READ ME: Forgot about Trailblaze for Luxray because I'm old and haven't used it in Gen 9 or encountered it with Trailblaze ever. Regarding other abilities: There's certainly other pretty lame abilities, but they actually have specific uses. Some good examples are Stench, Flower Gift, and Wonder Skin. They do a unique thing, and you could certainly buff them, but it might be better to make new abilities instead. Remember, pokémon is not just a competitive game, it's also a single player experience. We need trash abilities for early game. It's baby's first JRPG. It's a whole franchise. So we have to think about abilities, typings, and other mechanics from the perspective of the whole franchise. If you can't or don't want to consider the franchise, then the idea might be better off in a mod or in a new Intellectual Property.
i know slow starts a beaten horse by now but, i personally would make -the effect be 3 turns. counter reset ONLY if not depleted (like switching in the first or second turn). -after the third turn recovers 50% HP and gains +1 speed and attack instead.
Please do a series of all such trash abilities.... It is very interesting... Also add one more feature to early bird that it adds +1 Priority to all moves until the user faints or is switched out forcibly with a move (like dragon tail or u-turn) or normal switch out...
You mention Flower Gift, but its not even bad and tbh all that ability needs is to buff Sp.Atk instead of Phys.Atk to have it make sense on the pokemon who gets it.
@@hugomventura I mean if it's a prophetic Dream like state shouldn't they have been warned about all the Hazards and do something to avoid it they mainly all Psychic types so they have an in universe explanation.
@@ZelZ-.-z well I'm thinking of forwarn as predicting something to happen. I guess to make it better it would be relegated to only grounded hazards. However specific hazards will still do damage because one can't prevent the inevitable. Like you can predict and dodge rocks sneaking up on you, but you can't avoid or stop damage from a sandstorm.
Ive had an idea for Honey Gather, which iirc has no competitive use. In battle, the pokemon gathers honey each turn. This honey is consumed by the pokemon, and heals it by 1/16th each turn, the same as Leftovers If you wanted to add another layer to the ability, you could say that Honey Gather does not activate / does a reduced rate of healing in Rain, Snow or Sandstorm conditions. In Sun, and/or maybe when grassy terrain is active, the healing is upgraded to 1/8th. This ability at the moment is only used by 4 pokemon - Teddiursa, Combee and The Cutiefly line. So the only pokemon that would really see use would be Ribombee (which may prefer any of its other abilities anyways)
You could also give it synergy with its out of battle effect and give a buff whenever holding Honey. Something like doubling the effect to 1/8 recovery, or something to consume the honey (to do something like sitrus healing?) to make it need to do the out of battle effect constantly too.
Updated Honey: -1 Speed to those who remove this item with Knock Off, Thief, or other methods (Excluding Magician). 50% To slather and lower speed of those who make contact. Breaks after 3 Slathers Updated Honey Gather: Gathers Honey every turn, Heals 2/16ths of HP each turn via Honey but makes Honey break in one contact hit and activates it. I'm confused on that last portion but even if it breaks you get it back next turn You just need to survive but maybe it wouldn't get the heal as a Specific Leftovers I feel it could heal more but I don't want it to be too OP but maybe it won't matter because of the natural fragility of the mons who get it.
I think honey gatherer should just be like the new syrup ability on driplin. using the honey item in battle lowers evasion, so it could function the exact same way. if they don't want it to be the same (by only working once per battle), they could make it a 50% chance to work each switch in.
Illuminate: While the pokemon is in the party, you can perfectly see in dark places. In battle, illuminate pokemons are immune to electric attacks. After being hit by an electric attack, their next electric attack's power is doubled.
we have gorrila tactics already, so an ability that gives you free leftover recovery seems fair, and the association with honey should be specific enough that it shouldn't be given to anything broken.
i had a pretty simple change in mind for abilities like Big Pecks and Hyper Cutter. As of right now they only negate the defense/attack drop from an opponent, but still allow for a drop from things like Superpower. Allowing the ability to negate that would give the pokemon using them a "deluxe version" of something like close combat to use, similar to how Lilligant can ignore the Confusion from Petal Dance when it uses Own Tempo as its ability. A lot of the pokemon with this ability would need an adjustment to their moveset to make this work, as most don't learn moves that self-inflict stat drops. Even with the change most wouldn't have the proper stat distribution. Even still, I feel like it would make the ability feel a lot more special than it does right now.
I was thinking something similar to this - clear body/flower veil prevent all stat drops from opposing moves, having Big Pecks and Hyper cutter doing it to just one stat feels off. I'd make it so Big Pecks couldn't have both defensive stats lowered (self or opposents), and Hyper Cutter couldn't have both offensive stats lowered in similar fashion. That could give them a niche that feels different enough from other generic stat related abilities, while making them feel like counterparts.
Another thing I'd change about Slow Start is that it should remember how many turns it burned when being switched out. Regigigas is only 100 base speed after all.
I'd make it worse speedboost, You gain 2 stages of speed at the end of your turn, Except for the turn you switched in, That turn you lose 6 stages of speed.
@BramLastname or when it goes in you get minus 3 attack and speed. And every turn up to plus 1 attack and speed you gain plus 1 to attack and speed. After that every 3 turns it does a boost.
I'd be ok with Forewarn being a free dodge. I mean, it can probably just work like Mimikyu's Disguise ability but only works on the first turn that it is thrown in of the entire battle.
@@Oakwin_mb dazzliiiing. But yeah you right. If anything, if Dazzling keeps its name in japanese, it should honestly boost the power of light type moves, but then Bruxfish would be pretty worse
Personally, I feel Mycelium Might could play more into the niche it wants instead of being a worse Mold Breaker. It could keep the moving last effect, but cause status moves to ALWAYS work, ignoring ability AND typing. 100% accuracy Poison Powder, Stun Spore, Screech, etc. Any status moves it uses that target itself could additionally have their effects doubled. For example, Growth would be default +2 to Attack and Special Attack, under sun it would be +4 to Attack and Special Attack.
@@brewskimckilgore6796I want to be clear that it is not something by the ability. Yes, fungi do not photosynthesize, but that does not change the pokémon move Growth - which Toedscruel has and the move changes with sunlight. I was using Growth to better explain how doubled self-inflicted stat increases would work in this scenario, explaining how it would affect that move too.
@@CammyMeeleTeaIt wouldn’t be as awful if it was on a pokémon with different stats. It wouldn’t be great, but if Toedscruel even had more average speed and higher bulk, then it’d make more sense. While not with a signature ability, Wugtrio also got screwed by its ability options. It’s a shame convergent pokémon are forced into the same stats and not just sharing the same base stat total or something.
I agree with the first part about making status moves ignore every possible thing that would stop status, but making it double stat boosts as well is a bit much. I know it's a signature ability, but usually, abilities do one thing.
Let's see... Corrosion should also let Poison-type moves hit Steel-type Pokémon. I like your change to Tangled Feet, I'd also add that instead of a Pokémon hurting itself, it uses a random move it knows (unless it's holding a Choice item, then it just hurts itself like normal) I feel Anticipation could keep its original effect, but with the addition of boosting Speed or Evasion when a "dangerous move" is detected. Finally, one that I've seen a lot and agree with is that Emergency Exit should trigger at the end of the turn. Would mean Golisopod still gets to do stuff the turn it goes below 50%, and then bail.
More pokemon should get corrosion, first of all. Ability distribution in these games is awful sometimes, Definitely agree that corrosion should still damage steel types, at neutral damage, based on the power of the move. But it should also lower Def and spef depending on what kind of attack was used But a few more mons should for sure get corrosion. Venomoth, dustox, seviper, tentacruel, toxricitry, the nidos, ariados, nagabadel, and perhaps some non poison types.
20:01 in fact the french translation team opted for this definition by naming the ability "Cœur de coq" "rooster heart" and that basicly mean proud and combative
Here's some ability buffs I'm thinking of: -Iron Fist: Punching moves have their power boosted by 50%. -Filter/Solid Rock/Prism Armor: Halves damage from super effective moves. -Light Metal: Halves weight, boosts Speed by 20%, but lowers defenses by 10%. -Heavy Metal: Doubles weight, boosts defenses by 10%, but lowers Speed by 20%.
I thought of Heavy Metal having the ability crush hazards upon switch in, and because I couldn't find a way to give it's brother a good enough second effect, I've thought of making it be Speed Huge Power
Early bird: to me it should heal 1/4th for every turn lost in sleep, so any time the Pokemon can't move because of sleep it gets healed to represent the power nap the Pokemon is having
I have an idea for forewarn, make it reveal the strongest move as well as making the Pokémon with forewarn impossible to be crit hit with said move it detected. Thematically it makes sense as since you foresaw the attack so to speak you'd be able to avoid being critically hit as both you & your Pokémon would be expecting the move
Regarding mycelium might, I don't want its lower priority to be removed, I don't think it would be healthy. I pkay VGC and the only sleeper is amoonguss, but I don't wanna risk that a fast sleeper, even less bulky, takes its place. I think that mycelium might not only should let you ignore abilities, but also items and typings, so that you can spore grass types and safety goggles mon. I think it would be better balanced this way.
