Oooooo Gust should remove hazards Oooooo Smog should lower accuracy Oooooo Incinerate should be 100% burn chance Oooooo There should be a momentum-gaining, u-turn like fire-type move
I will never understand why gf nerfed Dark Void at the same time they made it so only Darkrai could use it, a pokemon that has never been legal in the official competitive format
They probably meant to do the 50% thing originally, realized they could make it so Smeargle wasn't able to use it, but then forgor to change the 50% accuracy back
They should just buff Volt Tackle to 150 and Wild Charge to 120. The Pikachu line still gets their super strong signature move to themselves while other electric types can finally start threatening Mons with their physical attacks.
@@ShinyKelp Emolga would legit not be half bad in the lower tier if it gained access to this new Electric Head Smash, coupled with Acrobatics it would make for a pretty threatening offensive combination. It wouldn't be RU or probably even NU (thanks a lot, mediocre balanced attack stats) but in PU it would probably be a threat
@@_Yuputka_ raichu has base 90 attack and pikachu while it has a base attack equivalent of 159, falls over if you breath on it so i dont see the point in nerfing it with lower accuracy
Another idea for Wild Charge might be to just remove the recoil altogether. Then it would just be a physical Thunderbolt, which I think sounds like something that should probably exist.
Either that, or buff Spark so that it has a base power on par with Thunderbolt, maybe? I've always found myself wishing Spark had a higher base power, so I could use it on my physical Electric-type Pokémon over Thunder Fang, a move which isn't 100% accurate. Then Wild Charge could still be buffed to be on par with Flare Blitz, to give Electric-type physical attackers a little bit of variety as well. Also the previously-mentioned type coverage for Pokémon like Rapidash and Arcanine!
This is a small thing but I've always thought about this. Explosion should be a field clearing move. It's a gigantic explosion that appears almost nuke like in power in its animations, so it should effectively reset the battlefield by destroying any hazards on the field.
also for damage calculation treating the opponents defense stats in half for this move, was not a issue for the majority of players. Some GF developers apparently forgot why they did this in Gen 1 in the first place. It was limited as a 250 attack move, because the BP couldn't exceed 255. As such Self-Destruct and Explosion were 400 and 500 BP moves in essence.
I think explosion is already a great move for maintaining momentum. Like with regieleki it wants to use volt switch for this but if the opponent has a ground type type you would get blocked, so I like to click explosion and I don't even run volt switch
@@dude99844 Yes, but the power level is so much higher nowadays than in Gens 1 - 4 that I don't think it'd be too busted. It'd be 10 bp higher than Boom Burst with the drawback of making you lose a Pokemon (potentially) if you fail to KO. And there are plenty of Pokemon that could eat even a Hyper Beam from Porygon-Z, the most egregious being Tyranitar: 252 SpA Choice Specs Adaptability Porygon-Z Hyper Beam vs. 252 HP / 252+ SpD Tyranitar in Sand: 121-143 (29.9 - 35.3%) -- guaranteed 4HKO after Leftovers recovery
@@capeisdead2987 yea but then smogon might ban it cuz luck and all that stuff, they banned sand veil and bright powder so they would probably ban this too
@@capeisdead2987 yes, but tell me, how many people use those? They would have to bring one of those things just to not be beaten up by RNG, and since they banned sand veil and bright powder, they would surely ban it. If we are talking about increasing accuracy it could work, Lanturn could fire off more accurate thunders, it would be kinda similiar to compound eyes but i mean who cares.
@@FraserSouris hazards even with the nerfs it has alredy, are still SO busted. cmon would you like to have 50% of your hp be taken out, and then get badly poisoned, then have you speed dropped on the first turn you switch your mon in?
The problem with boots is that every mon and their grandma has knock off, so yes hazards are still a problem. Specifically, rocks are still a problem. I think that all of these things we have added over time are just band aids to the bigger issue of gf just not directly nerfing rocks for some reason. Like, why do rocks do type damage? Is it not enough that they can hit fliers and levitators when spikes/t-spikes can't? Maybe if they did a set amount of damage no matter what type the poke was, they would be less centralizing.
The sad part is Pikachu's move is actually the flare blitz clone for the electric type with volt tackle, then you've got togedemaru with iron head's clone. The other clones have pretty good moves too, not as notable as those two. I feel volt tackle would need to be buffed to 150 power and 80 accuracy like head smash, if wild charge were buffed
I would be fine with that. Heck I would even be fine with it staying at 100 accuracy even with 150 power. Pikachu deserves it, it's the series mascot! It wouldn't be too OP on Raichu either because Raichu in general isn't that strong already
Spikes has always been my favorite entry hazard conceptually. Having a consistent 25% damage on switch in is great, but you need to commit three turns using it, losing out on more attacks, and meaning defog/rapid spin hurts a lot more. Plus I like the flavor of flying/levitating pokemon avoiding them. Because of that I'm in favor of something that nerfs Stealth Rock but not Spikes
Spikes is a great concept and isn't so drastically one sided like stealth rock, I also support rock smash, I've been saying rock smash needs buff for years, my idea was 85%-100% for the defense drop for a more consistent 1 2 punch but the stealth rock thing would probably be more effective
I've been saying for years that HM moves should absolutely not be removed but just reworked, I've been thinking about Rock Smash guaranteeing a Def drop, Cut being Grass type and being super effective against Grass itself sorta like Freeze Dry, Rock Climb being Rock type, Strenght having a secondary effect so it's sort of an alternative to Body Slam, we also desperately need a Fire type HM move
@@dimanthehedghog honestly idk rock smash is 50% chance when rock tomb is like 100% to lower speed Surely a 40 power move that lowers defense on opponent isnt that strong (i mean power up punch exists)
I think illuminate could be re-worked a little different. By being "illuminating" you're making the opponent easier to see, but you're also making it easier for the opponent to know where you are. Maybe it could function like a combination of no-guard + compound-eyes, where all Pokémon on the field have an increase in accuracy; both you AND the opponent!
I like the idea of it giving both parties a +1 in accuracy, but taking it away when the Illuminate mon leaves the field. It would still be more useful for the Illuminate mon because they can control it and most people wouldn't plan around the possibility of encountering Illuminate.
@@lued123 agreed. I feel like it would make for a lot more interesting synergies and allow for Pokémon like Lanturn/Starmie to run Hydro/Thunder for more immediate, reliable damage as opposed to Surf/T-Bolt
As a side note, Victini's Victory Star is almost exactly this, but only for Victini itself and its allies on the field. I think making Illuminate a slightly worse version by allowing your opponent to benefit from it is a really cool idea!
@@Hyndsyte2020 that’s exactly what I was going for! Sometimes on doubles, I run skill swap victini + something that has inferno/zap cannon for meme status. Accuracy buffs are a bit underrated!
I propose a change for Stench: When the user gets hit with a contact move, it has a 30% chance to force the opponent to switch out (like Whirlwind). Right now Stench is a bad ability. It has a 10% chance to cause the opponent to flinch, but it was given to mostly slow Pokémon that have better abilities. Causing the opponent to switch out would actually make sense thematically, because the smell would be too disgusting for them to stay on the field. Considering that all Stench users have access to either entry hazards or status moves, it would allow them to spread those around easier.
Wild Charge is great in PLA because using it immediately removes the drowsy status, meaning you can alternate bewteen recovery and Wild Charge and over again. It should do more damage though.. Unfortunately. PLA also doesn't have wi-fi battles
The only problem with happy hour Omni boosting while lowering accuracy is that it would just be used with white herb to remove that drawback, but I guess it is sacrificing the item slot to do so.
Darkrai is my favorite Pokémon so I’m biased and I’ll admit 80% accuracy for a sleep move is a bit wack, but three things 1. Spore is 100% accurate, and while yes it has a very limited pool of Pokémon and can’t affect grass types, 100% accuracy is crazy for a sleep move. At least dark void has a chance to miss. 2. Dark void is only usable by one Pokémon and Darkrai can’t be used in VGC, so the dual target sleep doesn’t matter (though I personally believe it should only hit one target hitting two is BS and would’ve fixed the move arguably better than making it 50%) 3. Darkrai is a mythical Pokémon. When signature moves like geomancy exist, I think having a 80% accurate (or even 75% accurate if they want it nerfed) move on a mythical Pokémon is fine. That’s my rant for today 😅. Also I think it would be kinda interesting if illuminate became a variation of no guard. It would make sense because the Pokémon would be able to see much better but then glowing would make them an easier target.
dark void hitting 2 mons is what made rai viable. u get a free turn of them switching out turn1 to dodge sleep on important mons or turn2 to get new mons in. this lets ur opponent set up, or even use stranger moves like dragon tail to bring a sleeping mon back in. i think a 75% accu sweet spot is good. better than hypnosis in singles but worse than spore and on par with sleep powder. in vgc (unrestricted formats) which i discussed before this move becomes the best supporting move with an accuracy increase item and a victiny on the team. the problem was always smeargle
@@brandongouveia8198 Darkrai has never used dark void competitive double battles. In VGC darkrai banned and smogon banned the move darkvoid (before its nerf). Imo its fine to just make it a single target 100% accurate move, that way its also fine if smergle uses it do (since its just a slightly better spore that way)
A fair compromise could be 75% against one target, but 50% against multiple targets. It successfully inhibits Dark Void in VGC formats without inflicting any destructive collateral nerf in singles.
