Mega Ampharos the Dragon
History Nerd
Since my sister mostly uses Draining Kiss, none of these buffs would really affect her, maybe the Mystical Fire a little bit, but that is about itWell it took, what, 48 hours? And Sylveon has now seen nerfs to Mystical Fire and Hyper Voice. Judging by all the YouTube videos/Reddit clips I've seen, those nerfs are very much justified. Impressions afterwards indicate Sylveon is still viable to use but just less explosive in damage, which is good. People are moaning that Lucario/Venusaur/Blastoise/others didn't get nerfed alongside Sylveon and they're not wrong for doing so given it is pretty clear the first two at least are too good at what they do (although I dunno if Blastoise is too strong personally, it's weird).
Also, I did think that Sylveon might've been a bit too OP the moment I saw its moveset, so I'm honestly not surprised here
1) Well, I was just thinking of how much an attack really does, but maybe that much damage could be a bit too much, but then again, Blaziken runs on low HP, that is what Reversal is for. Also, I didn't know about Snorlax's Flail, I guess it is because I never see it used, I would agree it is useless for a Defense pokemon plus has Gluttony and Rest. As for how to make Reversal different, maybe it could give a small Attack and Speed buff for a bit? It would kinda make sense, might be a bit too strong though.1) I don't think the concept behind the moves is OP, but numbers-wise it probably is and isn't. Like losing a third of your health to a move that puts you into the thick of combat is a massive liability unless it could pretty much one-shot characters, so maybe reduce the health loss and it should be okay? Lifesteal on the Unite move seems fine, and Reversal would likely be similar/identical to Snorlax's Flail right? Seems fine to me. Could even make Reversal different to Flail and give a timed window where the damage Reversal does is taken into account (say, 3 seconds) where you could dive in using Flare Blitz (taking recoil) whilst also taking damage from enemies, then Reversal does increased damage the more damage you took 3secs before using the move (which would take into account the recoil you took from Flare Blitz?) but as it is so far it's solid.
2) I'd swap Fire Spin and U-Turn - Flare Blitz + Reversal makes for a solid combo so you want those two to be opposite options, whilst U-Turn and Flare Blitz offer similar-but-different skills in terms of it being a movement-based skill (i.e. engaging or disengaging from combat). I think High Jump Kick would work better than Fire Spin judging by your current idea for Blaziken - a melee fighter who uses damage it takes to deal even more damage to the opponent using high mobility and moves that inflict recoil damage. HJK + U-Turn is also a solid combo so I'd say that's the best. Honestly this kind of skillset makes me want to make a Counter-based character who uses recoil damage too (Emboar or Rampardos maybe).
3) Don't see why not, would make it's Blaze a bit unique? You could just remove the recoil damage (Charizard doesn't have recoil on its Flare Blitz, heck it gains a shield?) and add a different secondary effect - maybe it could slam enemies around and stun them if they're slammed into walls, or the damage inflicted by burn heals Incineroar for the same amount? Could work. Or yeah your second idea seems solid too, whatever you like really!
I've not developed any ideas recently, so I'll make one up for my next post. Thinking maybe Heracross or Melmetal? Also I'd be interested in seeing Luxray done, that could be dope!
2) I don't see any reason to swap those 2 moves. Also, I was thinking of HJK and Fire Spin synergy, Fire Spin traps the opponent, making them unable to move, allowing for an easy HJK hit for those who don't want to play that risky Reversal game.
3) Well, I was thinking that Incineroar might need healing due to having no way to heal other than berries and support, maybe put the healing in the Unite Move? Or maybe make the healing only at 1/4 HP or something?