One change I've always thought would be interesting is giving Oblivious immunity to move-restricting effects such as Imprison or Encore. Combining that with Choice items might be a bit much, but if we can have Sheer Force Life Orb, I think it works.
tbf life orb only boosts the power of moves by 30%, sheerforce has a downside which is to remove secondary effects from moves, which may limit SOME sets. yeah sheerforce Steelyx uses iron head because its not outspeeding anything so it doesnt matter it loses the flinch chance, but even then. im not sure if allowing oblivious users to just have free +50% boost would be very good, specially as someone else mentioned, mamoswine would be a monster.
@@unkindled6410 if mega medicham wasn't overbearing (which got a 2x boost to atk for the cost of it's item slot) I don't think that the oblivious mons would be too good but who knows
loooool making Oblivious act as an infinite mental herb would be awesome, making it negate choice items is a bit crazy because they are balanced kinda precariously, just look at G-Darmanitan
It would be neat if Forecast could also set weather if you gave Castform one of the weather-extending rocks, giving the pretty weak weather-specific pokemon a cool niche. Nice video!
While i agree with every point you made, i would personally choose some other buffs, like: Iron fist- bonus damage and immunity to contact punishers (rough skin, rock helmet, static, etc) with punches, since they have an IRON fist Anticipation- increased dodge/defense chance to super effective moves (diminishing returns to quad effective moves), since they are aware of the danger they're facing Forecast- immunity to negative effects from weather (sunny day reducing water moves dmg, for example)
Pretty awesome video, I'm loving all theorycrafting on this channel! Regarding forewarning I'd make it evade Status moves and debuffs when swithcing it in. Unless they're caused by an attack. This still might be a bit broken, but as mentioned, all family lines with this ability are not that good, but it'll certainly make them a bit better.
ohhhhhh I like this. Zygarde is such a cool mon but it's ability is so underwhelming and ass, this keeps the theme of the original while massively broadening it's use cases. Obv zygarde complete would need nerfs to compensate but this is a really cool idea.
What if Forewarn doesn't just trigger once upon coming in, but every single turn like Speed Boost? This would mean that you'd still be able to learn the enemy's whole moveset, but only if you don't get repeat triggers and only after you live four turns through the enemy. This could make for interesting stalling tactics where you use turns to buy yourself more chances at forewarning important enemy moves.
I really like that. Pokémon is a game about switching (way more about switching in singles) so it would be an interesting reward for positioning in a way where you don't need to switch. As for Doubles, scouting 2 moves a turn is funny.
The only ability change I don't like is Mycelium Might's. I feel like the main purpose of the ability was to nerf toedscruel as to make it decently fast at attacking and slow when using strong status moves and the mold breaker effect was just a slight balance for it without just giving it status move stall. So i think when changing it should still keep the nerf even if a 100 speed spore might not be that game breaking. I would just have it ignore types too.
I'd make immunity give you resistance to poison damage. I can't see any way that hurts any meta. I'd also give it to some Pokemon like Wigglytuff or Slurpuff, as a neat little defense option.
mycelium might... i'd stay still keep it going last, but have it bypass type and item (ie rage powder/spore ignoring grass/safety goggles). maybe have other offensive powder moves bypass grass/goggles too though i'm not sure if toedscruel would benefit much from that and it may not be worth doing. either way, bypassing goggles alone is incredibly useful as it's often used to block spore/rage powder, and the ability to sleep/redirect grass types is also super useful, giving it a niche over amoonguss
I appreciate hearing them. I've always loved languages, but was too indecisive to focus on one language. Or even focus on foreign language as a hobby. At least with videos like this, I get to review Japanese (pokémon's default language) then compare that to all the other localizations. It's so interesting.
I really like these ideas! For Early Bird, I would personally like to see you always wake up after 1 turn of sleep. I know it's pretty specific to Smogon Singles but it's to do with how the randomness of induced sleep affects Sleep Clause. Not knowing when you wake up means you don't know whether you should burn sleep turns when you have the chance or keep your pokemon asleep to block sleep from your more important pokemon. Knowing after you burn a sleep turn you'll wake back up while still blocking sleep until you decide to take that 2nd turn where you do wake up would be huge
My fix for early bird is replacing it with an ability called “tight schedule” which haves the amount of turns of taunt,torment,encore,attract,embargo, and other moves of the like along with sleep. I think it still keeps the theme of early birds Japanese name but makes it a better ability
I'll acknowledge that this is really leaning into Anticipation's inclusion on Whiscash in particular, and it works less-well from a flavor perspective when considering that Absol doesn't get it, but I had a more aggressive and offensive redesign of Anticipation in mind which I think is actually pretty fun. On the first turn in which the Anticipation user has switched in, it triggers a free activation of Future Sight. Great for building momentum, and helps give Ferrothorn a bit more bite as a pivot, rather than just sitting there and tanking hits. Keep in mind that Ferrothorn would have to give up Iron Barbs in order to use it, which is a pretty substantial commitment. I'm sure it would also be a solid contender for Hatterene's ability slot, and similar to Ferrothorn, Hatterene would have to give up a VERY good ability in Magic Bounce in order to opt for Anticipation. I would give a very straightforward, slightly boring buff to Big Pecks. However, one would need to keep in mind that any buff given to Big Pecks should also fairly be given to both Hyper Cutter and Keen Eye, as they are ability clones. With that in mind, my thought is to give the user a 1/8th boost in Defense - or a 1/8th boost to Attack for Hyper Cutter or Accuracy, for Keen Eye. Would this be relevant? It mostly wouldn't, but there'd be 2 exceptions worth mentioning. One would be Mandibuzz in higher tiers, who now acts as if it has effectively base ~125 defense. They'd still probably EV into Special Defense, considering the Dark/Flying typing, but it would now be a stronger mixed defender. The other would be Kingler. While Sheer Force gives a bigger boost, it does not give a boost to some of the moves Kingler most wants to use, such as Crabhammer, Knock Off, and Superpower. A more general 12.5% boost is much lesser than the 30% of Sheer Force, but it's worth it, when you consider that it acts upon Kingler's best moves. They'll be effectively coming off of a 152 attack stat, and it's a nice bonus that Kingler can't be Intimidated with Hyper Cutter. I wanted to convince myself that this hypothesized Big Pecks boost would be relevant on anything other than Mandibuzz, but it's just too subtle to make a make something non-viable become viable, at least by itself. The closest thing I could come up with was Eviolite Tranquil as a Wish-passer, but even that is REALLY pushing it, even for something like RU. I'd be nervous about making the boost bigger and risk outclassing other options.
6:02 it also fits that ppl with the rare genetic mutation of Familial natural short sleep actually have a better memory and productivity even tho they sleep much less than the average person, so your idea would fit perfectly
Another thing that bugs me with Iron Fist is that the damage boost doesn’t stack with the new Punching Glove. So it misses out on the 10% boost that item provides, meaning there’s no reason to run that combo together when Protective Pads are a thing.
Your humor is my exact cup of tea, and these reworks are very well thought out, would you mind if I borrowed them for my own Pokémon projects? As for Forewarn, I think announcing both opponents' abilities in doubles (and singles as well) is a good enough ability. Not overpowered, but not useless either.
Yeah, go ahead, I'm not a good coder, or artist, or storyteller, so it wasn't going to be me who made a game or mod to implement this. Just send people my way because I like to teach and learn with people.
Here are my thoughts on how I would buff some of these abilities: Anticipation: In addition to triggering upon the opponent switching in, while the move itself would not be revealed, if the Pokemon shudders, it gets +1 Speed, to try to knock out the opponent before they can attack. Forewarn: Also triggers upon switch-in. The revealed move deals 33% less damage. Big Pecks: Also ignores the opponent's Attack boosts. For Slow Start, my "buff" would be more complex: I'd still have it halve Attack and Speed, but the nerf only lasts 3 turns, the turn counter persists even after switching out (so you don't have to stall 3 turns in one go), and during Slow Start turns, the user taks 20% less damage.
I love the idea of Tangled feet combining Shell Armour, Super Luck, Sniper AND a speed and evasion boost on top, but only when confused. Would love to use this with thrash dodrio LOOOOOL
I admit, as a non native speaker i always thought the 'big pecks' part was due to birds having beaks and 'pecking' stuff. So the non def dropping never made sense to me. You learn new things every day.
I was today years old when I finally got the pun that big pecks could be big "pecs" and the Pidove line even has a puffed out chest to illustrate the pun.
Great ideas all around! I especially love the Early Bird one! Though the way I'd impement it would by making the heal happen when the pokemon falls asleep (to keep it in line with rest) and then the speed buff is what happens when the mon wakes up. This way it stays strong but also the heal does get a bit mitigated by the fact that the pokemon will still probably take a hit off that heal before moving again. As for Anticipation, I like the ideas, though personally I think that, especially based on the name, it could be a simple thing like, the pokemon gets +1 priority on their first move after switching in, if the oponent uses a super effective attack on them. So the logic would be that the pokemon switches in and detects that its oponent has a move it is weak to, so it braces itself to act before them, a way to explain it would be that Anticipation gives the Sucker Punch effect to the users first move after switching in (so long as the oponent attacks them with the super effective move). This way it has quite a niche and becomes a pretty decent ability, but it also has counter play and isnt too broken just by the oponent ignoring the pokemon/playing around the ability.