Rock Smash being used to get rid of *exclusively* Stealth Rock is SUCH a cool idea and I'm shocked that they haven't tried it yet, nor that I've ever heard about this from anyone else
@@FraserSouris I personally feel like hazards overall are too weak but rocks are still incredibly pervasive. Boots has definitely been the biggest factor in reducing the impact that hazards have. I think in general all forms of spikes are *much* weaker than they used to be and shouldn't be this much weaker than rocks
ive always liked the idea of turning illuminate into intimidate for spatk, the pokemon emits a bright flash and catches everyone off guard this is because illuminate and intimidate are similar looking words
I like the idea of Game Freak implementing the Legends Arceus version of Dark Void (with the same caviat of only allowing Darkrai to use it) in gen 9. Darkrai is in this awkward spot right now where it's outclassed in (nat dex) Ubers, but way too good for OU. The accuracy boost and the defense drop it'd give would help massively with punching holes into defensive teams, whether it puts something to sleep, or they continue with drowsy from Legends Arceus.
personal ideas on buffing some bad abilities: run away: alongside the effects mentioned in the video, should also allow you to escape boosted pursuit light metal: the pokemon takes halved damage from ground type moves heavy metal: the pokemon with this ability can remove hazards after it is sent in AND after it takes the hazard damage (just so it isn't 100% busted) slow start: instead of halving the pokemon stats, the pokemon instead starts with normal stats, and gets a 50% boost to attack and speed after 5 turns (fittingly powerful for regigigas, but it still requires you to put in some work to get the effect) illusion: the trainer gets prompted to choose which pokemon they can take the disguise of every time zoroark is switched in, instead of always being the pokemon in the last slot stall: the pokemon with the ability has a 25% boost to its defense and special defense normalize: the power of the moves affected is doubled, instead of being just 20% honey gather: contact with the pokemon with this ability makes the opponent move last on their next turn truant: attacks done by a pokemon with this ability can't be negated by moves or abilities plus and minus: now gives a 20% special attack boost if the two pokemon are in the same party, even if one has fainted klutz: the user is immune from any negative effects the opponent's item can inflict on them as well, including things like stat boosts from eaten berries emergency exit: if the user had any boosted stats before being forced to switch out, it will get back half of those boosts when switched back in
@s92 i didn't really hold back for slow start, since it's meant to be for a legendary (and a trio leader at that), so the usual fears of balancing kinda went out the window for it a pokemon like regigigas deserves a strong ability, so i went with that while still keeping the "stay in to get a benefit" gimmick
I think Slow start should gradually lessen in effect over the 5 turns. Like Turn 1 you'll have 50% Attack and Speed Turn 2 reduced to 40% Turn 3 to 30% Or maybe just make it three turns.
Since Happy Hour has to do with the money received in-game, and money is typically connotated to lotteries, what if Happy Hour got a "Pokémon Lottery Corner" treatment? I'm aware that this may sound silly, but hear me out: Happy Hour should be a status move that boosts your best stat by two stages, but only if you use it right when an opponent switches out. Otherwise, it fails. Your "happy hour" is determined if you were able to call out the switch.
I don’t know, using it exclusively on switches would be very niche. Maybe it could function on the same principle as Focus Punch, where it only activates if the user isn’t attacked.
Personally I think Wild Charge should be boosted up to 105 power, but keep the lower recoil. I like the idea moves with various amounts of recoil, but all the lower recoil moves right now (submission, take down, wild charge) kinda suck.
Submission should just have 100% accuracy. I don't know why a move with average base power needed to have bad accuracy and deal recoil damage too. There was literally nothing broken about it that warranted such over-balancing. In that same vein, Take Down could use the same accuracy boost too, I mean Double Edge already has 100% accuracy and it is much stronger... And while we are at it, Submission should also ground flying and levitating foes like Smack Down. It is literally in its in-game description: "The user grabs the foe and recklessly dives for the ground. It also hurts the user slightly".
Illuminate could be a counterpart to intimidate lowering the opponent's evasion. Happy Hour could be an omni boost that gives you a random status aliment that cannot be removed via berry.
Turn Volt Tackle into a standard physical electric move, rather than Pikachu exclusive. It should have a new effect where its recoil is completely removed if the user is holding a Light Ball, to make it still synergystic with Pikachu, but not exclusive
It's exclusive to Pikachu due to the Japanese name for Volt Tackle being Volteccer, which is a reference to Pulseman, another GameFreak game. If they gave it to everything but their mascot, it loses the meaning. Buff Wild Charge, and give Volt Tackle a different effect. I swear people call themselves fans don't understand the meaning on why some things are as they are.
@@Tobunari I recognize that, however, I don't think it matters. As it is, this cool Game Freak reference is pretty much impossible to see in game. If you don't know how to get it, you probably won't breed a Pikachu holding a Light Ball. If you do know, you'll probably realize that Pikachu isn't a good competitive Pokémon. So, why not put this cool reference in more parts of the game?
@@J242D Yeah lmao. I mean, I did know it for the same reason this person probably did: it was on Did You Know Gaming at some point. There's no reason to gatekeep like that
Here’s some ideas I got to buff some HM moves Dig/dive: could either have high crit rate or have a 30% chance flinch Strength: should have the chance to increase its defense and attack by one stage, similar to meteor mash Cut: ignores stat changes and also doubles it’s power when the opposing Pokémon have a stat change Flash: remove accuracy debuff, but instead add a multiple turn buff that allows all moves to become 100% accurate Rock climb: increase the user speed by one stage Fly: Make the move 100% accurate and has a high chance of critical hit
1. Ok 2. I think having one of them happen is enough, not both. 3. Shouldn't Cut just always crit? Simplifies the move and makes more sense. 4. So... Gravity. Instead I think that a status flinching move will be cool (with lower accuracy so you can't just spam it) 5. Agreed 6. Basically, make it a Dig/Dive, so lower the power to 80 for consistency.
the thing about happy hour causing a debuff but boosting stats actually reminds me of something similar. in gen 2 only, there was an item called beserk gene, wich boosts attack but causes confusion. beserk gene sucks, so i think it should also boost special attack and both defenses (maybe speed? if it isnt too OP)
Came back to this video, and wow - the Clear Body change predicted Good As Gold canceling targeted status moves entirely, including Defog's "secondary" benefit of clearing both sides of hazards, instead of just having Gholdengo ignore the evasion reduction but letting the move happen.
My idea for happy hour: "By keeping positive, the user removes all negative stat changes from itself." This would be underwhelming competitively, but still makes sense for the move itself.
I think Charge negating the next Charging/Recharge turn, once or twice (once for Recharge, twice for charging) would be a more creative execution. Hyper Beam clones are useless, but being able to prep for the recharge would make them an evil nuke
The Run Away change would be great, especially since it lets you flee from wild Pokemon that have trapping moves/abilities, so it'd make sense for it to have that effect in a trainer battle too.
@@oodogla Yes, that's what I meant in my main post. You can run away from wild battles but you can't switch if you're trapped, so this buff would apply to both wild battles and trainer battles.
Just give trick room a way to extend its duration like weather and terrain. It might be nightmarish for doubles, but for singles it seems fine. Honestly, you could mess with it to balance it. Maybe allow certain moves and abilities to cancel it.
@@borismuller86 i mean they could just ban the trick room buffing item for vgc. It wouldn't be the first time they had something banned, hell im suprised everytime ubers are allowed in vgc soul dew isn't for the lati twins
Slight disagree on the illuminate. By that logic illuminate should increase the accuracy of all Pokémon on the field, including yourseld and your partners(and your foes too). In singles it would function almost the exact same (just boosting your enemy as well. Hopefully you chose moves for your ability and they didn’t) but it would be additionally useful in doubles with a few riskier than normal moves like hydropump, the ability To nullify hustle accuracy, and a few other situations where you can afford to run the less accurate, more powerful option because you have illuminate. Truthfully you won’t see any of the Pokémon that currently have illuminate be run in doubles as they are, except if we do get the move spotlight back, many Pokémon that had spotlight also have illuminate, and redirection is critical in doubles.
Illuminate should make you immune to hazards when switching in & give a slight evasion boost. Happy hour could raises your all stats for 3 turns and leave the user confused when trying to stack it during that threshold. Payday could steal the opponents item and turned into a multi hit move that does hits 1-5 times based on how valuable the opponent’s item is
I have got a few suggestions about fixing the HMs: CUT: this move should have 100% accuracy and 100% chance of droping the opponent's defences by 3 stages. STRENGTH:this move should force the opponent to switch. SURF: I am not sure if this move needs to be fixed, if it does then I guess maybe either a drop on the opponent's defence. or if the next attack is electric it gets a damage boost. FLY: increase the accuracy to 100% FLASH:reduces accuracy by 2 stages,also it has low PP,maybe 10. WHIRLPOOL:100% accuracy WATERFALL:100 base power ROCK CLIMB:100% chance of confusing the target
Alternative idea for illuminate to make it useful but not an exact copy of compound eyes would be to make it the evasion equivalent of intimidate, that way on a switch in you lower their evasion still allowing you to use the low accuracy moves but also allowing you to consider the evasion drop when planning the coverage moves on the rest of your team
While I don't think that this would make it necessarily better it would definitely make it different and add a more unique element to team building, it would also make it more considerable on a more defensive rapid spin set for starmie
Rock Smash becoming equivalent to Rapid Spin sounds really cool. 50 BP move, removes (one) hazard, and rather than a 50% chance to lower defense, it could be bumped up to 100. That last one could even help against the bulky teams mentioned prior, and make staying in against a Rock Smasher a bit more risky
You gotta be careful with base power suggestions. I see ideas for reducing U-Turn to 60 power get shot down because of Scizor and Technician. That ability shouldn't be neglected in base power discussions.
radical red, a famous romhack, gave electivire plasma fists+iron fist combo, and wouldnt you know it it shot all the way to OU lol, its a good example on how just tiny move and ability changes can make a pokemon so bad that its untiered, be usable in standard play
I really think rock smash being able to remove hazards is as pretty good idea i would boost the damage to maybe 50 or 60, and make the defense drop a 100%.
I wouldn't go for 60BP. While most Pokemon with Technician and Rock Smash have access to a good Fighting move with higher power, the ones that don't, mainly Breloom and Scizor, would highly benefit from it.
60 power with a 100% Defense drop is approaching dangerous territories. Maybe just keep the 40 power or the 50% chance because both of them together sorta make me wince.
True. There's usually some sort of Pokémon who'd happily abuse the changes or new effects we'd give to moves. Scizor is the reason why U-Turn should not go to 60 power.
