding to the change to weather-inducing abilities so that they last a limited number of turns like Rain Dance, or so that they last until the Pokémon that induced it no longer has the ability or otherwise leaves the battlefield, then sure, I guess.

    One question that would result with the variant that keeps the weather until the Pokémon with the ability loses it or faints, though, is if a Drizzle Politoed is sent out on turn 2, and then a Drought Ninetales is sent out on turn 3, when the Ninetales faints, does it go back to rain or does the sun disappear? I would vote for the latter.
  11. Divine Retribution

    Divine Retribution Master of the freak show

    I'd be fine with either, as all the Politoed's trainer really has to do is recall it and send it back out (which in turn could be used by the other player to -maybe- set up for a turn, if it makes a difference in the long run).

    Also, I thought maybe in order for a weather starter to summon weather, it has to stay in for at least 1 turn, meaning that weather abilities activate on the turn AFTER the Pokemon is sent out. Perhaps using Protect/Detect would reset this as well, so you'd have to actually survive an attack to set your weather up.
  12. Wishing Star

    Wishing Star Astral Charm Owner

    I don't see any flavor reason to include the Protect/Detect counter reset thing. I'd say that having a weather-inducing ability active for as long as a Pokémon that has it is on the battlefield is fine.
  13. Divine Retribution

    Divine Retribution Master of the freak show

    That completely defeats the purpose of weather abilities outside of double battles.
  14. Wishing Star

    Wishing Star Astral Charm Owner

    That's why there's the "active for five turns" option, too. :p

    And no, if a Politoed triggered rain with its Drizzle, and that rain lasted for four turns, and it got sent out again, it wouldn't reset the timer, because you can't do that with weather moves. o:
  15. Divine Retribution

    Divine Retribution Master of the freak show

    Would the timer start when the Pokemon switches out or would the timer be active while the Pokemon is in battle? If it's active while the Pokemon is in battle, does it summon the weather again after 5 turns?

    Also, would holding a weather rock extend that timer, similar to the weather moves?
  16. Wishing Star

    Wishing Star Astral Charm Owner

    That would depend on which variant of the weather-inducing ability we're going with.

    If we're going with the variant that requires the Pokémon to be on the field and have its ability (the one that you say is useless in Singles and Rotations), the timer would start when the ability triggers and would last indefinitely until the Pokémon either loses that ability or is no longer on the field.

    If we're going with the five- or eight-turn one, it would start when the ability triggers and would increment for every turn passed, and would end if a Pokémon with another weather-inducing ability enters or when the five or eight turns are up, whichever comes first. In the former, a timer would start for that new weather the same way that the timer for the first weather started.
  17. Divine Retribution

    Divine Retribution Master of the freak show

    Either would make weather pretty non-viable, but the first option would eliminate autoweather starters completely, since their teammates wouldn't be able to abuse the weather, and only Tyranitar and to a lesser extent Hippowdown have usable stats.
  18. Wishing Star

    Wishing Star Astral Charm Owner

    Which is why I'm a big fan of the five- or eight-turn variant, of course. That would be my change if I were allowed to change it. It would give players much more motivation to keep their Drizzle Politoed alive instead of it just being a dummy lead that has no other use against a team that doesn't use weather. :)

    New Item: Coercive Band
    "A red band emanating with power. It forces the holding Pokémon's Ability to trigger in a pinch."
    - It forces the Ability of the holding Pokémon to trigger when its HP is down to 25% or less of its maximum, if it's appropriate for them to trigger at the time the item is used up. Abilities in their current, in-game variant that work with this include Download, Drizzle, Drought, Dry Skin, Forewarn, Frisk, Healer, Ice Body, Intimidate, Moody, Poison Heal, Rain Dish, Sand Stream, Snow Warning, Speed Boost, and Trace (if it somehow still has it). In other words, it triggers any Abilities that trigger at the end of the turn or when the holder would be switched out. It doesn't go away if, for example, a Lotad with Rain Dish was holding this but it wasn't raining when it gets to 25% or less of its maximum HP.
  19. OceanicLanturn

    OceanicLanturn Non non non!

    New Item(s): _____ Band
    Frost Band: Ice
    Flare Band: Fire
    Aqua Band: Water
    Forest Band: Grass
    Toxin Band: Poison
    Mineral Band: Steel
    Thought Band: Psychic
    Assault Band: Dark
    Justice Band: Fighting
    Shock Band: Electric
    Ominous Band: Ghost
    Draco Band: Dragon
    Hover Band: Flying
    Crash Band: Normal
    Mud Band: Ground
    Block Band: Rock
    Spirit Band: Fairy
    Swarm Band: Bug

    Text: Increases the chance of secondary effect happening. The move used must match the band type in order to receive the boost.

    The chance of secondary effects happening increases by 100% on matched type. For example, a Heatran carrying Flare Band will have its chance of secondary effect increases when using Lava Plume, increasing the burn chance from 30% to 60%, but the chance to decrease special defense from Earth Power will NOT increase, as it would require a Mud Band instead. This does not stack with Serene Grace to prevent ragequits from a 120% flinch rate Iron Head from Jirachi.

    And one more...

    Magic Berry
    "In a pinch, the next move will activate the secondary effect."

    Let's say Alakazam is at 22% of its HP, the next move, let's say Psychic, will have a guaranteed chance to lower Special Defense. Simple enough?
  20. Divine Retribution

    Divine Retribution Master of the freak show

    Magic Berry + Ice Beam / Blizzard = broken.
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