Some Abilities were reworked in Mystery Dungeon spinoff. Forewarn in early games gave you % to dodge an attack, including things that otherwise skip accuracy checks (in a game where Drowzee is the second boss). This was later changed to reveal location of items and Pokemon on the floor when Pokemon was under some sleep-related status. Anticipation in early games... worked the same way. It was later changed to increase evasion against supereffective moves and OHKOs.
the klutz you made would be completely insane, free knock off without damage, while eating your berry, imagine the effect that would have combined with the speed boosting berry, or attack boosting if there is one. also, switching in with a klutz pokemon would be insane against choice item mons who you resist. they lose the banded effect before the attack hits since switches always go first in a turn. volt turning with a klutzer would also be completely insane
One potential buff for cast form is a 50% stat buff across the board when in the weather. Its stats are so low in fact that even with a 50% stat boost it manages to still be manageable in the OU meta game.
10:35 i think,that this ability will work on a slightly different principle (the ability Foreyawn,or how it named,do it yet) Pokémon with Anticipation,feeling iMmInEnT DeAtH, increased his speed by 1 stage,to quickly destroy the danger,and evasion,if it have a 4x effective moves
I feel like your anticipation buff is actually a complete rework. It's no longer feeling an intense, threatening aura, but rather scouting out the opposition. A new name like Intel Gather or Scout would be better. Personally I would make Anticipation still do the shutter thing, but on entry gain +1 Def or SpD depending on the attack type. It gives more vague information while still fitting thematically; your Pokemon is overwhelmed by the threatening aura and reflexively brings up its defenses in response.
For Forewarn, what you can do is that if it detects the enemy’s move then it could receive 25% reduced damage from said move but only if it’s used on the turn Forewarn announces. This isn’t really super helpful as the Pokémon that have it aren’t super bulky aside from Musharna, though it does help with specific setups against matchups. It’s not an immediate advantage but it does give you a slight edge, plus if you have a premonition of the future chances are you would be more prepared to handle it whether it’d be bracing yourself for it or avoiding it outright (which the opponent can do by just not using that move on the same turn). It helps against Choice’d Pokémon but it can also mess you up against people playing Balance teams as you’d see stuff like “Jynx foresaw the enemy Kommo-O’s Close Combat!” but the enemy could have used iron head on the same turn. It gives a niche advantage but it’s to expected since you do reveal part of a Moveset and I feel anything more would make it overtuned
Wonder guard should be immune to entry hazards, weather damage and status effects. The obvious balance to this is making any super effective status hurt shedinja. Like burn or stealth rocks.
Run Away - An ability whose main goal is to get you off the field also granting you a stat stage boost seems counterintuitive. If a stat boost is needed, maybe a static damage reduction or evasion buff, to indicate the pokemon's improved ability to run out of the way. Forecast - Don't forget Strong Winds. Castform needs more love! Iron Fist - 50% boost. Sharpness affects 23 moves (many of which have an increased crit chance). Iron Fist affects 24 moves, so it can definitely get away with the same power boost as Sharpness. Early Bird - No notes, 10/10. Also, "Being put to sleep with a pokemon move is disruptive"; if I remember nothing else, I will remember these sage words. Anticipation - Revealing one random move is fine, but keep the shudder thing and have it trigger if an opposing pokemon with a certain number of perfect IVs enters battle. Forewarn - At the beginning of each turn, the pokemon "predicts" what move the opponent will use (i.e. it reveals a random move the opponent knows). If the prediction is correct, {insert benefit here}. Tangled Feet - Only Spinda comes close to the drunken boxing idea; other than it and Mr. Rime (a tap dancer), all pokemon that get Tangled Feet are birds. I do like that you increased crit rate instead of increasing Attack, since the hit-yourself damage can't ever crit but is increased with an increased Attack stat. Klutz - I'm in this post and I don't like it. Slow Start - Replace it with something better. Regigigas isn't scary enough anymore to warrant having a downside. Mycelium Might - For a signature ability - especially on a pokemon with no other ability options - I wish it did something...else. A power boost to Grass moves, improved accuracy on status moves, etc.
Anticipation, I think, should increase evasion upon sensing a super effective move. The "Danger Sense" would make sense because sensing danger would make anyone paranoid to evade. For Forwarn, it could make the pokemon immune to entry hazards in addition to knowing the highest base power move.
I think it would be cool if Anticipation reduced damage from the first super effective attack by 25%. It makes sense that if you know an attack is coming that you’d be prepared for it.
I would give "Keen Eye" and "Compound eyes" 3 effects. 1. Make the ability holder immune to accuracy reducing effects. 2. Make the ability holder ignore it's targets evasion boosts. 3. Increase the accuracy of the ability holder's moves by 1.3 times.
Revisiting this video now made me realize that the reworked Anticipation is balanced for single player runs but doesn't matter at all with open team sheet formats...
Yep, I wrote this before the whole Open Team sheets thing. My balance philosophy is to make everything have at least one decent purpose in each style of play, if I can. Some channels focus on official VGC, some focus on Smogon, some focus on singles, some focus on just the single player mainline experience (official or modded). I want to encompass the whole series and future proof it as much as I can. Whether it's other games like the Mystery Dungeon series, mobile games, or the anime. TL;DR: I'm a generalist, not a specialist. So I gotta make flexible solutions.
Forewarn could increase Defence or Special Defence based on the opponents strongest move or if the opponent has a physical and special move of the same power it buffs based on the user's lowest defensive stat
Castform really needs to go all out, having type dependent on both terrain and weather. Maybe it could be his potential evolution's ability and maybe a move that changes type based on both as well(having two attack types like flying press).
Rattled is an ability I want to see improved but still niche, as it is super situational, I think on top of the user gaining a speed boost when they get hit by a Bug, Dark, or Ghost attack, I think they should gain a +2 speed boost if they are facing a Bug, Dark, or Ghost-type Pokemon on the battlefield, a bit niche yeah but at least its immediate and would be a nice anti-meta choice. I wonder if there are ways to improve it further though?
The Iron Fist buff would actually give Conkeldurr a very big buff. Since Hammer Arm is counted as a punching move, same with Crabominable who also has Ice Hammer. Also a punching move.
With big pecks I think it would be fair to make it so if the Pokémon’s attack OR defense are attempted to be lowered, it’s attack AND defense are raised instead. I think it fits thematically and even with the buff of not lowering attack it’s still just worse clear body, and only on Pokémon that aren’t very good so it wouldn’t be too broken to give it a significant improvement . It could also give the Pokémon that get it a niche meta use as counter intimidate Pokémon (not like that’s anything new, we already have defiant and competitive, but big pecks has a different enough effect.)
My notes: -Forecast (Castform ability) should also just change the weather when entering the field, if castform has one of the moves that casts the weather (hail, sunny day, sandstorm, etc). (forecasting using the move in the battle, make castform much more viable, but you have to spend 1 slot) -Iron fist (and abilities that boosts move types), for that, just give another attribute to all pokemon that has strong punches: +20% on punches, (like the ability). Now, if it has also the ability, it increases the damage +30%. Same way sharpness and others. It is given an attribute to all sharp claws, slicing (kabutops, scyther, etc) gain 20% but go to 50% if has sharpness. If it has shapness but not has the attribute, just 30%. Treat all abilities equal, and also dont need to have the ability to gain boosts that are obvious the pokemon would have. Also could provide for types of moves that do not have an ability like that: kicks (tsareena, quaquaval, blaziken, hitmonlee, etc), sound(lapras, exploud family, jigglypuff, maloeta, primarina), etc. -Slow start: randomly half one of the 5 stats for the 5 turns. Would be fun not knowing which stat is halfed.
Klutz actually doesn't prevent negative effects of held items for some reason (at least prior to gen 7). Not sure if this is fixed by now, but It's been a thing as recent as gen 6. Haven't seen it past gen 6 though. you won't believe how many times I've seen a Lopunny holding a Toxic orb in a battle facility, only to get poisoned despite it having the klutz ability
Forecast should also make castform set up a weather condition that he has learned (whichever is lower in his moveslots). This way, he can set up any 1 of the weather types.
I wish Anticipation would also give the Pokemon resistance to the just revealed attack, if that attack is used that turn. Once all an opposing Poke's moves have been revealed, Anticipation would still call the attacking moves and provide the protection against it that turn.