Wild Charge sees play as is, specifically as a good coverage move on mons without better options admittedly. I'd be concerned about giving a 120 BP electric moves to mons like Zacian, even if the recoil was increased to the same level (I think it is 1/4 damage right now to 1/3 of Flare Blitz). This is definitely more common in Doubles, and it isn't exactly a move you're ever "thrilled" to run, but I also see it enough that I'd be very concerned if some of these mons got a 120 BP Electric coverage move. I'd prefer some physical attacking electric mons get a Base 100-120 physical attacking move, and that Wild Charge remains a bad move you run specifically on teams and in metas when the coverage is needed. If they did make it a "Flare Blitz" they'd have to take it away from Zacian, in the least, and probably from quite a few mons. I like the "Rock Smash" buff idea though. Still gets "spinblocked" by ghosts, and is worse than Defog for hazard removal, but also breaks Sashes and gets in some chip. I think that would mostly be healthy, though I am a little concerned it might be a pretty big hit on stall - I know you prefer offense, but when the format is all offense it gets really stale IMO. I do think it isn't the kind of buff that kills stall or hampers it out of viability though, and Stealth Rock needs more counterplay still.
Also, it isn't like a Rock hit just hurts stall - it also hurts some offensive mons who don't 1HKO without rocks, but do with them, and it will alter spreads on some mons who might prefer to count on rocks if they can, but won't try to if they can't. Of course, a lot of the best offense mons don't need rocks up anyways.
@@RyanYeehaw fr, I came to say this, i think the 170 atk +1 and almost 150 speed is the root of the problem lol. You could give it spark and it’d still be busted
Yes. The argument in the video doesn’t totally cover the reasons why wild charge is distributed way more than flare blitz despite them both being TRs. That goes for brave bird as well. They would have to reduce the distribution but that only is possible in vgc. Smogon allows moves from past games, even though it makes getting legitimate teams in game almost impossible.
2:43 I think a buffed wild charge would make Regieleki kinda busted, since Transistor already makes Wild Charge comparable to Flare Blitz, as someone who uses Choice Band Regieleki with Wild Charge and Explosion, and know how much damage it does, it rip through most neutral target, doing 70-90% to Dusk-mane, pretty sure it does just about the same to Zacian-C.
Happy Hour could be an omni boost that locks you into the next move you use. Basically a much stronger Choice item that requires a turn to set up, and you can't stack it with actual Choice items so it's balanced.
I think it would be interesting if Happy Hour was basically Geomancy. A two turn stat boosting move that gets an omni boost on turn two. It would only have 8 pp.
building on the Dark Void thing, Smeargle also now has access to spore, a move that sleeps with 100% accuracy, so there is no reason Darkrai shouldn't have its accuracy at least buffed back to what it was, or maybe even increased to something like 90, or 100% to keep up with spore users, giving Darkrai a more unique role as the sleeping pokemon
Smeargle always had access to spore, and the issue with dark void is that it's incredibly unbalanced in doubles formats where you can sleep both opponents.
@@pixelhavoc4950 A move that sleeps both opponents in a double battle is arguably even more broken on Darkrai. I'm good with it the way it is. You probably never play anything other than singles.
Your suggestion for Happy Hour is pretty good! In fact, my friends and I are working on a Pokémon Fangame based off Australia and we're giving a pokémon based off the Christmas Island Red Crab a signature move that does exactly what you suggested with the confusion. Omni-Boost into confusion. It's pretty great! The move is naturally called Rave Dance as it just makes too much sense for the meme.
Literally that's just because doubles and VGC doesn't exist. You can battle more than one foe at a time but moves like Rock Slide still hit one Pokémon.
Clear body does not need a buff lol It's already one of the best abilities in the game because you get to ignore intimidate, parting shot, and you don't have to worry about max moves dropping your stats such as with max strike or darkness.
Ignoring Intimidate isn't op at all as evidenced by GF trying to find ways to nerf it. Also, if the extremely successful mega gimmick died so will the inflation gimmick. Clear body isn't exactly incredible in the vanilla format that gets pasted into each game, just with this flavor of the month. Stat dropping moves are just less reliable than stat boosting, even when successful. I wouldn't hate seeing it get streamlined, but I do agree that other things need it more. I just don't think that's a good excuse on the part of GF to not streamline as much fluff as possible.
"There's no reason it isn't as strong as Flare Blitz, its immediate parallel." That's because it _isn't_ Flare Blitz's immediate parallel, that goes to Volt Tackle, and that move is exclusive to the Pikachu family due to their mascot status, and THAT is due to the Japanese name being Volteccer, which is a reference to Pulseman.
@@thestalost8486 Volt Tackle already DOES have that paralyze chance. imo just buff it to the same power as Head Smash, it's still pikachu at the end of the day so it'd be fine.
ideas I personally had to fix these are one of the following: a) remove the recoil from Wild Charge, without it, it would be closer to a physical Thunderbolt b) give Wild Charge Volt Tackle stats, and rework Volt Tackle into a 160 BP move that always removes 50% of the user's health, similar to Mind Blown
If they don't want to make dark void have good accuracy, they could give it the secondary effect of trapping Pokemon. This makes total sens thematically, and would finally allow NoobKrai (dark void+ nightmare+dream eater+dark pulse) to not be nullified by switching.
Have you heard of Persim and Lum Berry? Have you thought that confusion is not as bad as it once was? Imagine getting swept by a Happy Hour Extreme Speed Pikachu
it's so weird how they completely removed dark void. why make it less accurate if the pokemon causing the problem with the move no longer is able to use it to begin with. for vgc you wouldn't be able to use darkrai anyways as it is a mythical so i really don't get why dark void was made worse than hypnosis AND doesn't work on non darkrai pokemon
Well, it'd be busted in any kind of doubles format because being able to sleep both opponents in a double battle is pretty busted. So I can see why they did both things.
@@InciniumVGC Darkrai is banned from all official doubles formats due to its mythical status so it is completely irrelevant how good or bad it is. That's like nerfing groudon's signature move because it's too overpowered for UU. It's not relevant how overpowered Groudon is in UU because it was never allowed to compete in UU to begin with.
@@RazorusR3X777 Yeah, a sleeping move that puts BOTH mons to sleep with 80% being nerfed to 50% to make up for it means that GF doesnt know how to balance. -Said the people that defend Hidden Power and Pursuit even though those moves are stupid
For Happy Hour, I have two ideas: the first is that the Pokémon gets a random stat boosted by +2, but lowers accuracy (so that this doesn’t just become better Moody). The second idea (and the idea I like a bit more) is that it increases speed and whichever attacking stat the Pokémon is higher in (Atk or Sp Atk) +1, but causes confusion. This can bring Dragon Dance-style setup to Pokémon that don’t have it, and finally gives the Special version of Dragon Dance that so many special attackers have needed. The confusion is a bit of a draw back but a sweeper can hold something like Lum Berry to get rid of it (while it’s a pretty big setback getting confused after you set up, I think it actually fits well with the theme of a “happy hour”, where you initially party hard and set up, then feel the effects of the partying and get confused)
I would love if Volt Tackle turned into a 150 Power move to “balance” out the Wild Charge buff. That way Pokemon’s mascot still gets a signature move. And uh. Pika would blow you the hell up.
In Mystery Dungeon, Run Away does in fact, make you immune to being trapped by things like Spider Web or Shadow Tag. Also in the modern PMD games, since gender is back to not being a mechanic, Rivalry instead checks for the Pokemon's types.
Illuminate should reduce ghost and dark type moves' damage, you know, because light. Also having an omniboost for free doesn't seem balanced if you can use an item to remove the negative effect. So for Happy Hour it should be something like lowering attack and getting both the special attack and speed raised, kinda like a special dragon dance. keep in mind that the only viable mons for this will be Jirachi and Raichu (and greninja but its probably to frail to set up) I agree with the rest
Technically, volt tackle is flare blitz, but only Pikachu learns it Either hand it to more electric types, or buff Wild charge as in the video and instead change volt tackle to stay unique
I'd love it if Spark would become 80 BP. That way it'd be the Electric equivalent of Scald, with Paralysis instead of Burn. Still not powerful enough to seriously threaten things, but at least it's a usable utility move with some offensive potential.
@@_Yuputka_ I would agree except, I don't know if Pikachu would shake up the meta any time soon even with a hypothetical 150 bp 100% accuracy move and lightball. May as well give it the extra 20% right? As long as it's so exclusive anyway.
Honestly, a REALLY interesting change for Happy Hour could be that it's a passive move that increases stat boosts, like Dragon Dance, but it can't be used, meaning it takes up a moveslot. Think of it like an ability from Shin Megami Tensei, but far more limiting due to two moveslots being taken up by moves that increase stats. May not be balanced AT ALL, but it would be super interesting.
@@oodogla Yeah. I feel as if it's a bit balanced out by the fact you have to dedicate half of your movelist to buff moves which could go to covering different MUs, or setting up.
I'm not sure how useful this would be, but I think it would be very interesting if Happy Hour raised all stats by 1 (maybe even 2?) stage, but the stat boosts went away after three turns. The name almost implies a short period of time in which you get a big benefit, so I think this could be cool. This would be especially crazy on a Pokemon with Keen Eye, but the only one that lines up is Rockruff, which probably still won't be useful even with this strategy
I’d buff Hold Hands (yes that’s an actual move and does absolutely nothing) to where it reduces damage by 50% if used on an opponent before they attack, regardless of the move’s target (or could be priority). Useless in singles, but could be a good tool on support oriented Pokémon in doubles.
