ITT Fix Poor Abilities or Moves

I'm not a fan of GF realizing they can just start deleting things from the games rather than fixing them, so let's do the work for them. How would you improve some of the bad Abilities or Moves to make them more viable or interesting? I'll start

>Karate Chop
Give it the ability to break screens and up the crit ratio

>Brick Break
Upgraded to now also break through Protect and its clones, dealing 1/2 damage

>Feint
Also changes to now damage through and cancel Priority moves instead of hitting through Protect

  1. 2 weeks ago
    Anonymous

    >Drillpeck
    20% Flinch chance
    >Flamewheel
    80Bp 25%Burn chance
    >Float fall
    Distributed to every Flying type with a tail.
    >Cut
    60Bp/100Acc/Always raises Atk 1 stage
    >Strength
    Fighting, -1Priority, Always slows opponent bt 2 stages

    • 2 weeks ago
      Anonymous

      >Karate Chop
      It's meant to be an early game move, the fuck does it need to be fixed for? Fucking comp retard.
      >Brick Break
      Holy shit yes I want every Pokemon to be Urshifu that sounds like such a fun game.
      >Feint
      Is already a good move, the fuck does it need to be changed for?

      >Drillpeck
      Oh god yes please more RNG please pump it all over me daddy.
      >Flamewheel
      Yes, we do need a better scald in the game
      >Floaty Fall
      I'd rather Let's Go trash stay in Let's Go.
      >Cut
      They just cut fucking Power Up Punch you dumb asshole why would they bring it back?
      >Strength
      Sure, whatever.

      • 2 weeks ago
        Anonymous

        >Yes, we do need a better scald in the game
        You don’t even play the game. Lava plume is the same power and burn chance as scald while flame wheel only has 25% in OP’s proposal

    • 2 weeks ago
      Anonymous

      >Distributed to every Flying type with a tail
      So just about every non-insect Flying type?
      >Cut
      Should be a move that always crits.
      >Strength
      Should be the one that ups Attack.

      >Light Metal
      Decreasing its weight now comes with a +1 speed once it enters the field

      Just make it a 20% Speed increase and Heavy Metal can do the same with Defence. Maybe Sp.Def too, I don't know?

  2. 2 weeks ago
    Anonymous

    >Rock Wrecker
    160 Power, 100 Accuracy, Can't be used twice in a row.
    >Power Gem
    30% chances to drop Special Defense by 1 stage
    >Rock Climb
    Rock Type now

  3. 2 weeks ago
    Anonymous

    >Pressure
    Adds in a Unaware effect that ignores stat changes.
    >Trace
    Also copies the opponent's stat changes.
    >Mummy
    Adds Ghost type to mons inflicted with it.
    >Minus/Plus
    If both mons have the same ability also increase evasion. If they have minus-plus then reduce taken damage as well.
    >Damp
    Also lowers the power of fire moves in the field. Maybe throw in a weakness to Grass/Electric for all the mons on the field too. (too much I know)
    >Shadow Tag
    Works on Ghosts too.
    >Arena Trap
    Doesn't work on Ground types.

    • 2 weeks ago
      Anonymous

      >Shadow Tag
      >Works on Ghosts too.
      Gross, no

  4. 2 weeks ago
    Anonymous

    >Light Metal
    Decreasing its weight now comes with a +1 speed once it enters the field

  5. 2 weeks ago
    Anonymous

    I don't think that it's possible to fix Barrage

    • 2 weeks ago
      Brett

      Make it a special Bullet Seed.

  6. 2 weeks ago
    Anonymous

    Detect should count as "100% evasion" instead of being a protect clone. This would mean that protection-breaking moves don't ignore it, but always-hit moves do.

    • 2 weeks ago
      Anonymous

      See that's actually cool.

  7. 2 weeks ago
    Anonymous

    Just like
    >Toxic Spikes is canceled by summoned poison Pokémon that make contact on the ground
    ...
    >Summoned Psychic Pokémon will cancel Stealth Rock

    In order to give the type as a whole a pivotal niche not only applicable to walls.

    • 2 weeks ago
      Anonymous

      >Summoned Psychic Pokémon will cancel Stealth Rock
      Why couldn't Rock type Pokemon have that?

      • 2 weeks ago
        Anonymous

        Because the objective would be to add more color to the meta, not less.