The mycelium might change would be broken, your change is the equivalent of replacing any of the 3 negative abilities (traunt, slowstart, defeatist) with neutral or even postive abilities. The relavent change mycelium might actually needs is that the speed modification should work dynamically like speed so if the ablity is remove before toadscruel has a turn it then gets to use its high speed to act normally. The alternative is keep it as you always act last, but your status move cannot miss or fail, so you can spore grass types, poison steel and poison types and also you status goes through substitute and protect. Now the abilities effect justifies being forced to go last with the truely mighty status effects.
the thing with castform is that its supposed to be the 3 states of matter. hail is solid (cuz ice), rain is liquid (obviously), and sun is gas (the sun is made of hydrogen gas(and helium too i guess)) then i would give the others some more unique aspects. first, id make iron fist also add fighting type to all non-fighting punch moves, creating a dual-type move that works similarly to flying press. for early bird i'd replace the speed buff with a 2 or 3 turn sleep immunity with the unique property that rest can bypass it. for forewarn, id leave the original effect unchanged but also make it so the revealed move will always miss until it is used once or the forewarn pokemon switches, so it can also help protect an ally from a really big move. as for victory star, i'd make it more than just accuracy and make it work more like a 57-leaf clover from risk of rain 2, having all random effects regarding your allies be rerolled once in your favor, so it also buff things like crits and on hit effects. i dont know if it should also reroll enemy effects against your allies for a negative outcome because that might be a little strong
Regarding Castform: Yeah, that's what I said. We agree. I said it was supposed to look like an H²0 molecule and the different states of it, then asked why the base form wasn't Flying for gas. Regarding Iron Fist: Adding Fighting to every punch to be dual type (effectively like Flying Press) would make every punching move unable to hit Ghost-types. Flying Press works by taking the type effectiveness of Fighting against the target, then multiplying it against the effectiveness of Flying. It can't hit Ghosts, not even ones weak to Flying. So with this version of Iron Fist, even Shadow Punch, a Ghost move, would do nothing to a Ghost because the 2 (Ghost) x 0 (Fighting) = 0 (Damage). Everything else you mention is fine as a suggestion though.
Considering Tangled Feet is still used for some mons (Flamigo) that might be a bit much, a simple evasion boost should be fine. And like you said Klutz already gets use as is, maybe the baked in knock off being on contact with/from the mon would be enough.
Definitely agree with the change to castform’s ability. I’ve honestly been thinking that castform should get an evo gets a new ability that combines this buffed forecast with mimicry as while I know castform is a weather pokemon I feel that an incentivized weather and terrain play style would be fun and giving an old gimmick mon new evos and forms would be nice. Also since terrain and weather are possible to be set up at the same time I feel some fun dual type combinations could be added to blend in with the rest of a team
Truant: After using a move, there is a 50% chance in the next turn, that the pokemon will loaf around. If doing so, it heals 50% of it's health as in the move Slack Off. It will automatically loaf around after using a move like giga impact/hyper beam in the next turn.
I like the idea but 50% may be too strong. Maybe something a little stronger than other persistant healing moves like aqua ring or ingrain or leftovers. Just thinking that when combined with other healing moves or stalling options like protect that 50% every other turn would be too much to overcome unless you were hitting really hard.
Truant: A truant pokemon can use status moves (that don't do damage) in the truant turn. Recharge moves (Like Hyper beam, Roar of Time, etc.) have no extra recharge turn and is recharged in the truant turn... Two turn moves (Like Solar Beam, Dig, Dive, Meteor Beam or Fly, etc.) become single turn instead of failing... Defeatist: The poekemon gets a double omni boost when entering the field. If it has full health... When less than 1/2 health the boosts get removed automatically. Boosts can be Baton Passed onto another mon...
The tangled feet buff seems pretty strong, even with the 30% chance of self damage. For just singles Mr. Rime gets Tangled Feet and Teeter Dance, confusing both mons. And in doubles Swagger and Flatter exist lmao
Some ideas Corrosion: Can poison target regardless of typing, poison movest affect steel types Supersweet syrup should just activate every time switching in, intimidate does that as well. Honey gather could just lower evasion when the poémon uses moves on target or something. Effects with honey item also could be there? Emergerncy exit: If health drops to half or less switches out after moving, if cant move switches out anyways Defeatist could just boost attack stats when pokémon is confident, but pokémon goes to defeatist mindset when half or less and the stats are cut, could give a message of this when happens and when switching in. Archen and its evolution should in my opinion learn roost if they do not. Illuminate could maybe redirect bug moves and give immunity, or weaken ghost. Both? Too strong? Should have overworld effect it had as well. Flower veil: non-volatile status condition immunity also to fairy types, but not the stat dop immunity. Or the other way around? Water veil: burn immunity 1/3 less damage from special Magma armour: frostbite immunity 1/3 less damage from physical Curious medicine: removes negative stat changes from allies and and cures partys burn when swiching in Run away: Pokémon can always switch out or escape wild battle. Maybe frisk cold give poémon a stat boost if it finds an item, so it would be more useful if you know opponents team. Forewarn could in addion to revealing a move have immunity to hazards, and maybe pursuit. Anticipation could in addition to its revealing super effectiviness also make moves less accurate to the pokémon with the ability. The video tho had good ideas about anticipation and forevan, so? Castforms different forms could have different stats too and the ability to have sand form yeah. Mycelium might could just make the user immune to taunt and encore like aroma veil does. Stall ability could give the pokémon immunity some disruptin stuff, maybe status conditions taunt or flinch something. So it can just freely move last and take its time but not be bothered by other pokémon. Iron fist should have higher effect I agree. Early bird, the video had a really good idea. Giving speed boost and healing after waking up is nice in addition to half sleep turns. Tangled feet idea in the video was really nice. Increased, evasion, speed, crit chance and damage and crit immunity while confused.
I got my insight Run away: guarantee escape and switch out, also gain immunity against entry hazard Forecast: 1) gain additional type according to weather instead of replacing Castform Normal-type, OR 2) replace its type and any normal moves Castform has to match weather Iron Fist: I agree with you in this Early Bird: always wake up on the next turn and regain 1/3 health Anticipation: user detects an status moves from pokemon on switch, also work on newly switched out opposing pokemon Forewarn: same as Anticipation above but for super effective moves against it Tangled Feet: Double it's evasion and speed if confused Klutz: cannot use hold item, but switch item if makes contact (work both ways, defensively and offensively) Slow start: cannot move in 2 turns, also gain 2 stage increases stats if survived Big Peck: cannot have both Defense and Sp. Defense decreased My honorable mention; Defeatist: All stats dropped one stage if got hit with crit Malice: Intimidate for Sp. Attack Trusty Keeper: holding item boost Defense Sticky Hold: hold item cannot be removed or break Earthbound: similar with Forecast, for terrain This is my opinion, waddaya think?
In addition to you're changes I think tangled feet should pick a random move in the moveset every turn , nullifying any choice items held while the ability is active
Early Bird is a funny case because on the right pokemon, it would be above the mid-tier ability line, but it’s not too useful on most pokemon that get it. Although nonetheless a niche pick since it’s competing against some of the best abilities of all time, some people have used Early Bird to solid effect in Smogon’s Almost Any Abilities format. It works on pokemon such as Dondozo or something like a defensively invested Eviolite Primeape that stacks Rage Fist boosts from taking hits. In general, when it comes to lesser abulities, there are a decent few abilities where rather than buffing, I just wish we got more pokemon that use them well.
You could even make a video about buffing underwhelming pokémon, I have a couple suggestions you could talk about: Wigglytuff - replace Frisk with Fur Coat, 10+ Sp. Atk (85 > 95), give it Boomburst and Moonblast and either increase it’s Sp. Def by 10-20+ (50 > 60 if not 70) or give it Follow Me Meganium - replace Leaf Guard with either Flower Veil or Triage; either way give it Calm Mind, Earth Power, Dazzling Gleam, and Draining Kiss Typhlosion needs more coverage like Earth Power and Grass Knot Ampharos - either give it Electric Surge or just give or Tail Glow already (maybe even both) Sceptile - Just swap it’s attack stats or give or more special coverage like Earth Power and Nasty Plot Gardevoir - maybe give it Recover and Ice Beam Aggron - take 20 points from it’s Sp. Atk (60 > 40) and move those 20 points to it’s Sp. Def (60 > 80), and not only that give it 10+ Atk (110 > 120) and replace Heavy Metal with Solid Rock/Filter Flygon - Increase it’s Sp. Atk by 20+ (80 > 100) as we could always need more special Ground types, then give it Sand Rush and Tinted Lens for it’s other two abilities. Maybe give it Quiver Dance too? Torterra - The most I got is Shell Smash and maybe replace Shell Armor with Solid Rock Drapion - Just replace Keen Eye with Tough Claws, that’s all I got Electivire - Just give it Iron Fist, Close Combat, Drain Punch, and Bulk Up Magmortar - Just give it Mega Launcher, Aura Sphere, Dark Pulse, Dragon Pulse, and Earth Power Dusknoir - Take 20 points from it’s Sp. Atk (65 > 45), split them, and give one half to it’s HP (45 > 55) and the other half to it’s Atk (100 > 110), and give Dusknoir *and only Dusknoir in it’s line* Strength Sap as well as Drain Punch Scolipede - just give it Fell Stinger, cause i think it would be funny. Krookodile - Let it learn Knock Off via level-up and never give it to Landorus nor Incineroar ever again. Maybe give it Dragon Dance too? Scrafty - give it Sucker Punch, Mach Punch, Gunk Shot, as well as give it Knock Off back Golurk - Just increase all of it’s bulk by 10+ points each (89 > 99 for HP, and 80 > 90 for the defenses) Delphox - give it Energy Ball *and* Thunderbolt and either buff Magician or replace it with Magic Bounce or Magic Guard Talonflame - Make Gale Wings more like how Defeatist works, in other words make it work until less than 50% of HP Florges - maybe just give her Misty Surge Gogoat - just give it Grassy Surge Golisopod - Just give it Tough Claws, Intimidate or at the very least Battle Armor for a HA Centiskorch - Increase it’s Def by 10+ (65 > 75), let it keep Power Whip and maybe give it Earthquake Grapploct - 10+ HP (80 > 90), 10+ Atk (118 > 128), and give it moves that actually abuse it’s Technician ability like Mach Punch, Storm Throw, Aqua Jet -if not Jet Punch- Poison Jab for fairy coverage, and Flip Turn. -Also plz make it Fighting/Water like it deserves it- Tinkaton - Just make a Thick Club hammer equivalent, there best of both worlds
Slow start is made to keep in check a legendary that isn't even that good stat wise. But, what if every other turn, or maybe three, it gives an omni boost. So now we have a bulky legendary that if given enough time can finally live to his legendary status. It would still be destroyed with stab cc but if you dont get rid of it or phase it out in time you are in deep trouble.