But either way, time for the last 3 of the original 20:
Staraptor, Novice, Melee, Attacker, Physical Attacker: Evolves at Lv 5 and then 7
Special 1 Moves: Quick Attack -> (Upon Evolving into Staravia) Aerial Ace or Take Down
Special 2 Moves: Wing Attack -> (Upon Evolving ) Brave Bird or Close Combat
Ability: Reckless, Unite Move: Sky Dive Somersault
Luxray, Intermediate, Melee, All-Rounder, Physical Attacker: Evolves at Lv 5 and then 9
Special 1 Moves: Thunder Shock -> (Upon Evolving into Luxio) Volt Switch or Wild Charge
Special 2 Moves: Roar -> (At Lv 8) Crunch or Rising Voltage
Ability: Intimidate, Unite Move: Electron Terrain
Magnezone, Intermediate, Ranged, All-Rounder, Special Attacker: Evolves at Lv 6 and then 10
Special 1 Moves: Thunder Shock -> (Upon Evolving into Magneton) Volt Switch or Charge Beam
Special 2 Moves: Magnet Rise -> (At Lv 8) Flash Cannon or Hidden Power
Ability: Magnet Pull, Unite Move: Absolute Discharge
Quick Attack: Slams into the opponent with quick speed, dealing damage, has a large range
Wing Attack: Attack the opponent with its wings, dealing damage
Aerial Ace: (Taken from Talonflame's page) "Flies towards the target Pokémon and does damage, the next Basic Attack is a boosted attack"
Take Down: Charges at the opponent, dealing a lot of damage, the user takes recoil if the move hits
Brave Bird: (Also taken from Talonflame's page, with a change of a move on it) "Jumps in range to the opponent and causes damage to them. Also inflicts damage on the user. If you use a boosted attack shortly after this attack, the wait time for Aerial Ace or Take Down will be 0"
Close Combat: (Taken from Lucario's page) "Unleashes a combo attack, dealing multiple blows to opposing Pokémon and shoving them"
Reckless: Increase the damage of moves that deal damage to you, increase Attack, SpD, and Speed when below half HP
Sky Dive Somersault: Flies up high into the air, doing a somersault as it charges into the ground, dealing massive AoE damage around the area hit by the user's beak, if this move doesn't hit a pokemon upon impact, deal recoil damage to the user
Thunder Shock: (Taken from Pikachu's page) "Releases electricity, dealing damage to opposing Pokémon in the AoE"
Roar: Makes a loud roar in front, shoving all pokemon back within the AoE
Volt Switch: Hits an opponent with an electric spark, dealing damage, teleports further away from the opponent, creates electrical energy
Wild Charge: Surrounds itself with electrical energy and charges into all opponents in front of it, dealing a lot of damage, user takes recoil, creates electrical energy
Crunch: Bites onto the opponent, dealing damage, decreases opponent's Defense and SpD for a short time
Rising Voltage: Absorbs all surrounding electrical energy and attacks and then bursts out electrical energy, dealing damage, deals more damage the more electrical energy and attacks absorbed
Intimidate: All opponents near this Pokemon have decreased Attack
Electron Terrain: Discharges a burst of electricity, dealing massive damage to pokemon surrounding the user, within this attacks AoE, all electric moves deal extra damage, creates electrical energy
Thunder Shock: (Taken from Pikachu's page) "Releases electricity, dealing damage to opposing Pokémon in the AoE"
Magnet Rise: This Pokemon is immune to all attacks on the ground for a short time, also ignores obstacles for a short time
Volt Switch: Hits an opponent with an electric spark, dealing damage, teleports further away from the opponent
Charge Beam: Shoots a beam of electricity at the opponent, dealing damage, increases SpA for a short time
Flash Cannon: Shoots a beam at the opponent, dealing damage, decreases opponent's SpD for a short time
Hidden Power: Shoots out energy on all sides, dealing damage, this move changes which 3 Pokemon it would do more damage to each battle
Magnet Pull: Decrease the Speed of all pokemon near Magnezone, if a Pokemon near Magnezone is paralyzed, it is forced towards Magnezone
Absolute Discharge: Shoots an exploding of Electrical energy in an AoE around Magnezone, dealing massive damage, paralyzes all opponents affected
Is Intimidate or Magnet Pull too OP? At least Intimidate will give Luxray the upper hand in literally any 1v1 situation, so Luxray might need to be ganged upon to defeat
But either way, these are the last of the 20 I first created, I'm still creating more (have already created 7 more) and will probably share them soon
Otherwise, do you think any of these moves should be changed, buffed, or nerfed? I'm especially thinking of Magnezone due to Magnet Pull or Staraptor due to having many similarities to Talonflame or Luxray due to Crunch