  8. 2 weeks ago
    Anonymous

    Spikes should do ground-type damage

  9. 2 weeks ago
    Anonymous

    >Slam same stats
    40% flinch chance
    >Meditate
    Also raise sp def harshly. (and finally is usefull move)
    >Sing (If used by a fairy type - +20% accuracy)
    >Flame wheel make it a fire roll out clone with chance to burn

  10. 2 weeks ago
    Anonymous

    Lets add more hazards.

    >Phantom Orbs
    >Ghost type
    >Summons Phantom Spirits around the arena that do additional damage.
    And then it just does additional damage to your opponent's Pokemon every time your Pokemon lands a hit. Like, 1/8th their total health, same as a lot of the other hazards.

  11. 2 weeks ago
    Anonymous

    Posted this in the drawthread a day or two ago, semi related to the idea of this thread
    Here's my idea for a new Slaking, Salaking (Salary King)
    Change his ability to "9 to 5", a reverse Slow Start where he can only fight for 5 turns before his stats halve or he "clocks out" and forcefully leaves the field.
    Additionally, his signature move is "Quitting Time", First Impression + U-Turn, where if you let him clock out early, he enthusiastically leaves the field, trampling his opponent on the way out

    • 2 weeks ago
      Anonymous

      holy fuck this is genius

      Lets add more hazards.

      >Phantom Orbs
      >Ghost type
      >Summons Phantom Spirits around the arena that do additional damage.
      And then it just does additional damage to your opponent's Pokemon every time your Pokemon lands a hit. Like, 1/8th their total health, same as a lot of the other hazards.

      at first I was disgusted you'd want to buff Ghost further but this is actually a cool ass idea so I'll allow it

      • 2 weeks ago
        Anonymous

        I had some other thoughts awhile ago for hazards.

        >Ball Lightning
        >Electric Type
        >Summons 8 Balls of lightning to the field that do damage when a Pokemon has to move around them.
        And then it keeps track of how many are out ("8 balls remain!") and each one does 1/8 total HP damage every time a Pokemon is hit, but it does electric damage like Stealth Rock does Rock damage. Pokemon are hit when they enter the field, or return to the field from a turn of invincibility, but certain things might force the use of more than one ball at a time. Like a Pokemon coming in with Magnet Pull or Lightning Rod might take all the balls left out all at once. Also, Rain ups their power.

        • 2 weeks ago
          Anonymous

          Damn, I love it! Best I've got is the following

          New "Hazard"

          >Party Favors
          Leaves a layer of snacks that will heal your next switch in by 25%. Can stack up to 3 layers, but a switch in will only consume 1 at a time.

          New "Weather"

          >New Moon
          Obscures the moon behind a veil of darkness, weakening certain Pokémon and simulating a dark night. Fairy attacks deal half damage and several moves take on their nighttime effects. Maaaybe buffs something else, like giving Dark types a boost to Def but they really don't need another buff so idk

          • 2 weeks ago
            Anonymous

            Party Favors isn't a bad concept. Healing allies during battle is something Pokemon has never really done very well.

      • 2 weeks ago
        Anonymous

        Thank you, anon, I'll try to draw some better pics of him soon :y

        Change the name of "9 - 5" to "Overtime" and make the effect "This Pokemon's stats slowly run out, the longer their on the field" (simple 1 stage drop per turn) and you might be cooking with something. Giving Slaking's stats 5 turns of no Slacking Off is a scary thought, Anon. I don't care if he has to be forcefully returned after that, that ability is massively OP. "Quitting Time" is good, though. I don't know how I feel about it being a First Impression, but you do you for that.

        The idea of Quitting Time would be it either only works on the first turn or it loses power as the turns count down, as his enthusiasm for clocking out early would be higher at the start of his shift
        I was actually thinking of Overtime as a Normal Superpower/Hammer Arm/Close Combat alternate signature move if QT was too unfair, where his stats/enthusiasm drop from having to do extra work

        • 2 weeks ago
          Anonymous

          Maybe that's on me, then. I assumed he'd be more willing to go the longer he spent at work. Like, the longer you're there, the more excited you'd be to punch the clock and run. So I was thinking it was something more like "The longer he's in the more damage this move does" or something. Like the moves starts on 20BP and maybe every turn the move goes up by like 30BP (caps at 200) and it just straight up ignores dropped stats when used or something.