I like the omni boost idea, or maybe on the 5 turns it gets a random boost with a chance of an omni boost? Kind of like a big machine starting up and getting to operating speed which seems to be the flavor they were going for.
Forewarn might work as it does now (tell the enemy's strongest move) but, if the opponent tries to use that specific move againts our Pokémon with Forewarn, it will fail the first turn it's used. Just once
I’d like Forewarn to tell you 2 moves this Pokémon knows and two moves this Pokémon is capable of knowing. In no particular order. So you most likely got half the move set but you could also have less because of duplicates, or you could have conceivably gotten the whole moveset at the other extreme
That's cool, I like that. Maybe it should be Infiltrator + Mold Breaker. So status moves ignore Abilities and Substitutes. Sounds strong, but it's only for status, not attacks.
I want to fix Truant to be an interesting downside, after using an Attacking Move not a Status Move, the user slacks off the next turn. While Slacking off, it heals small amount of HP (maybe around 1/8 or 1/4 of HP) & get rid of Status Effects. Also I want Slaking to have unique animation of when it is its Slacking turn it lays down as usual & when it is Active it would stand up like a Gorilla, for indication that it will be ready to use any move. This will make so that after using an attack, it will force the user to have like a 5th move that always activate. You can also use a regular Status Move as you want to not be forced to use its Ability every other turn, since that exploit is gone, you never know when it will hit you hard. Stat changes will not be healed back to normal when Slacking off, that means the user either want to stay in or switches out just by Stat changes purely.
READ ME:
Forgot about Trailblaze for Luxray because I'm old and haven't used it in Gen 9 or encountered it with Trailblaze ever.
Regarding other abilities:
There's certainly other pretty lame abilities, but they actually have specific uses. Some good examples are Stench, Flower Gift, and Wonder Skin. They do a unique thing, and you could certainly buff them, but it might be better to make new abilities instead. Remember, pokémon is not just a competitive game, it's also a single player experience. We need trash abilities for early game. It's baby's first JRPG. It's a whole franchise. So we have to think about abilities, typings, and other mechanics from the perspective of the whole franchise. If you can't or don't want to consider the franchise, then the idea might be better off in a mod or in a new Intellectual Property.
i know slow starts a beaten horse by now but, i personally would make
-the effect be 3 turns. counter reset ONLY if not depleted (like switching in the first or second turn).
-after the third turn recovers 50% HP and gains +1 speed and attack instead.
Please do a series of all such trash abilities.... It is very interesting...
Also add one more feature to early bird that it adds +1 Priority to all moves until the user faints or is switched out forcibly with a move (like dragon tail or u-turn) or normal switch out...
I like the idea of klutz boosting throwing moves like fling.
You mention Flower Gift, but its not even bad and tbh all that ability needs is to buff Sp.Atk instead of Phys.Atk to have it make sense on the pokemon who gets it.
Make forwarn immune to entry hazards if you want to differentiate it from anticipation. The less accuracy reducing abilities the better
I get the feeling you play Smogon
I feel like forwarn should only work on rocks. Mostly because of naming. Like stealth becomes obsolete in front of warning.
I like that
@@hugomventura I mean if it's a prophetic Dream like state shouldn't they have been warned about all the Hazards and do something to avoid it they mainly all Psychic types so they have an in universe explanation.
@@ZelZ-.-z well I'm thinking of forwarn as predicting something to happen. I guess to make it better it would be relegated to only grounded hazards. However specific hazards will still do damage because one can't prevent the inevitable. Like you can predict and dodge rocks sneaking up on you, but you can't avoid or stop damage from a sandstorm.
Ive had an idea for Honey Gather, which iirc has no competitive use.
In battle, the pokemon gathers honey each turn. This honey is consumed by the pokemon, and heals it by 1/16th each turn, the same as Leftovers
If you wanted to add another layer to the ability, you could say that Honey Gather does not activate / does a reduced rate of healing in Rain, Snow or Sandstorm conditions. In Sun, and/or maybe when grassy terrain is active, the healing is upgraded to 1/8th.
This ability at the moment is only used by 4 pokemon - Teddiursa, Combee and The Cutiefly line. So the only pokemon that would really see use would be Ribombee (which may prefer any of its other abilities anyways)
You could also give it synergy with its out of battle effect and give a buff whenever holding Honey. Something like doubling the effect to 1/8 recovery, or something to consume the honey (to do something like sitrus healing?) to make it need to do the out of battle effect constantly too.
Updated Honey: -1 Speed to those who remove this item with Knock Off, Thief, or other methods (Excluding Magician).
50% To slather and lower speed of those who make contact.
Breaks after 3 Slathers
Updated Honey Gather: Gathers Honey every turn, Heals 2/16ths of HP each turn via Honey but makes Honey break in one contact hit and activates it.
I'm confused on that last portion but even if it breaks you get it back next turn You just need to survive but maybe it wouldn't get the heal as a Specific Leftovers I feel it could heal more but I don't want it to be too OP but maybe it won't matter because of the natural fragility of the mons who get it.
I think honey gatherer should just be like the new syrup ability on driplin. using the honey item in battle lowers evasion, so it could function the exact same way. if they don't want it to be the same (by only working once per battle), they could make it a 50% chance to work each switch in.
Illuminate:
While the pokemon is in the party, you can perfectly see in dark places.
In battle, illuminate pokemons are immune to electric attacks. After being hit by an electric attack, their next electric attack's power is doubled.
we have gorrila tactics already, so an ability that gives you free leftover recovery seems fair, and the association with honey should be specific enough that it shouldn't be given to anything broken.
i had a pretty simple change in mind for abilities like Big Pecks and Hyper Cutter. As of right now they only negate the defense/attack drop from an opponent, but still allow for a drop from things like Superpower. Allowing the ability to negate that would give the pokemon using them a "deluxe version" of something like close combat to use, similar to how Lilligant can ignore the Confusion from Petal Dance when it uses Own Tempo as its ability. A lot of the pokemon with this ability would need an adjustment to their moveset to make this work, as most don't learn moves that self-inflict stat drops. Even with the change most wouldn't have the proper stat distribution. Even still, I feel like it would make the ability feel a lot more special than it does right now.
Love this idea! I forgot about how some abilities don't stop your own "recoil/stat drops."
I was thinking something similar to this - clear body/flower veil prevent all stat drops from opposing moves, having Big Pecks and Hyper cutter doing it to just one stat feels off. I'd make it so Big Pecks couldn't have both defensive stats lowered (self or opposents), and Hyper Cutter couldn't have both offensive stats lowered in similar fashion. That could give them a niche that feels different enough from other generic stat related abilities, while making them feel like counterparts.
Another thing I'd change about Slow Start is that it should remember how many turns it burned when being switched out. Regigigas is only 100 base speed after all.
I'd make it worse speedboost,
You gain 2 stages of speed at the end of your turn,
Except for the turn you switched in,
That turn you lose 6 stages of speed.
@BramLastname or when it goes in you get minus 3 attack and speed. And every turn up to plus 1 attack and speed you gain plus 1 to attack and speed. After that every 3 turns it does a boost.
@@Robin_hsr12 the funny thing is that it's probably still not quite good enough.
I'd be ok with Forewarn being a free dodge. I mean, it can probably just work like Mimikyu's Disguise ability but only works on the first turn that it is thrown in of the entire battle.
what if its a high evasion chance? or simply the ability gives the pokemon +1 evasion by default? would this be too broken?
@@unkindled6410Smogon would torch it immediately.
I say it should grant specific immunity to Fake Out, Feint, and ExtremeSpeed.
@@a-s-greig Wait a sec, you might be cooking something, make Forewarn immune to priority moves
@@Whodjathink there's already two abilities that do that.
