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
>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
>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.
>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
>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.
Just make it a 20% Speed increase and Heavy Metal can do the same with Defence. Maybe Sp.Def too, I don't know?
>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
>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.
>Shadow Tag
>Works on Ghosts too.
Gross, no
>Light Metal
Decreasing its weight now comes with a +1 speed once it enters the field
I don't think that it's possible to fix Barrage
Make it a special Bullet Seed.
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.
See that's actually cool.
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.
>Summoned Psychic Pokémon will cancel Stealth Rock
Why couldn't Rock type Pokemon have that?
Because the objective would be to add more color to the meta, not less.
Spikes should do ground-type damage
>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
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.
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
holy fuck this is genius
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
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.
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
Party Favors isn't a bad concept. Healing allies during battle is something Pokemon has never really done very well.
Thank you, anon, I'll try to draw some better pics of him soon :y
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
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.
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
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.
>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.
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
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.
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
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?
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
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
>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.
>Stealth Rock
Typeless damage
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
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
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)
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.
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
>"Repulsed," which is the opposite of infatuation.
Now I'm curious. What other moves could gain Repulsion as a secondary effect?
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
Truant.
Loafing turns count as sleeping similar to Comatose so the lazy ant/ape can still Sleep Talk
Cut should remove Grassy Terrain, Leech Seed, and Ingrain. I'm actually surprised it wasn't updated to have this effect
>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.
Rock Smash - destroys Stealth Rocks