          • 2 weeks ago
            Anonymous

            Nah, ya gotta keep the lazy spirit of thr original Slaking in there
            This one is salaried, so he doesn't get any benefit from working overtime, his pay is always the same. That's why it's 9 to 5, he works his shift, does his business efficiently, and then fucks off

    • 2 weeks ago
      Anonymous

      Change the name of "9 - 5" to "Overtime" and make the effect "This Pokemon's stats slowly run out, the longer their on the field" (simple 1 stage drop per turn) and you might be cooking with something. Giving Slaking's stats 5 turns of no Slacking Off is a scary thought, Anon. I don't care if he has to be forcefully returned after that, that ability is massively OP. "Quitting Time" is good, though. I don't know how I feel about it being a First Impression, but you do you for that.

    • 2 weeks ago
      Anonymous

      >Change his ability to "9 to 5", a reverse Slow Start where he can only fight for 5 turns before his stats halve or he "clocks out" and forcefully leaves the field.
      That's a fun concept, but it needs a bit more of a drawback to be balanced.
      This is how I'd do it, personally:

      >9 to 5
      >Once this Pokemon has been on the field for 5 turns (Switching out does not reset the 5 turn timer), it "Clocks Out". It is forcibly switched out and gains a special "Deep Sleep" status. The Deep Sleep status lasts for 5 turns. Any status condition the Pokemon had before Clocking Out is cured, and the Deep Sleep Condition cannot be cured by healing moves used by allies. When this Pokemon is cured of "Deep Sleep", the turn counter resets to 0.

      >Quitting Time
      >Normal
      >Physical
      >PP 5
      >Power -
      >Accuracy 100%
      >Contact
      >The base power of this move is (200 - (Turn Counter on "9-5" * 40)). The user deals damage, and then "Clocks Out" as if 5 turns had passed (the user is forcibly switched out and gains the "Deep Sleep" status, which lasts 5 turns). This move fails if the user does not have the "9 to 5" ability.

      • 2 weeks ago
        Anonymous

        Deep Sleep might a bit heavy of a drawback
        Maybe make it so that when he takes a status condition, he forcibly switches himself as a sick day, which cures the condition but removes him from the field
        This gives the opponent a means of dealing with him to some degree, and makes setting up with Salaking useless
        Just make him a freight train that charges in and out constantly

        • 2 weeks ago
          Anonymous

          It depends on how good his stats are honestly. If it's as good as the original Slacking, just being being switched out sometimes is mostly inconsequential for how strong it is and arguably beneficial in some circumstances. Plus Deep Sleep lets you pick between going all in on a hyper offense set that looks to clean up late game before the effect matters, or a more balanced set that seeks to take advantage of Deep Sleep by throwing on Sleep Talk and Slack Off to give it some sustain.

          • 2 weeks ago
            Anonymous

            [...]
            How about this?

            >9 to 5
            >After 5 turns, this Pokemon returns and falls asleep.

            >Quitting Time
            >Physical, Normal
            >200BP, 100ACC, 5PP
            >The BP of this move lowers by 50 every turn. The user will change places with a party member and be woken up if asleep.

            Or something like that?

            Ya know, I completely forgot about Sleep Talk, and that little bit of RNG tossed in there might make him a little less unstoppable

            How's this for an alternate/Hidden ability
            >Power Nap
            >This Pokémon's offensive stats are halved unless it is asleep
            Then you toss in a new item like "Calming Tea" that causes the user to fall asleep at the end of the first turn
            Or you're stuck with Rest/Talk and only 2 offensive moves to choose from

      • 2 weeks ago
        Anonymous

        Nah, ya gotta keep the lazy spirit of thr original Slaking in there
        This one is salaried, so he doesn't get any benefit from working overtime, his pay is always the same. That's why it's 9 to 5, he works his shift, does his business efficiently, and then fucks off

        How about this?

        >9 to 5
        >After 5 turns, this Pokemon returns and falls asleep.

        >Quitting Time
        >Physical, Normal
        >200BP, 100ACC, 5PP
        >The BP of this move lowers by 50 every turn. The user will change places with a party member and be woken up if asleep.

        Or something like that?