@@Oakwin_mb dazzliiiing. But yeah you right. If anything, if Dazzling keeps its name in japanese, it should honestly boost the power of light type moves, but then Bruxfish would be pretty worse
There's a situational, hidden advantage in Mycelium Might: being able to hide your speed.
Wait, how?
Personally, I feel Mycelium Might could play more into the niche it wants instead of being a worse Mold Breaker. It could keep the moving last effect, but cause status moves to ALWAYS work, ignoring ability AND typing. 100% accuracy Poison Powder, Stun Spore, Screech, etc.
Any status moves it uses that target itself could additionally have their effects doubled. For example, Growth would be default +2 to Attack and Special Attack, under sun it would be +4 to Attack and Special Attack.
That would be great too. There's so much wrong with the ability. It's a signature ability and you have no choice and have to use it.
i fw the vision and i think its good and flavorful BUT fungi does not photosynthesize so i would drop the sun boost
@@brewskimckilgore6796I want to be clear that it is not something by the ability. Yes, fungi do not photosynthesize, but that does not change the pokémon move Growth - which Toedscruel has and the move changes with sunlight. I was using Growth to better explain how doubled self-inflicted stat increases would work in this scenario, explaining how it would affect that move too.
@@CammyMeeleTeaIt wouldn’t be as awful if it was on a pokémon with different stats. It wouldn’t be great, but if Toedscruel even had more average speed and higher bulk, then it’d make more sense. While not with a signature ability, Wugtrio also got screwed by its ability options. It’s a shame convergent pokémon are forced into the same stats and not just sharing the same base stat total or something.
I agree with the first part about making status moves ignore every possible thing that would stop status, but making it double stat boosts as well is a bit much. I know it's a signature ability, but usually, abilities do one thing.
Let's see... Corrosion should also let Poison-type moves hit Steel-type Pokémon.
I like your change to Tangled Feet, I'd also add that instead of a Pokémon hurting itself, it uses a random move it knows (unless it's holding a Choice item, then it just hurts itself like normal)
I feel Anticipation could keep its original effect, but with the addition of boosting Speed or Evasion when a "dangerous move" is detected.
Finally, one that I've seen a lot and agree with is that Emergency Exit should trigger at the end of the turn. Would mean Golisopod still gets to do stuff the turn it goes below 50%, and then bail.
For Emergency Exit if in a double battle it could trigger before the other Foe's move is brought down to 50% or less by the first
More pokemon should get corrosion, first of all. Ability distribution in these games is awful sometimes,
Definitely agree that corrosion should still damage steel types, at neutral damage, based on the power of the move. But it should also lower Def and spef depending on what kind of attack was used
But a few more mons should for sure get corrosion. Venomoth, dustox, seviper, tentacruel, toxricitry, the nidos, ariados, nagabadel, and perhaps some non poison types.
@@enkidudemuk and weezing as well.
@@victory8928Swallot would also be a good fit.
Corrosion should make Corrosive Toxic Spikes which can be Absorbed by Poison types but will also Poison them upon Absorption.
20:01 in fact the french translation team opted for this definition by naming the ability "Cœur de coq" "rooster heart" and that basicly mean proud and combative
Love this lore!
Here's some ability buffs I'm thinking of:
-Iron Fist: Punching moves have their power boosted by 50%.
-Filter/Solid Rock/Prism Armor: Halves damage from super effective moves.
-Light Metal: Halves weight, boosts Speed by 20%, but lowers defenses by 10%.
-Heavy Metal: Doubles weight, boosts defenses by 10%, but lowers Speed by 20%.
I thought of Heavy Metal having the ability crush hazards upon switch in, and because I couldn't find a way to give it's brother a good enough second effect, I've thought of making it be Speed Huge Power
@@torterra1826 I'd probably have for auto entry hazard removal the ability Minesweeper.
Heavy metal should prevent being forced switch like Roar and Whirlwind.
Early bird: to me it should heal 1/4th for every turn lost in sleep, so any time the Pokemon can't move because of sleep it gets healed to represent the power nap the Pokemon is having
I have an idea for forewarn, make it reveal the strongest move as well as making the Pokémon with forewarn impossible to be crit hit with said move it detected. Thematically it makes sense as since you foresaw the attack so to speak you'd be able to avoid being critically hit as both you & your Pokémon would be expecting the move
Regarding mycelium might, I don't want its lower priority to be removed, I don't think it would be healthy. I pkay VGC and the only sleeper is amoonguss, but I don't wanna risk that a fast sleeper, even less bulky, takes its place. I think that mycelium might not only should let you ignore abilities, but also items and typings, so that you can spore grass types and safety goggles mon. I think it would be better balanced this way.
One change I've always thought would be interesting is giving Oblivious immunity to move-restricting effects such as Imprison or Encore. Combining that with Choice items might be a bit much, but if we can have Sheer Force Life Orb, I think it works.
Looking at what mons get it I don't think anything would be too overbearing. I would like mamoswine to get a boost to ou tho.
That would be really fun to try!
tbf life orb only boosts the power of moves by 30%, sheerforce has a downside which is to remove secondary effects from moves, which may limit SOME sets. yeah sheerforce Steelyx uses iron head because its not outspeeding anything so it doesnt matter it loses the flinch chance, but even then.
im not sure if allowing oblivious users to just have free +50% boost would be very good, specially as someone else mentioned, mamoswine would be a monster.
@@unkindled6410 if mega medicham wasn't overbearing (which got a 2x boost to atk for the cost of it's item slot) I don't think that the oblivious mons would be too good but who knows
loooool making Oblivious act as an infinite mental herb would be awesome, making it negate choice items is a bit crazy because they are balanced kinda precariously, just look at G-Darmanitan
It would be neat if Forecast could also set weather if you gave Castform one of the weather-extending rocks, giving the pretty weak weather-specific pokemon a cool niche.
Nice video!
While i agree with every point you made, i would personally choose some other buffs, like:
Iron fist- bonus damage and immunity to contact punishers (rough skin, rock helmet, static, etc) with punches, since they have an IRON fist
Anticipation- increased dodge/defense chance to super effective moves (diminishing returns to quad effective moves), since they are aware of the danger they're facing
Forecast- immunity to negative effects from weather (sunny day reducing water moves dmg, for example)
Pretty awesome video, I'm loving all theorycrafting on this channel! Regarding forewarning I'd make it evade Status moves and debuffs when swithcing it in. Unless they're caused by an attack. This still might be a bit broken, but as mentioned, all family lines with this ability are not that good, but it'll certainly make them a bit better.
Give Aura Break to Lucario and change its function to be removing STAB from the opposing Pokemon's moves
ohhhhhh I like this. Zygarde is such a cool mon but it's ability is so underwhelming and ass, this keeps the theme of the original while massively broadening it's use cases. Obv zygarde complete would need nerfs to compensate but this is a really cool idea.
What if Forewarn doesn't just trigger once upon coming in, but every single turn like Speed Boost? This would mean that you'd still be able to learn the enemy's whole moveset, but only if you don't get repeat triggers and only after you live four turns through the enemy. This could make for interesting stalling tactics where you use turns to buy yourself more chances at forewarning important enemy moves.
I really like that. Pokémon is a game about switching (way more about switching in singles) so it would be an interesting reward for positioning in a way where you don't need to switch.
As for Doubles, scouting 2 moves a turn is funny.
The only ability change I don't like is Mycelium Might's. I feel like the main purpose of the ability was to nerf toedscruel as to make it decently fast at attacking and slow when using strong status moves and the mold breaker effect was just a slight balance for it without just giving it status move stall.
So i think when changing it should still keep the nerf even if a 100 speed spore might not be that game breaking. I would just have it ignore types too.
I'd make immunity give you resistance to poison damage. I can't see any way that hurts any meta.
I'd also give it to some Pokemon like Wigglytuff or Slurpuff, as a neat little defense option.
0:20 Intimidate from gen 3, Chlorophyll from gen 3.
mycelium might... i'd stay still keep it going last, but have it bypass type and item (ie rage powder/spore ignoring grass/safety goggles). maybe have other offensive powder moves bypass grass/goggles too though i'm not sure if toedscruel would benefit much from that and it may not be worth doing. either way, bypassing goggles alone is incredibly useful as it's often used to block spore/rage powder, and the ability to sleep/redirect grass types is also super useful, giving it a niche over amoonguss
Thanks for keeping me company on my walk! I love how you use the Japanese names in your reasoning
I appreciate hearing them. I've always loved languages, but was too indecisive to focus on one language. Or even focus on foreign language as a hobby.
At least with videos like this, I get to review Japanese (pokémon's default language) then compare that to all the other localizations. It's so interesting.
Love the localization talk! Definitely keep it up
Absolutely, it's my only form of practice these days.