I think happy hour would be a fun support move. Something like: stat boosts are doubled for all Pokémon for the round or, any stat boosts are applied to all Pokémon for the round. It would be great in the sense that you could risk boosting yourself up but also giving your opponent the opportunity to or using it defensively by preventing you’re opponent from using stat boosts in fear of boosting the enemy
I completely agree that this should be fixed, but Here’s an interesting thing to consider- distribution. Flare blitz is most commonly on fire types while wild charge is more often seen than flare blitz, at least in singles, as a coverage move. Personally I feel that specifically as a coverage move with it’s current distribution, not- as-wild charge should retain its current power, but have its recoil lowered from 1/4 to 1/6 or 1/8 or dropped entirely in favor of a chance to lower the user’s defense especially when other coverage moves near that power tier don’t have recoil. But also another move, better wild charge or something, should be added that is 110 base power and 1/4 recoil or 120 base power with 1/3 recoil. Physical electric types have been given the shaft for far too long. I really like the idea of how coverage moves in Pokémon work, with how STAB exists, but it’s not so powerful that you shouldn’t use super effective moves, but I do believe that Pokémon of their own type should be better at ‘mastering’ moves of their own type. I like the idea of widely distributed coverage moves having drawbacks compared to a more narrowly distributed alternative. For example, everyone gets ice beam but only ice types get freeze dry(its not as many ice types as it should be, but still only ice types) Sometimes it feels like every Pokémon gets Earthquake, but while Having High horsepower rather than earthquake is a deficit in singles, it’s a huge boon in doubles. It’s more than just ground types that get it, but it’s not nearly all ground types, and I love it. It is one of landorus few remaining drawbacks and gives you another reason to use differently desirable Pokémon. But TLDR, If wild charge is going to be as powerful as flare blitz, I would like it to be slightly more narrowly distributed than it currently is. Compared to flare blitz, aside from mew, solgaleo, and solrock flare blitz is fire type exclusive, counting darmanatin as one Pokémon instead of two like I should. While wild charge is no where near electric exclusive. However, physical electric types deserve a better move than wild charge. Truthfully wild charge is far from the most widely distributed move, but there are a few Pokémon that I don’t think should have it with 120 base power. Namely Zacian, but also solgaleo, snorlax, and a good amount of other Pokémon that aren’t electric types (mostly normal types) receive this move that I would like them to have a 90 base power electric type move, as it makes some of them ranging from a little, to quite a bit more unique(like gogoat), even at the cost of a bit of their health just as the costs of having relatively high power physical electric coverage.
I don't think it needs rock effectiveness. I actually think it needs a ground resistance considering that you ignore Flying's immunity, Ground is only resisted by 2 types, Grass and Bug. Yeah, the type that has a 100 base power move that a ton of Pokemon can learn only has 2 resistances.
Grass doesn't need another type resisting it. The other two I somewhat agree with, though I think Ground is the resistance that would be most useful overall.
Ngl, I personally found it kinda dumb that Clear body and its clones don't block self-imposed stat drops. Even though it might make specs dragapult too strong, I feel like it could be a neat tweak for other users, like hammer arm metagross or overheat heatmor, just to say a few.
Consider: Buffing Volt Tackle so that Wild Charge can be buffed. VT could be a better signature and E-vire can put his expert belt back on. I also liked the ideas of the regional Pikachu getting access to VT.
@@zukiezuke Regional electric rodents are another issue entirely... they entirely need an overhaul Volt Tackle is just an Electric version of Flare Blitz so it's not special enough to warrant being exclusive
Volt Tackle should become an Electric type Head Smash, to create room for Wild Charge being the new Electric Double-Edge. Physical Electric types finally get a STAB with real bite while Pikachu keeps its "super awesome" signature move.
And personally I would use Spark because it's only slightly weaker, has better accuracy, a _way_ higher chance of paralysis, and drops that flinch chance that Luxray's too slow to abuse anyway.
Before gen 8 I would've said to just have Clear Body remove self-induced stat lowering effects as well. Regirock/Steel don't get lowered attack and defense from Superpower? Metagross doesn't lose speed from Hammer Arm? So what? Dragapult now being around with Draco Meteor might be a bit busted if that were the case, but it could still be neat.
Metagross would just gradually become to op, it would get a high damaging coverage move, that wouldn't even be situational. It would completely check yveltal regardless of its flying type. It would essentially dominate swsh ladders. The regis would become impossible to deal with if you had lost mons with earthquake/rock slide and would become the equivalent of contrary rayquaza with v-create. This also becomes a swsh problem with diancie being allowed to become a unchecked monster as there is now no possible way for it to have its stats lowered. In short, buffing clear body is dumb.
@@QuantumIV I don't know if I agree with that. Currently Metagross doesn't have a move that meets any of the criteria you just listed, so not buffing an ability because it could maybe get one is silly. And I'm gonna need an explanation as to how the Regis would become unmanageable just because Clear Body doesn't lower self-inflicted stat drops. Because this wouldn't be the equivalent of Contrary and nothing they have is the equivalent of V-Create Rayquaza...
Rock Smash removing stealth rock is the best idea I’ve heard in a long time
Oooooo
Gust should remove hazards
Oooooo
Smog should lower accuracy
Oooooo
Incinerate should be 100% burn chance
Oooooo
There should be a momentum-gaining, u-turn like fire-type move
@@Lrizu Oooo
Tbh it sounds like it would set them up not remove them
@@Lrizu Burn Turn for fire type U-Turn?
@@foreverfromhell no, that's dumb, Scorch Switch
I will never understand why gf nerfed Dark Void at the same time they made it so only Darkrai could use it, a pokemon that has never been legal in the official competitive format
@@ab-uh1vv they nerfed dark void to 50% in the generation where smeargle could no longer learn dark void
They probably meant to do the 50% thing originally, realized they could make it so Smeargle wasn't able to use it, but then forgor to change the 50% accuracy back
@@grunkleg.2934 I forgor 💀
@@grunkleg.2934 They forgor 💀
@@muk_is_superior We forgor 💀
They should just buff Volt Tackle to 150 and Wild Charge to 120. The Pikachu line still gets their super strong signature move to themselves while other electric types can finally start threatening Mons with their physical attacks.
Could easily be made 150 power 80% accurate, we've already got a move like that in head smash
I say give Volt Tackle to the pikaclones as well so they can stand out some more.
@@ShinyKelp Emolga would legit not be half bad in the lower tier if it gained access to this new Electric Head Smash, coupled with Acrobatics it would make for a pretty threatening offensive combination. It wouldn't be RU or probably even NU (thanks a lot, mediocre balanced attack stats) but in PU it would probably be a threat
@@_Yuputka_ raichu has base 90 attack and pikachu while it has a base attack equivalent of 159, falls over if you breath on it so i dont see the point in nerfing it with lower accuracy
But to be consistent with other moves Wild Charge would need to do 33% recoil damage to the user instead of 25% like it does now
Fun fact: Luxray is slower than Rattata
Emboar is faster than Incineroar
Garbodor is faster than victini
In real life a mouse could probably outrun a Lion
@@slothape not really
@@slothape also luxray is not based on a lion
Another idea for Wild Charge might be to just remove the recoil altogether. Then it would just be a physical Thunderbolt, which I think sounds like something that should probably exist.
voltage override
Either that, or buff Spark so that it has a base power on par with Thunderbolt, maybe? I've always found myself wishing Spark had a higher base power, so I could use it on my physical Electric-type Pokémon over Thunder Fang, a move which isn't 100% accurate.
Then Wild Charge could still be buffed to be on par with Flare Blitz, to give Electric-type physical attackers a little bit of variety as well. Also the previously-mentioned type coverage for Pokémon like Rapidash and Arcanine!
I want Wild Charge/Flare Blitz Arcanine where you just have 2 flare blitzes
@@ArxGaming67 Same
@@jadeb.3332 don’t you think a mere spark being on par with a whole thunderbolt is a bit ridiculous lol
This is a small thing but I've always thought about this. Explosion should be a field clearing move. It's a gigantic explosion that appears almost nuke like in power in its animations, so it should effectively reset the battlefield by destroying any hazards on the field.
also for damage calculation treating the opponents defense stats in half for this move, was not a issue for the majority of players.
Some GF developers apparently forgot why they did this in Gen 1 in the first place. It was limited as a 250 attack move, because the BP couldn't exceed 255.
As such Self-Destruct and Explosion were 400 and 500 BP moves in essence.
@@ThanatosZero we should also have an explosion equivalent special move. Electrode would really appreciate.
I think explosion is already a great move for maintaining momentum. Like with regieleki it wants to use volt switch for this but if the opponent has a ground type type you would get blocked, so I like to click explosion and I don't even run volt switch
I think some moves that I think would be interesting to try and buff would be recharge moves.
give the recharge moves gen 1 mechanics again, where if they knock out the target, you don't have to recharge
In first gen you didn’t had a recharge turn if you killed a Pokemon with it. Could make it slightly better
@@AVISFM that one becomes pretty busted potentially, imagine a specs hyper beam from porygon-z
@@dude99844 Yes, but the power level is so much higher nowadays than in Gens 1 - 4 that I don't think it'd be too busted. It'd be 10 bp higher than Boom Burst with the drawback of making you lose a Pokemon (potentially) if you fail to KO. And there are plenty of Pokemon that could eat even a Hyper Beam from Porygon-Z, the most egregious being Tyranitar:
252 SpA Choice Specs Adaptability Porygon-Z Hyper Beam vs. 252 HP / 252+ SpD Tyranitar in Sand: 121-143 (29.9 - 35.3%) -- guaranteed 4HKO after Leftovers recovery
maybe a eject button/eject pack type of item but for recharge moves would be a fun idea
Always confused me that they never thought to give Run Away the effect to escape of stuff like Shadow Tag or Block
This exact change is something I've advocated for for the longest time
Always thought Illuminate could be a Thick Fat that reduces damage from dark and ghost attacks.
Could make starmie an even better spinner
@@capeisdead2987 yea but then smogon might ban it cuz luck and all that stuff, they banned sand veil and bright powder so they would probably ban this too
As a person who’s favorite types are dark and ghost that would probably be painful
@@capeisdead2987 yes, but tell me, how many people use those? They would have to bring one of those things just to not be beaten up by RNG, and since they banned sand veil and bright powder, they would surely ban it. If we are talking about increasing accuracy it could work, Lanturn could fire off more accurate thunders, it would be kinda similiar to compound eyes but i mean who cares.