        • 2 weeks ago
          Anonymous

          Ohhh, I didn't read this whole thing
          >will be woken up if asleep
          You could use this as utility and wake up other party members
          We'd change the name from "Quitting Time" to "Shift Change", maybe eliminate the First Impression aspect

    • 2 weeks ago
      Anonymous

      Anons, what are some other Pokémon besides Slaking that have been utterly fucked for the longest time?
      I wanna try designing some alts after I draw Salaking properly

    • 2 weeks ago
      Anonymous

      Anons, what are some other Pokémon besides Slaking that have been utterly fucked for the longest time?
      I wanna try designing some alts after I draw Salaking properly

  12. 2 weeks ago
    Anonymous

    >moves like whirlpool, fire spin, etc.
    No longer trap in foes, however they will continue to do 1/16th damage to the opponent for 4 turns. The opponent is immune to damage if they are the same type as the move.

  13. 2 weeks ago
    Anonymous

    >Stealth Rock
    Typeless damage

    • 2 weeks ago
      Anonymous

      This attack makes no sense.Why are they invisible? The Ice type would make much more sense. But imo it should have been grass type. Not only that would counter bulky water types, Stealthy seeds that explode exist

  14. 2 weeks ago
    Anonymous

    Reposting from another thread
    >Zing Zap + Aura Sphere
    Wider distribution
    >All three Elemental Punches + Shadow Punch
    80 BP, and wider distribution on the latter
    >X-Scissor
    Added effect of increased crit chance

  15. 2 weeks ago
    Anonymous

    Alternative buffs for Slam

    Option 1: If this move misses, next turn it will deal double damage and gain 100% accuracy.

    Option 2: This move gains any 'contact' effect ability you may have. (Flame Body, Gooey, Iron Barbs, Poison point, etc)

  16. 2 weeks ago
    Anonymous

    Tail moves:
    All are 120Bp 85 Acc 10%flinch chance +secondary effect:
    >Slam
    Lowers users and targets evasion
    >Powerwhip
    10%chance to raise users Atk 1 stage
    >Aquatail
    Slows opponent 1 stage
    >Firelash
    Lowers opponents Def 1 stage
    >Iron tail
    Heightens users Def 1 stage
    >Floatfall
    Heightens users crit chance 1 stage
    >Dragontail
    Forced switchout -1priority

    All of them get wider distribution to anything not weak to the listed move that has a tail.

  17. 2 weeks ago
    Anonymous

    Gen 1 has a lot of these moves, and many of them got the axe anyway

    >Cut
    Picks up Rapid Spin's ability to get you out of a trapping move and picks up a high crit ratio too. It also has a unique ability to remove Grassy Terrain.

    >Razor Wind
    Remains Normal-type and a charge move, but now it no longer needs to charge during Tailwind, counts as a wind move itself, and has the unique ability to ignore type resistances

    >Lick
    Becomes a special move and loses its chance to Para for a unique effect: a licked opponent has a 50% chance to become "Repulsed," which is the opposite of infatuation. A Pokemon that is Repulsed is less likely to land a hit against the Pokémon that disgusted it. Lasts for 3 turns or until the affected Pokemon switches out.

    >Egg Bomb
    Now ignores Defense when dealing damage. That matches the move description saying "maximum force" a bit better.

    >Aurora Beam
    Bump to 70BP and now has a guaranteed Attack drop in Snow. Now it's still a weaker attack, but it's a safe way to passively buff your Ice type further in Snow.

    >Comet Punch
    Buffed to 25BP per hit and changes to Fighting. Mostly Pokémon of that type learn it so just give them STAB on it and make it comparable to move like Rock Blast in damage

    • 2 weeks ago
      Anonymous

      >"Repulsed," which is the opposite of infatuation.
      Now I'm curious. What other moves could gain Repulsion as a secondary effect?

  18. 2 weeks ago
    Anonymous

    Emergency Exit and Shields Down (rip lil meteor bro), swap their fucking priorities with eachother. They both could actually be solid abilities if not for their current peak retarded choices on when they activate

  19. 2 weeks ago
    Anonymous

    Truant.
    Loafing turns count as sleeping similar to Comatose so the lazy ant/ape can still Sleep Talk

  20. 2 weeks ago
    Anonymous

    Cut should remove Grassy Terrain, Leech Seed, and Ingrain. I'm actually surprised it wasn't updated to have this effect

  21. 2 weeks ago
    Anonymous

    >Rage
    Base Power increases every time the user is hit, like Rage Fist. The move still grants an Attack boost when you're hit while using it.

  22. 2 weeks ago
    Anonymous

    Rock Smash - destroys Stealth Rocks

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