I really like these ideas! For Early Bird, I would personally like to see you always wake up after 1 turn of sleep. I know it's pretty specific to Smogon Singles but it's to do with how the randomness of induced sleep affects Sleep Clause. Not knowing when you wake up means you don't know whether you should burn sleep turns when you have the chance or keep your pokemon asleep to block sleep from your more important pokemon. Knowing after you burn a sleep turn you'll wake back up while still blocking sleep until you decide to take that 2nd turn where you do wake up would be huge
My fix for early bird is replacing it with an ability called “tight schedule” which haves the amount of turns of taunt,torment,encore,attract,embargo, and other moves of the like along with sleep. I think it still keeps the theme of early birds Japanese name but makes it a better ability
That's good enough to be its own ability. We have like 300, why not add more?
good point
I'll acknowledge that this is really leaning into Anticipation's inclusion on Whiscash in particular, and it works less-well from a flavor perspective when considering that Absol doesn't get it, but I had a more aggressive and offensive redesign of Anticipation in mind which I think is actually pretty fun.
On the first turn in which the Anticipation user has switched in, it triggers a free activation of Future Sight.
Great for building momentum, and helps give Ferrothorn a bit more bite as a pivot, rather than just sitting there and tanking hits. Keep in mind that Ferrothorn would have to give up Iron Barbs in order to use it, which is a pretty substantial commitment. I'm sure it would also be a solid contender for Hatterene's ability slot, and similar to Ferrothorn, Hatterene would have to give up a VERY good ability in Magic Bounce in order to opt for Anticipation.
I would give a very straightforward, slightly boring buff to Big Pecks. However, one would need to keep in mind that any buff given to Big Pecks should also fairly be given to both Hyper Cutter and Keen Eye, as they are ability clones. With that in mind, my thought is to give the user a 1/8th boost in Defense - or a 1/8th boost to Attack for Hyper Cutter or Accuracy, for Keen Eye.
Would this be relevant? It mostly wouldn't, but there'd be 2 exceptions worth mentioning.
One would be Mandibuzz in higher tiers, who now acts as if it has effectively base ~125 defense. They'd still probably EV into Special Defense, considering the Dark/Flying typing, but it would now be a stronger mixed defender.
The other would be Kingler. While Sheer Force gives a bigger boost, it does not give a boost to some of the moves Kingler most wants to use, such as Crabhammer, Knock Off, and Superpower. A more general 12.5% boost is much lesser than the 30% of Sheer Force, but it's worth it, when you consider that it acts upon Kingler's best moves. They'll be effectively coming off of a 152 attack stat, and it's a nice bonus that Kingler can't be Intimidated with Hyper Cutter.
I wanted to convince myself that this hypothesized Big Pecks boost would be relevant on anything other than Mandibuzz, but it's just too subtle to make a make something non-viable become viable, at least by itself. The closest thing I could come up with was Eviolite Tranquil as a Wish-passer, but even that is REALLY pushing it, even for something like RU. I'd be nervous about making the boost bigger and risk outclassing other options.
6:02 it also fits that ppl with the rare genetic mutation of Familial natural short sleep actually have a better memory and productivity even tho they sleep much less than the average person, so your idea would fit perfectly
Another thing that bugs me with Iron Fist is that the damage boost doesn’t stack with the new Punching Glove. So it misses out on the 10% boost that item provides, meaning there’s no reason to run that combo together when Protective Pads are a thing.
Your humor is my exact cup of tea, and these reworks are very well thought out, would you mind if I borrowed them for my own Pokémon projects?
As for Forewarn, I think announcing both opponents' abilities in doubles (and singles as well) is a good enough ability. Not overpowered, but not useless either.
Yeah, go ahead, I'm not a good coder, or artist, or storyteller, so it wasn't going to be me who made a game or mod to implement this.
Just send people my way because I like to teach and learn with people.
Early bird could be buffed greatly if it doubles speed until switched out like unburdened
Here are my thoughts on how I would buff some of these abilities:
Anticipation: In addition to triggering upon the opponent switching in, while the move itself would not be revealed, if the Pokemon shudders, it gets +1 Speed, to try to knock out the opponent before they can attack.
Forewarn: Also triggers upon switch-in. The revealed move deals 33% less damage.
Big Pecks: Also ignores the opponent's Attack boosts.
For Slow Start, my "buff" would be more complex: I'd still have it halve Attack and Speed, but the nerf only lasts 3 turns, the turn counter persists even after switching out (so you don't have to stall 3 turns in one go), and during Slow Start turns, the user taks 20% less damage.
I love the idea of Tangled feet combining Shell Armour, Super Luck, Sniper AND a speed and evasion boost on top, but only when confused. Would love to use this with thrash dodrio LOOOOOL
I would also say give forecast a built in weather extender for ones it sets up
I admit, as a non native speaker i always thought the 'big pecks' part was due to birds having beaks and 'pecking' stuff. So the non def dropping never made sense to me.
You learn new things every day.
I was today years old when I finally got the pun that big pecks could be big "pecs" and the Pidove line even has a puffed out chest to illustrate the pun.
Great ideas all around! I especially love the Early Bird one!
Though the way I'd impement it would by making the heal happen when the pokemon falls asleep (to keep it in line with rest) and then the speed buff is what happens when the mon wakes up. This way it stays strong but also the heal does get a bit mitigated by the fact that the pokemon will still probably take a hit off that heal before moving again.
As for Anticipation, I like the ideas, though personally I think that, especially based on the name, it could be a simple thing like, the pokemon gets +1 priority on their first move after switching in, if the oponent uses a super effective attack on them. So the logic would be that the pokemon switches in and detects that its oponent has a move it is weak to, so it braces itself to act before them, a way to explain it would be that Anticipation gives the Sucker Punch effect to the users first move after switching in (so long as the oponent attacks them with the super effective move). This way it has quite a niche and becomes a pretty decent ability, but it also has counter play and isnt too broken just by the oponent ignoring the pokemon/playing around the ability.
That is an interesting Anticipation change!
These are such good, well-thought out ideas! Keep up the great content!
Giving the air head ability to the drifblim line would be a nice pun, and viable since they know trick
Some Abilities were reworked in Mystery Dungeon spinoff.
Forewarn in early games gave you % to dodge an attack, including things that otherwise skip accuracy checks (in a game where Drowzee is the second boss). This was later changed to reveal location of items and Pokemon on the floor when Pokemon was under some sleep-related status.
Anticipation in early games... worked the same way. It was later changed to increase evasion against supereffective moves and OHKOs.
Exactly, or like Illuminate being different in almost every Mystery Dungeon.
Nice touch on the Rest move detail’s accuracy stat
the klutz you made would be completely insane, free knock off without damage, while eating your berry, imagine the effect that would have combined with the speed boosting berry, or attack boosting if there is one. also, switching in with a klutz pokemon would be insane against choice item mons who you resist. they lose the banded effect before the attack hits since switches always go first in a turn. volt turning with a klutzer would also be completely insane
One potential buff for cast form is a 50% stat buff across the board when in the weather. Its stats are so low in fact that even with a 50% stat boost it manages to still be manageable in the OU meta game.
10:35 i think,that this ability will work on a slightly different principle (the ability Foreyawn,or how it named,do it yet)
Pokémon with Anticipation,feeling iMmInEnT DeAtH, increased his speed by 1 stage,to quickly destroy the danger,and evasion,if it have a 4x effective moves
I feel like your anticipation buff is actually a complete rework. It's no longer feeling an intense, threatening aura, but rather scouting out the opposition.
A new name like Intel Gather or Scout would be better.
Personally I would make Anticipation still do the shutter thing, but on entry gain +1 Def or SpD depending on the attack type. It gives more vague information while still fitting thematically; your Pokemon is overwhelmed by the threatening aura and reflexively brings up its defenses in response.
For an specific pokemon i thought so about:
Shedinja's Wonder Guard now also blocks status effects and ignores hazards.
The early bird buff is my favorite :3 well done overall though!
For Forewarn, what you can do is that if it detects the enemy’s move then it could receive 25% reduced damage from said move but only if it’s used on the turn Forewarn announces. This isn’t really super helpful as the Pokémon that have it aren’t super bulky aside from Musharna, though it does help with specific setups against matchups. It’s not an immediate advantage but it does give you a slight edge, plus if you have a premonition of the future chances are you would be more prepared to handle it whether it’d be bracing yourself for it or avoiding it outright (which the opponent can do by just not using that move on the same turn). It helps against Choice’d Pokémon but it can also mess you up against people playing Balance teams as you’d see stuff like “Jynx foresaw the enemy Kommo-O’s Close Combat!” but the enemy could have used iron head on the same turn. It gives a niche advantage but it’s to expected since you do reveal part of a Moveset and I feel anything more would make it overtuned
Wonder guard should be immune to entry hazards, weather damage and status effects.
The obvious balance to this is making any super effective status hurt shedinja. Like burn or stealth rocks.
Illuminate now lowers the foes accuracy when swtiching in, as per intimidate, but any ability that blocks intimidate also blocks it.
2:29 SUNNY REPRESENTS THE LACK OF WATER
Run Away - An ability whose main goal is to get you off the field also granting you a stat stage boost seems counterintuitive. If a stat boost is needed, maybe a static damage reduction or evasion buff, to indicate the pokemon's improved ability to run out of the way.
Forecast - Don't forget Strong Winds. Castform needs more love!