That’s genius
@@capeisdead2987 bro that would be type broken u could illuminate/intimidate shuffle and just hax tf out of people to get setup for free
I never thought about rock smash removing rocks
Pretty cool
"i never thought about the only thing theove was designed to do"
@@FraserSouris hazards even with the nerfs it has alredy, are still SO busted. cmon would you like to have 50% of your hp be taken out, and then get badly poisoned, then have you speed dropped on the first turn you switch your mon in?
@@FraserSouris yes, im just using an example. i dont like spikes much now, i think its ok but still op, but in gen 7 and lower its a shitshow
The problem with boots is that every mon and their grandma has knock off, so yes hazards are still a problem. Specifically, rocks are still a problem. I think that all of these things we have added over time are just band aids to the bigger issue of gf just not directly nerfing rocks for some reason. Like, why do rocks do type damage? Is it not enough that they can hit fliers and levitators when spikes/t-spikes can't? Maybe if they did a set amount of damage no matter what type the poke was, they would be less centralizing.
The sad part is Pikachu's move is actually the flare blitz clone for the electric type with volt tackle, then you've got togedemaru with iron head's clone. The other clones have pretty good moves too, not as notable as those two. I feel volt tackle would need to be buffed to 150 power and 80 accuracy like head smash, if wild charge were buffed
I would be fine with that. Heck I would even be fine with it staying at 100 accuracy even with 150 power. Pikachu deserves it, it's the series mascot! It wouldn't be too OP on Raichu either because Raichu in general isn't that strong already
@@1BlueYoshi give it to raichu 😈
Aura Wheel its 110 and gives a speed boost.
Of course only works if morpeko uses it
pretty much all the good physical electric moves are exclusive; this used to be the case for physical Ghost moves until Poltergeist came along
If Bouffalant can have signature move that's just double edge but with with less recoil then the opposite could've been done with wild charge
Spikes has always been my favorite entry hazard conceptually. Having a consistent 25% damage on switch in is great, but you need to commit three turns using it, losing out on more attacks, and meaning defog/rapid spin hurts a lot more. Plus I like the flavor of flying/levitating pokemon avoiding them.
Because of that I'm in favor of something that nerfs Stealth Rock but not Spikes
Spikes is a great concept and isn't so drastically one sided like stealth rock, I also support rock smash, I've been saying rock smash needs buff for years, my idea was 85%-100% for the defense drop for a more consistent 1 2 punch but the stealth rock thing would probably be more effective
I've been saying for years that HM moves should absolutely not be removed but just reworked, I've been thinking about Rock Smash guaranteeing a Def drop, Cut being Grass type and being super effective against Grass itself sorta like Freeze Dry, Rock Climb being Rock type, Strenght having a secondary effect so it's sort of an alternative to Body Slam, we also desperately need a Fire type HM move
@@dimanthehedghog honestly idk rock smash is 50% chance when rock tomb is like 100% to lower speed
Surely a 40 power move that lowers defense on opponent isnt that strong (i mean power up punch exists)
@@xotilechoco8026 charge beam sets the precedent for it not being necessarily 100% but I think 100% would be a good call
@@rajkanishu Rock Climb being Rock-type makes no sense thematically.
That's important too you know?
rock smash really should remove stealth rock
@@FraserSouris my guy is seriously out here saying that hazards are balanced
@@FraserSouris switching is the basis of all battles in pokemon, and being able to punish switching is absolute bs
I think illuminate could be re-worked a little different.
By being "illuminating" you're making the opponent easier to see, but you're also making it easier for the opponent to know where you are. Maybe it could function like a combination of no-guard + compound-eyes, where all Pokémon on the field have an increase in accuracy; both you AND the opponent!
I like the idea of it giving both parties a +1 in accuracy, but taking it away when the Illuminate mon leaves the field. It would still be more useful for the Illuminate mon because they can control it and most people wouldn't plan around the possibility of encountering Illuminate.
@@lued123 agreed. I feel like it would make for a lot more interesting synergies and allow for Pokémon like Lanturn/Starmie to run Hydro/Thunder for more immediate, reliable damage as opposed to Surf/T-Bolt
That’s even worse
As a side note, Victini's Victory Star is almost exactly this, but only for Victini itself and its allies on the field. I think making Illuminate a slightly worse version by allowing your opponent to benefit from it is a really cool idea!
@@Hyndsyte2020 that’s exactly what I was going for! Sometimes on doubles, I run skill swap victini + something that has inferno/zap cannon for meme status. Accuracy buffs are a bit underrated!
I propose a change for Stench: When the user gets hit with a contact move, it has a 30% chance to force the opponent to switch out (like Whirlwind).
Right now Stench is a bad ability. It has a 10% chance to cause the opponent to flinch, but it was given to mostly slow Pokémon that have better abilities. Causing the opponent to switch out would actually make sense thematically, because the smell would be too disgusting for them to stay on the field. Considering that all Stench users have access to either entry hazards or status moves, it would allow them to spread those around easier.
Wild Charge is great in PLA because using it immediately removes the drowsy status, meaning you can alternate bewteen recovery and Wild Charge and over again.
It should do more damage though..
Unfortunately. PLA also doesn't have wi-fi battles
6:42 freezai predicted ghouldengo blocking defog
The only problem with happy hour Omni boosting while lowering accuracy is that it would just be used with white herb to remove that drawback, but I guess it is sacrificing the item slot to do so.
It's only fair that not only Xerneas can get an omni boost only at the cost of an item :)
I mean isn't that literally how z happy hour works, just you aren't gonna lose your crystal on intimidate
Darkrai is my favorite Pokémon so I’m biased and I’ll admit 80% accuracy for a sleep move is a bit wack, but three things
1. Spore is 100% accurate, and while yes it has a very limited pool of Pokémon and can’t affect grass types, 100% accuracy is crazy for a sleep move. At least dark void has a chance to miss.
2. Dark void is only usable by one Pokémon and Darkrai can’t be used in VGC, so the dual target sleep doesn’t matter (though I personally believe it should only hit one target hitting two is BS and would’ve fixed the move arguably better than making it 50%)
3. Darkrai is a mythical Pokémon. When signature moves like geomancy exist, I think having a 80% accurate (or even 75% accurate if they want it nerfed) move on a mythical Pokémon is fine.
That’s my rant for today 😅. Also I think it would be kinda interesting if illuminate became a variation of no guard. It would make sense because the Pokémon would be able to see much better but then glowing would make them an easier target.
dark void hitting 2 mons is what made rai viable. u get a free turn of them switching out turn1 to dodge sleep on important mons or turn2 to get new mons in. this lets ur opponent set up, or even use stranger moves like dragon tail to bring a sleeping mon back in. i think a 75% accu sweet spot is good. better than hypnosis in singles but worse than spore and on par with sleep powder. in vgc (unrestricted formats) which i discussed before this move becomes the best supporting move with an accuracy increase item and a victiny on the team. the problem was always smeargle
I think it would be interesting to keep it at 80 accuracy but to make it like earthquake where it also hits your teammate.
Smeargle can use it
@@brandongouveia8198 Darkrai has never used dark void competitive double battles. In VGC darkrai banned and smogon banned the move darkvoid (before its nerf). Imo its fine to just make it a single target 100% accurate move, that way its also fine if smergle uses it do (since its just a slightly better spore that way)
A fair compromise could be 75% against one target, but 50% against multiple targets. It successfully inhibits Dark Void in VGC formats without inflicting any destructive collateral nerf in singles.
Rock Smash being used to get rid of *exclusively* Stealth Rock is SUCH a cool idea and I'm shocked that they haven't tried it yet, nor that I've ever heard about this from anyone else
@@FraserSouris I personally feel like hazards overall are too weak but rocks are still incredibly pervasive. Boots has definitely been the biggest factor in reducing the impact that hazards have. I think in general all forms of spikes are *much* weaker than they used to be and shouldn't be this much weaker than rocks
ive always liked the idea of turning illuminate into intimidate for spatk, the pokemon emits a bright flash and catches everyone off guard
this is because illuminate and intimidate are similar looking words
Wait I love this idea so much
I've always thought Unnerve should do that because its name is so thematically similar to Intimidate.
Please don't, Intimidate is already annoying enough in vgc lol
I like the idea of Game Freak implementing the Legends Arceus version of Dark Void (with the same caviat of only allowing Darkrai to use it) in gen 9.
Darkrai is in this awkward spot right now where it's outclassed in (nat dex) Ubers, but way too good for OU. The accuracy boost and the defense drop it'd give would help massively with punching holes into defensive teams, whether it puts something to sleep, or they continue with drowsy from Legends Arceus.
hell, if they brought over drowsiness, Darkrai could do even more damage since it would stack with the defense down it inflicts
I honestly think darkrais ability should boost dark voids accuracy up to prenerf level.
I think that no Pokémon should be able to inflict sleep without any drawback. Dark void is op
@@penalisator7615 it's literally weaker than Hypnosis
personal ideas on buffing some bad abilities:
run away: alongside the effects mentioned in the video, should also allow you to escape boosted pursuit
light metal: the pokemon takes halved damage from ground type moves
heavy metal: the pokemon with this ability can remove hazards after it is sent in AND after it takes the hazard damage (just so it isn't 100% busted)
slow start: instead of halving the pokemon stats, the pokemon instead starts with normal stats, and gets a 50% boost to attack and speed after 5 turns (fittingly powerful for regigigas, but it still requires you to put in some work to get the effect)
illusion: the trainer gets prompted to choose which pokemon they can take the disguise of every time zoroark is switched in, instead of always being the pokemon in the last slot
stall: the pokemon with the ability has a 25% boost to its defense and special defense
normalize: the power of the moves affected is doubled, instead of being just 20%
honey gather: contact with the pokemon with this ability makes the opponent move last on their next turn
truant: attacks done by a pokemon with this ability can't be negated by moves or abilities
plus and minus: now gives a 20% special attack boost if the two pokemon are in the same party, even if one has fainted
klutz: the user is immune from any negative effects the opponent's item can inflict on them as well, including things like stat boosts from eaten berries
emergency exit: if the user had any boosted stats before being forced to switch out, it will get back half of those boosts when switched back in
No pursuit escape no
For normalize.
Just let it thunder wave ground types, whisp fire types and toxic steel and poison types.
@s92 i didn't really hold back for slow start, since it's meant to be for a legendary (and a trio leader at that), so the usual fears of balancing kinda went out the window for it
a pokemon like regigigas deserves a strong ability, so i went with that while still keeping the "stay in to get a benefit" gimmick
I think Slow start should gradually lessen in effect over the 5 turns.
Like Turn 1 you'll have 50% Attack and Speed
Turn 2 reduced to 40%
Turn 3 to 30%
Or maybe just make it three turns.
@@DemiIsNotHere Glare and Corrosion exist
Since Happy Hour has to do with the money received in-game, and money is typically connotated to lotteries, what if Happy Hour got a "Pokémon Lottery Corner" treatment?
I'm aware that this may sound silly, but hear me out: Happy Hour should be a status move that boosts your best stat by two stages, but only if you use it right when an opponent switches out. Otherwise, it fails. Your "happy hour" is determined if you were able to call out the switch.
I don’t know, using it exclusively on switches would be very niche. Maybe it could function on the same principle as Focus Punch, where it only activates if the user isn’t attacked.
Personally I think Wild Charge should be boosted up to 105 power, but keep the lower recoil. I like the idea moves with various amounts of recoil, but all the lower recoil moves right now (submission, take down, wild charge) kinda suck.
Submission should have a chance to put the opponent to sleep
Submission should just have 100% accuracy. I don't know why a move with average base power needed to have bad accuracy and deal recoil damage too. There was literally nothing broken about it that warranted such over-balancing. In that same vein, Take Down could use the same accuracy boost too, I mean Double Edge already has 100% accuracy and it is much stronger...
And while we are at it, Submission should also ground flying and levitating foes like Smack Down. It is literally in its in-game description: "The user grabs the foe and recklessly dives for the ground. It also hurts the user slightly".
Illuminate could be a counterpart to intimidate lowering the opponent's evasion. Happy Hour could be an omni boost that gives you a random status aliment that cannot be removed via berry.
I always imagined Illuminate as a "use Flash on switch in" ability, though that would be very annoying to face
Turn Volt Tackle into a standard physical electric move, rather than Pikachu exclusive. It should have a new effect where its recoil is completely removed if the user is holding a Light Ball, to make it still synergystic with Pikachu, but not exclusive
It's exclusive to Pikachu due to the Japanese name for Volt Tackle being Volteccer, which is a reference to Pulseman, another GameFreak game.
If they gave it to everything but their mascot, it loses the meaning.
Buff Wild Charge, and give Volt Tackle a different effect. I swear people call themselves fans don't understand the meaning on why some things are as they are.
@@Tobunari I recognize that, however, I don't think it matters. As it is, this cool Game Freak reference is pretty much impossible to see in game. If you don't know how to get it, you probably won't breed a Pikachu holding a Light Ball. If you do know, you'll probably realize that Pikachu isn't a good competitive Pokémon. So, why not put this cool reference in more parts of the game?
“I swear fans of one of the most popular franchises on the planet don’t get this extremely obscure reference aaa!!”
@@Tobunari
Mate.
You don't have to know one of the most obscure bits of trivia in the entire series to be a fan.
Cut that out homie.
@@J242D Yeah lmao. I mean, I did know it for the same reason this person probably did: it was on Did You Know Gaming at some point. There's no reason to gatekeep like that
This video was an absolute banger. I like how he goes through several ideas at once instead of splitting them up
“We should have something block defog”
gen 9: hold my coins
Here’s some ideas I got to buff some HM moves
Dig/dive: could either have high crit rate or have a 30% chance flinch
Strength: should have the chance to increase its defense and attack by one stage, similar to meteor mash
Cut: ignores stat changes and also doubles it’s power when the opposing Pokémon have a stat change
Flash: remove accuracy debuff, but instead add a multiple turn buff that allows all moves to become 100% accurate
Rock climb: increase the user speed by one stage
Fly: Make the move 100% accurate and has a high chance of critical hit
Make illuminate activate that flash effect on switch in
Flash one would be cool imagine like a flash+trick room/tailwind setter
1. Ok
2. I think having one of them happen is enough, not both.
3. Shouldn't Cut just always crit? Simplifies the move and makes more sense.
4. So... Gravity. Instead I think that a status flinching move will be cool (with lower accuracy so you can't just spam it)
5. Agreed
6. Basically, make it a Dig/Dive, so lower the power to 80 for consistency.
I'm thinking Strength should be the Rock-type Close Combat. It's widespread enough to finally put Stone Miss out of business.
the thing about happy hour causing a debuff but boosting stats actually reminds me of something similar. in gen 2 only, there was an item called beserk gene, wich boosts attack but causes confusion. beserk gene sucks, so i think it should also boost special attack and both defenses (maybe speed? if it isnt too OP)
i could see happy hour be like the move spotlight in gen 7, an anti redirect move
Came back to this video, and wow - the Clear Body change predicted Good As Gold canceling targeted status moves entirely, including Defog's "secondary" benefit of clearing both sides of hazards, instead of just having Gholdengo ignore the evasion reduction but letting the move happen.
I like the PLA buff of removing sleep with wild charge. Bump up the power to 120 and volt tackle to 150 and we be good.
Honestly we really need more physical Fairy moves. I love the ideas you put forward here by the way, they’d make so much sense!
I got screwed by play rough so many times that i was traumatized that i always have wide lens to a pokemon of mine who had that move…..
My idea for happy hour:
"By keeping positive, the user removes all negative stat changes from itself."
This would be underwhelming competitively, but still makes sense for the move itself.
I think Charge negating the next Charging/Recharge turn, once or twice (once for Recharge, twice for charging) would be a more creative execution. Hyper Beam clones are useless, but being able to prep for the recharge would make them an evil nuke
If Clear Body blocked stat changing moves, Dragapult would be too good at spinblocking, straight up.
The Run Away change would be great, especially since it lets you flee from wild Pokemon that have trapping moves/abilities, so it'd make sense for it to have that effect in a trainer battle too.
Doesn't run away already let you flee from any wild Pokemon, even ones with trapping moves/abilities?
@@oodogla Yes, that's what I meant in my main post. You can run away from wild battles but you can't switch if you're trapped, so this buff would apply to both wild battles and trainer battles.
Just give trick room a way to extend its duration like weather and terrain.
It might be nightmarish for doubles, but for singles it seems fine. Honestly, you could mess with it to balance it. Maybe allow certain moves and abilities to cancel it.
Using trick room in trick room cancels it.
Buffing Trick Room would be dangerous in VGC.
@@borismuller86 i mean they could just ban the trick room buffing item for vgc. It wouldn't be the first time they had something banned, hell im suprised everytime ubers are allowed in vgc soul dew isn't for the lati twins
Fun thing with Run Away, in the Mystery Dungeon games it actually makes you immune to Shadow Tag and such
Happy hour doesn't need a competitive use. It already has a strong and unique effect in-game and a change would ruin it
Slight disagree on the illuminate. By that logic illuminate should increase the accuracy of all Pokémon on the field, including yourseld and your partners(and your foes too). In singles it would function almost the exact same (just boosting your enemy as well. Hopefully you chose moves for your ability and they didn’t) but it would be additionally useful in doubles with a few riskier than normal moves like hydropump, the ability To nullify hustle accuracy, and a few other situations where you can afford to run the less accurate, more powerful option because you have illuminate.
Truthfully you won’t see any of the Pokémon that currently have illuminate be run in doubles as they are, except if we do get the move spotlight back, many Pokémon that had spotlight also have illuminate, and redirection is critical in doubles.
Illuminate should make you immune to hazards when switching in & give a slight evasion boost.
Happy hour could raises your all stats for 3 turns and leave the user confused when trying to stack it during that threshold.
Payday could steal the opponents item and turned into a multi hit move that does hits 1-5 times based on how valuable the opponent’s item is
I have got a few suggestions about fixing the HMs:
CUT: this move should have 100% accuracy and 100% chance of droping the opponent's defences by 3 stages.
STRENGTH:this move should force the opponent to switch.
SURF: I am not sure if this move needs to be fixed, if it does then I guess maybe either a drop on the opponent's defence. or if the next attack is electric it gets a damage boost.
FLY: increase the accuracy to 100%
FLASH:reduces accuracy by 2 stages,also it has low PP,maybe 10.
WHIRLPOOL:100% accuracy
WATERFALL:100 base power
ROCK CLIMB:100% chance of confusing the target
Clear body blocking defog ... How foolish we were
Alternative idea for illuminate to make it useful but not an exact copy of compound eyes would be to make it the evasion equivalent of intimidate, that way on a switch in you lower their evasion still allowing you to use the low accuracy moves but also allowing you to consider the evasion drop when planning the coverage moves on the rest of your team
While I don't think that this would make it necessarily better it would definitely make it different and add a more unique element to team building, it would also make it more considerable on a more defensive rapid spin set for starmie
Dude predicted gholdengo
Rock Smash becoming equivalent to Rapid Spin sounds really cool. 50 BP move, removes (one) hazard, and rather than a 50% chance to lower defense, it could be bumped up to 100. That last one could even help against the bulky teams mentioned prior, and make staying in against a Rock Smasher a bit more risky
You gotta be careful with base power suggestions. I see ideas for reducing U-Turn to 60 power get shot down because of Scizor and Technician. That ability shouldn't be neglected in base power discussions.
@@gengarzilla1685 if in doubt make the base power 65 high enough to be somewhat uisefull utilly but not weak enough for random technican
What they did to Dark Void was criminal
Darkrai was basically an inferior Yveltal anyway, the Dark Void nerf revealed that it was too reliant on that move.
radical red, a famous romhack, gave electivire plasma fists+iron fist combo, and wouldnt you know it it shot all the way to OU lol, its a good example on how just tiny move and ability changes can make a pokemon so bad that its untiered, be usable in standard play
I really think rock smash being able to remove hazards is as pretty good idea i would boost the damage to maybe 50 or 60, and make the defense drop a 100%.
I wouldn't go for 60BP. While most Pokemon with Technician and Rock Smash have access to a good Fighting move with higher power, the ones that don't, mainly Breloom and Scizor, would highly benefit from it.
60 power with a 100% Defense drop is approaching dangerous territories. Maybe just keep the 40 power or the 50% chance because both of them together sorta make me wince.
6:47 *A finger of the monkey's paw curls*
For happy hour you could just use white herb if it lowered accuracy so I think confusion is a better downside since both have counters
Lum berry?
And it would just be what yiu would get with a Z move
One problem with having Clear Body block Defog is that it makes Dragapult basically the ultimate spin blocker.
True. There's usually some sort of Pokémon who'd happily abuse the changes or new effects we'd give to moves. Scizor is the reason why U-Turn should not go to 60 power.
Wild Charge sees play as is, specifically as a good coverage move on mons without better options admittedly. I'd be concerned about giving a 120 BP electric moves to mons like Zacian, even if the recoil was increased to the same level (I think it is 1/4 damage right now to 1/3 of Flare Blitz). This is definitely more common in Doubles, and it isn't exactly a move you're ever "thrilled" to run, but I also see it enough that I'd be very concerned if some of these mons got a 120 BP Electric coverage move. I'd prefer some physical attacking electric mons get a Base 100-120 physical attacking move, and that Wild Charge remains a bad move you run specifically on teams and in metas when the coverage is needed. If they did make it a "Flare Blitz" they'd have to take it away from Zacian, in the least, and probably from quite a few mons.
I like the "Rock Smash" buff idea though. Still gets "spinblocked" by ghosts, and is worse than Defog for hazard removal, but also breaks Sashes and gets in some chip. I think that would mostly be healthy, though I am a little concerned it might be a pretty big hit on stall - I know you prefer offense, but when the format is all offense it gets really stale IMO. I do think it isn't the kind of buff that kills stall or hampers it out of viability though, and Stealth Rock needs more counterplay still.
Also, it isn't like a Rock hit just hurts stall - it also hurts some offensive mons who don't 1HKO without rocks, but do with them, and it will alter spreads on some mons who might prefer to count on rocks if they can, but won't try to if they can't. Of course, a lot of the best offense mons don't need rocks up anyways.
Zacian is completely busted as is, I don’t think Wild Charge buff would change that lol
@@RyanYeehaw fr, I came to say this, i think the 170 atk +1 and almost 150 speed is the root of the problem lol. You could give it spark and it’d still be busted
Yes. The argument in the video doesn’t totally cover the reasons why wild charge is distributed way more than flare blitz despite them both being TRs. That goes for brave bird as well.
They would have to reduce the distribution but that only is possible in vgc. Smogon allows moves from past games, even though it makes getting legitimate teams in game almost impossible.
Missed the point this video is about singles, fuck your vgc zacian will always be broken anyways
2:43 I think a buffed wild charge would make Regieleki kinda busted, since Transistor already makes Wild Charge comparable to Flare Blitz, as someone who uses Choice Band Regieleki with Wild Charge and Explosion, and know how much damage it does, it rip through most neutral target, doing 70-90% to Dusk-mane, pretty sure it does just about the same to Zacian-C.
Happy Hour could be an omni boost that locks you into the next move you use. Basically a much stronger Choice item that requires a turn to set up, and you can't stack it with actual Choice items so it's balanced.
Is that not just a stat boost basically
I think it would be interesting if Happy Hour was basically Geomancy. A two turn stat boosting move that gets an omni boost on turn two. It would only have 8 pp.
building on the Dark Void thing, Smeargle also now has access to spore, a move that sleeps with 100% accuracy, so there is no reason Darkrai shouldn't have its accuracy at least buffed back to what it was, or maybe even increased to something like 90, or 100% to keep up with spore users, giving Darkrai a more unique role as the sleeping pokemon
Smeargle always had access to spore, and the issue with dark void is that it's incredibly unbalanced in doubles formats where you can sleep both opponents.
@@InciniumVGC fair, but like, with the restrictions now in place an accuracy buff at least back to what it used to be is in order
@@pixelhavoc4950 A move that sleeps both opponents in a double battle is arguably even more broken on Darkrai. I'm good with it the way it is. You probably never play anything other than singles.
Your suggestion for Happy Hour is pretty good! In fact, my friends and I are working on a Pokémon Fangame based off Australia and we're giving a pokémon based off the Christmas Island Red Crab a signature move that does exactly what you suggested with the confusion. Omni-Boost into confusion. It's pretty great! The move is naturally called Rave Dance as it just makes too much sense for the meme.
7:17 good as gold:
They actually changed dark voids accuracy to 90% in legends arceus
I mean, given that they also nerfed sleep, nothing really changes. Compared to the ridiculous buff they gave its Cresselia...
Literally that's just because doubles and VGC doesn't exist. You can battle more than one foe at a time but moves like Rock Slide still hit one Pokémon.
6:42
Your body is
Goo-oo-oo-oo-ood
As go-o-o-old
I've often thought that Steel types should be able to remove Spikes, and Rock types Stealth Rock - same as Poison types removing Toxic Spikes.
I would say ground types for spikes
Clear body does not need a buff lol
It's already one of the best abilities in the game because you get to ignore intimidate, parting shot, and you don't have to worry about max moves dropping your stats such as with max strike or darkness.
Ignoring Intimidate isn't op at all as evidenced by GF trying to find ways to nerf it.
Also, if the extremely successful mega gimmick died so will the inflation gimmick. Clear body isn't exactly incredible in the vanilla format that gets pasted into each game, just with this flavor of the month. Stat dropping moves are just less reliable than stat boosting, even when successful.
I wouldn't hate seeing it get streamlined, but I do agree that other things need it more. I just don't think that's a good excuse on the part of GF to not streamline as much fluff as possible.
@@zukiezuke almost like ignoring intimidate is a big deal because intimidate is so OP, hence why Gamefreak is constantly trying to nerf it
If illuminate had the same affect as CE, be ready for Starmie with Hydro pump, blizzard and thunder
"There's no reason it isn't as strong as Flare Blitz, its immediate parallel."
That's because it _isn't_ Flare Blitz's immediate parallel, that goes to Volt Tackle, and that move is exclusive to the Pikachu family due to their mascot status, and THAT is due to the Japanese name being Volteccer, which is a reference to Pulseman.
@@thestalost8486 Volt Tackle already DOES have that paralyze chance. imo just buff it to the same power as Head Smash, it's still pikachu at the end of the day so it'd be fine.
ideas I personally had to fix these are one of the following:
a) remove the recoil from Wild Charge, without it, it would be closer to a physical Thunderbolt
b) give Wild Charge Volt Tackle stats, and rework Volt Tackle into a 160 BP move that always removes 50% of the user's health, similar to Mind Blown
Or buff wild charge and give volt tackle the head charge treatment, lower recoil damage compared to double edge
isn't wild charge a take down clone?
@@blatle1313 that’s a bad idea
If they don't want to make dark void have good accuracy, they could give it the secondary effect of trapping Pokemon. This makes total sens thematically, and would finally allow NoobKrai (dark void+ nightmare+dream eater+dark pulse) to not be nullified by switching.
Electro Ball really need a rework tbh. It being a bodypress for speed should do the trick.
Honestly how it should have been from the beginning imo
Happy hour should be a "self swagger," with a belly drum damage boost.
Have you heard of Persim and Lum Berry?
Have you thought that confusion is not as bad as it once was?
Imagine getting swept by a Happy Hour Extreme Speed Pikachu
it's so weird how they completely removed dark void. why make it less accurate if the pokemon causing the problem with the move no longer is able to use it to begin with. for vgc you wouldn't be able to use darkrai anyways as it is a mythical so i really don't get why dark void was made worse than hypnosis AND doesn't work on non darkrai pokemon
That change happened in Gen 7 where Darkrai and Smeargle excisted
Well, it'd be busted in any kind of doubles format because being able to sleep both opponents in a double battle is pretty busted. So I can see why they did both things.
Because Gamefreak barely knows how to balance their own game....well.
@@InciniumVGC Darkrai is banned from all official doubles formats due to its mythical status so it is completely irrelevant how good or bad it is.
That's like nerfing groudon's signature move because it's too overpowered for UU.
It's not relevant how overpowered Groudon is in UU because it was never allowed to compete in UU to begin with.
@@RazorusR3X777 Yeah, a sleeping move that puts BOTH mons to sleep with 80% being nerfed to 50% to make up for it means that GF doesnt know how to balance.
-Said the people that defend Hidden Power and Pursuit even though those moves are stupid
For Happy Hour, I have two ideas: the first is that the Pokémon gets a random stat boosted by +2, but lowers accuracy (so that this doesn’t just become better Moody).
The second idea (and the idea I like a bit more) is that it increases speed and whichever attacking stat the Pokémon is higher in (Atk or Sp Atk) +1, but causes confusion. This can bring Dragon Dance-style setup to Pokémon that don’t have it, and finally gives the Special version of Dragon Dance that so many special attackers have needed. The confusion is a bit of a draw back but a sweeper can hold something like Lum Berry to get rid of it (while it’s a pretty big setback getting confused after you set up, I think it actually fits well with the theme of a “happy hour”, where you initially party hard and set up, then feel the effects of the partying and get confused)
I would love if Volt Tackle turned into a 150 Power move to “balance” out the Wild Charge buff. That way Pokemon’s mascot still gets a signature move. And uh. Pika would blow you the hell up.
I never see Pikachu seriously use Volt Tackle. They're always Nasty Plot sets since those get more power without making Pikachu faint itself.
In Mystery Dungeon, Run Away does in fact, make you immune to being trapped by things like Spider Web or Shadow Tag.
Also in the modern PMD games, since gender is back to not being a mechanic, Rivalry instead checks for the Pokemon's types.
Illuminate should reduce ghost and dark type moves' damage, you know, because light.
Also having an omniboost for free doesn't seem balanced if you can use an item to remove the negative effect.
So for Happy Hour it should be something like lowering attack and getting both the special attack and speed raised, kinda like a special dragon dance. keep in mind that the only viable mons for this will be Jirachi and Raichu (and greninja but its probably to frail to set up)
I agree with the rest
Dark types aren't actually darkness.
They are assholes.
So it doesn't make sense
@@DemiIsNotHere don't you shine light on their nefarious deeds?
Another cool benefit of Clear Body functioning the way you proposed would be to block Parting Shot!
Technically, volt tackle is flare blitz, but only Pikachu learns it
Either hand it to more electric types, or buff Wild charge as in the video and instead change volt tackle to stay unique
Make Volt Tackle an Electric-type Head Smash instead, 150 power and 80% accuracy with 1/2 recoil. Then make Wild Charge the new Electric Double-Edge.
I'd love it if Spark would become 80 BP. That way it'd be the Electric equivalent of Scald, with Paralysis instead of Burn. Still not powerful enough to seriously threaten things, but at least it's a usable utility move with some offensive potential.
Make wild charge 120 bp, and volt tackle 130 bp so it isn't a copy
We've already got another move for volt tackle to copy, head smash. Make it 150 and 80% accurate
@@_Yuputka_ I would agree except, I don't know if Pikachu would shake up the meta any time soon even with a hypothetical 150 bp 100% accuracy move and lightball. May as well give it the extra 20% right? As long as it's so exclusive anyway.
i think it would be cool if run away gave priority to moves that let you switch out like u-turn and volt switch
That sounds evil but creative, could give it a nerfed version of the Gale Wings treatment to only priority above 50% HP
Honestly, a REALLY interesting change for Happy Hour could be that it's a passive move that increases stat boosts, like Dragon Dance, but it can't be used, meaning it takes up a moveslot. Think of it like an ability from Shin Megami Tensei, but far more limiting due to two moveslots being taken up by moves that increase stats. May not be balanced AT ALL, but it would be super interesting.
Do you mean like happy hour increases your stats while you have it as one of your moves, but you can't use the move?
@@oodogla Yeah. I feel as if it's a bit balanced out by the fact you have to dedicate half of your movelist to buff moves which could go to covering different MUs, or setting up.
I'm not sure how useful this would be, but I think it would be very interesting if Happy Hour raised all stats by 1 (maybe even 2?) stage, but the stat boosts went away after three turns. The name almost implies a short period of time in which you get a big benefit, so I think this could be cool.
This would be especially crazy on a Pokemon with Keen Eye, but the only one that lines up is Rockruff, which probably still won't be useful even with this strategy
So basically Z happy hour without the crystal.
I’d buff Hold Hands (yes that’s an actual move and does absolutely nothing) to where it reduces damage by 50% if used on an opponent before they attack, regardless of the move’s target (or could be priority). Useless in singles, but could be a good tool on support oriented Pokémon in doubles.
Bad ide
@@strawzulusansundertalehorr7624 ok buddy
I think happy hour would be a fun support move. Something like: stat boosts are doubled for all Pokémon for the round or, any stat boosts are applied to all Pokémon for the round. It would be great in the sense that you could risk boosting yourself up but also giving your opponent the opportunity to or using it defensively by preventing you’re opponent from using stat boosts in fear of boosting the enemy
And Pickup should be like Harvest or something. Maybe it should work on non-berry items.
I completely agree that this should be fixed, but Here’s an interesting thing to consider- distribution. Flare blitz is most commonly on fire types while wild charge is more often seen than flare blitz, at least in singles, as a coverage move. Personally I feel that specifically as a coverage move with it’s current distribution, not- as-wild charge should retain its current power, but have its recoil lowered from 1/4 to 1/6 or 1/8 or dropped entirely in favor of a chance to lower the user’s defense especially when other coverage moves near that power tier don’t have recoil. But also another move, better wild charge or something, should be added that is 110 base power and 1/4 recoil or 120 base power with 1/3 recoil. Physical electric types have been given the shaft for far too long.
I really like the idea of how coverage moves in Pokémon work, with how STAB exists, but it’s not so powerful that you shouldn’t use super effective moves, but I do believe that Pokémon of their own type should be better at ‘mastering’ moves of their own type. I like the idea of widely distributed coverage moves having drawbacks compared to a more narrowly distributed alternative. For example, everyone gets ice beam but only ice types get freeze dry(its not as many ice types as it should be, but still only ice types) Sometimes it feels like every Pokémon gets Earthquake, but while Having High horsepower rather than earthquake is a deficit in singles, it’s a huge boon in doubles. It’s more than just ground types that get it, but it’s not nearly all ground types, and I love it. It is one of landorus few remaining drawbacks and gives you another reason to use differently desirable Pokémon.
But TLDR, If wild charge is going to be as powerful as flare blitz, I would like it to be slightly more narrowly distributed than it currently is. Compared to flare blitz, aside from mew, solgaleo, and solrock flare blitz is fire type exclusive, counting darmanatin as one Pokémon instead of two like I should. While wild charge is no where near electric exclusive. However, physical electric types deserve a better move than wild charge.
Truthfully wild charge is far from the most widely distributed move, but there are a few Pokémon that I don’t think should have it with 120 base power. Namely Zacian, but also solgaleo, snorlax, and a good amount of other Pokémon that aren’t electric types (mostly normal types) receive this move that I would like them to have a 90 base power electric type move, as it makes some of them ranging from a little, to quite a bit more unique(like gogoat), even at the cost of a bit of their health just as the costs of having relatively high power physical electric coverage.
Improving ice types, like resistance to Flying, Grass and Water. While giving it super effective damage on Rock tyoes
Rock?
Overpowered lmao
I don't think it needs rock effectiveness. I actually think it needs a ground resistance considering that you ignore Flying's immunity, Ground is only resisted by 2 types, Grass and Bug.
Yeah, the type that has a 100 base power move that a ton of Pokemon can learn only has 2 resistances.
Grass doesn't need another type resisting it. The other two I somewhat agree with, though I think Ground is the resistance that would be most useful overall.
@@SkullTheLegless because how rocks degrade, the water that gets into them freezes and over time expands the rock to break it apart
Happy Hour lowering accuracy would still be busted on No Guard pokemon
Ngl, I personally found it kinda dumb that Clear body and its clones don't block self-imposed stat drops. Even though it might make specs dragapult too strong, I feel like it could be a neat tweak for other users, like hammer arm metagross or overheat heatmor, just to say a few.
Some might claim it'd be overpowered, but take a look at Contrary.
Me the guy who uses prankster meowstic to set up gravity, so that darkrai can get off dark void then a nasty plot to start sweeping teams in dynamax.
Or you can use defog
Wild Charge is honestly fine, the real issue is Pikachu keeping Volt Tackle for itself all these years
Consider: Buffing Volt Tackle so that Wild Charge can be buffed.
VT could be a better signature and E-vire can put his expert belt back on. I also liked the ideas of the regional Pikachu getting access to VT.
@@zukiezuke Regional electric rodents are another issue entirely... they entirely need an overhaul
Volt Tackle is just an Electric version of Flare Blitz so it's not special enough to warrant being exclusive
Volt Tackle should become an Electric type Head Smash, to create room for Wild Charge being the new Electric Double-Edge. Physical Electric types finally get a STAB with real bite while Pikachu keeps its "super awesome" signature move.
Happy hour confuse self and opponent. AKA everybody get drunk.
"what if we fixed bad moves?" Proceeds to talk about bad abilities for half of the video
Let's remember that before the introduction of Wild Charge, Luxray's strongest move was Thunder Fang
And personally I would use Spark because it's only slightly weaker, has better accuracy, a _way_ higher chance of paralysis, and drops that flinch chance that Luxray's too slow to abuse anyway.
@@gengarzilla1685 yeah I was talking about pure power, t-fang has 5 more than spark.
I think with Dark Void being only used by Darkrai is fine, but adding the accuracy nerf in addition to it was just plain stupid
good riddance to dark void viability, while i do admit 50 accuracy is kinda unfair, being able to hit both targets was complete bs
A good compromise would be to have the 50% only against multiple targets, if that was the problem.
We just talked about the Run Away change on the channel actually! Love that this is a good idea that has some popularity.
Before gen 8 I would've said to just have Clear Body remove self-induced stat lowering effects as well. Regirock/Steel don't get lowered attack and defense from Superpower? Metagross doesn't lose speed from Hammer Arm? So what?
Dragapult now being around with Draco Meteor might be a bit busted if that were the case, but it could still be neat.
Metagross would just gradually become to op, it would get a high damaging coverage move, that wouldn't even be situational. It would completely check yveltal regardless of its flying type. It would essentially dominate swsh ladders. The regis would become impossible to deal with if you had lost mons with earthquake/rock slide and would become the equivalent of contrary rayquaza with v-create. This also becomes a swsh problem with diancie being allowed to become a unchecked monster as there is now no possible way for it to have its stats lowered. In short, buffing clear body is dumb.
@@QuantumIV I don't know if I agree with that. Currently Metagross doesn't have a move that meets any of the criteria you just listed, so not buffing an ability because it could maybe get one is silly. And I'm gonna need an explanation as to how the Regis would become unmanageable just because Clear Body doesn't lower self-inflicted stat drops. Because this wouldn't be the equivalent of Contrary and nothing they have is the equivalent of V-Create Rayquaza...
@@Sleeper800 apologies, I may have over glorified metagross a bit too far,
I would love if this series expanded to Tuesdays too. I love these videos, great work!