Iron Fist - 50% boost. Sharpness affects 23 moves (many of which have an increased crit chance). Iron Fist affects 24 moves, so it can definitely get away with the same power boost as Sharpness.
Early Bird - No notes, 10/10. Also, "Being put to sleep with a pokemon move is disruptive"; if I remember nothing else, I will remember these sage words.
Anticipation - Revealing one random move is fine, but keep the shudder thing and have it trigger if an opposing pokemon with a certain number of perfect IVs enters battle.
Forewarn - At the beginning of each turn, the pokemon "predicts" what move the opponent will use (i.e. it reveals a random move the opponent knows). If the prediction is correct, {insert benefit here}.
Tangled Feet - Only Spinda comes close to the drunken boxing idea; other than it and Mr. Rime (a tap dancer), all pokemon that get Tangled Feet are birds. I do like that you increased crit rate instead of increasing Attack, since the hit-yourself damage can't ever crit but is increased with an increased Attack stat.
Klutz - I'm in this post and I don't like it.
Slow Start - Replace it with something better. Regigigas isn't scary enough anymore to warrant having a downside.
Mycelium Might - For a signature ability - especially on a pokemon with no other ability options - I wish it did something...else. A power boost to Grass moves, improved accuracy on status moves, etc.
Anticipation, I think, should increase evasion upon sensing a super effective move. The "Danger Sense" would make sense because sensing danger would make anyone paranoid to evade. For Forwarn, it could make the pokemon immune to entry hazards in addition to knowing the highest base power move.
I think a unique change for Iron Fist would be to have it ignore the negative effects of contact, like the Punching Gloves introduced in SV
I would make mycelium might always hit status moves through types and abilities,
But you still have a lowered priority
I think it would be cool if Anticipation reduced damage from the first super effective attack by 25%. It makes sense that if you know an attack is coming that you’d be prepared for it.
I would give "Keen Eye" and "Compound eyes" 3 effects. 1. Make the ability holder immune to accuracy reducing effects. 2. Make the ability holder ignore it's targets evasion boosts. 3. Increase the accuracy of the ability holder's moves by 1.3 times.
Forwarn being kinda like an instant torment could also be interesting, it automatically dodges repeat attacks or something like that
Revisiting this video now made me realize that the reworked Anticipation is balanced for single player runs but doesn't matter at all with open team sheet formats...
Yep, I wrote this before the whole Open Team sheets thing.
My balance philosophy is to make everything have at least one decent purpose in each style of play, if I can.
Some channels focus on official VGC, some focus on Smogon, some focus on singles, some focus on just the single player mainline experience (official or modded). I want to encompass the whole series and future proof it as much as I can.
Whether it's other games like the Mystery Dungeon series, mobile games, or the anime.
TL;DR: I'm a generalist, not a specialist. So I gotta make flexible solutions.
Man with that iron fist buff you sure didnt pull any punches.
Tangled Feet goes HARD on Doubles, imagine Dodrio and Sableye lead, Swagger into Dodrio and now you have a win-con
Hopefully, it doesn't hit itself, though!
Forewarn could increase Defence or Special Defence based on the opponents strongest move or if the opponent has a physical and special move of the same power it buffs based on the user's lowest defensive stat
bro how did castform’s design get approved like they clearly some yitties
At least they were very inclusive about the design. So it can be test****** or chest******, depending on the Castform.
Castform really needs to go all out, having type dependent on both terrain and weather. Maybe it could be his potential evolution's ability and maybe a move that changes type based on both as well(having two attack types like flying press).
Early Bird is handy with Rest if it was on more tanky pokemon. Eviolite Girafarig can kinda use this
Swagger in doubles is gonna get real powerful with that tangled feet boost
Rattled is an ability I want to see improved but still niche, as it is super situational, I think on top of the user gaining a speed boost when they get hit by a Bug, Dark, or Ghost attack, I think they should gain a +2 speed boost if they are facing a Bug, Dark, or Ghost-type Pokemon on the battlefield, a bit niche yeah but at least its immediate and would be a nice anti-meta choice. I wonder if there are ways to improve it further though?
The Iron Fist buff would actually give Conkeldurr a very big buff. Since Hammer Arm is counted as a punching move, same with Crabominable who also has Ice Hammer. Also a punching move.
I didn’t even know forwarn is a thing until you mentioned it here 😅
It's so niche and there's just better abilities those few pokémon could be using. It's so sad.
With big pecks I think it would be fair to make it so if the Pokémon’s attack OR defense are attempted to be lowered, it’s attack AND defense are raised instead. I think it fits thematically and even with the buff of not lowering attack it’s still just worse clear body, and only on Pokémon that aren’t very good so it wouldn’t be too broken to give it a significant improvement . It could also give the Pokémon that get it a niche meta use as counter intimidate Pokémon (not like that’s anything new, we already have defiant and competitive, but big pecks has a different enough effect.)
My notes:
-Forecast (Castform ability) should also just change the weather when entering the field, if castform has one of the moves that casts the weather (hail, sunny day, sandstorm, etc).
(forecasting using the move in the battle, make castform much more viable, but you have to spend 1 slot)
-Iron fist (and abilities that boosts move types), for that, just give another attribute to all pokemon that has strong punches: +20% on punches, (like the ability). Now, if it has also the ability, it increases the damage +30%. Same way sharpness and others. It is given an attribute to all sharp claws, slicing (kabutops, scyther, etc) gain 20% but go to 50% if has sharpness. If it has shapness but not has the attribute, just 30%. Treat all abilities equal, and also dont need to have the ability to gain boosts that are obvious the pokemon would have. Also could provide for types of moves that do not have an ability like that: kicks (tsareena, quaquaval, blaziken, hitmonlee, etc), sound(lapras, exploud family, jigglypuff, maloeta, primarina), etc.
-Slow start: randomly half one of the 5 stats for the 5 turns. Would be fun not knowing which stat is halfed.
Klutz actually doesn't prevent negative effects of held items for some reason (at least prior to gen 7). Not sure if this is fixed by now, but It's been a thing as recent as gen 6. Haven't seen it past gen 6 though.
you won't believe how many times I've seen a Lopunny holding a Toxic orb in a battle facility, only to get poisoned despite it having the klutz ability
Forecast should also make castform set up a weather condition that he has learned (whichever is lower in his moveslots). This way, he can set up any 1 of the weather types.
I wish Anticipation would also give the Pokemon resistance to the just revealed attack, if that attack is used that turn. Once all an opposing Poke's moves have been revealed, Anticipation would still call the attacking moves and provide the protection against it that turn.
The mycelium might change would be broken, your change is the equivalent of replacing any of the 3 negative abilities (traunt, slowstart, defeatist) with neutral or even postive abilities.
The relavent change mycelium might actually needs is that the speed modification should work dynamically like speed so if the ablity is remove before toadscruel has a turn it then gets to use its high speed to act normally.
The alternative is keep it as you always act last, but your status move cannot miss or fail, so you can spore grass types, poison steel and poison types and also you status goes through substitute and protect.
Now the abilities effect justifies being forced to go last with the truely mighty status effects.
the thing with castform is that its supposed to be the 3 states of matter. hail is solid (cuz ice), rain is liquid (obviously), and sun is gas (the sun is made of hydrogen gas(and helium too i guess))
then i would give the others some more unique aspects. first, id make iron fist also add fighting type to all non-fighting punch moves, creating a dual-type move that works similarly to flying press. for early bird i'd replace the speed buff with a 2 or 3 turn sleep immunity with the unique property that rest can bypass it. for forewarn, id leave the original effect unchanged but also make it so the revealed move will always miss until it is used once or the forewarn pokemon switches, so it can also help protect an ally from a really big move. as for victory star, i'd make it more than just accuracy and make it work more like a 57-leaf clover from risk of rain 2, having all random effects regarding your allies be rerolled once in your favor, so it also buff things like crits and on hit effects. i dont know if it should also reroll enemy effects against your allies for a negative outcome because that might be a little strong
Regarding Castform: Yeah, that's what I said. We agree. I said it was supposed to look like an H²0 molecule and the different states of it, then asked why the base form wasn't Flying for gas.
Regarding Iron Fist: Adding Fighting to every punch to be dual type (effectively like Flying Press) would make every punching move unable to hit Ghost-types. Flying Press works by taking the type effectiveness of Fighting against the target, then multiplying it against the effectiveness of Flying. It can't hit Ghosts, not even ones weak to Flying. So with this version of Iron Fist, even Shadow Punch, a Ghost move, would do nothing to a Ghost because the 2 (Ghost) x 0 (Fighting) = 0 (Damage).
Everything else you mention is fine as a suggestion though.
"I have a BF!" -Galarian Rapidash, 2023
Considering Tangled Feet is still used for some mons (Flamigo) that might be a bit much, a simple evasion boost should be fine. And like you said Klutz already gets use as is, maybe the baked in knock off being on contact with/from the mon would be enough.
Anticipation should halve damage from the first super-effective hit, while Forewarn should provide a constant 33% damage debuff.
Open team sheet is OP Anticipation
Definitely agree with the change to castform’s ability. I’ve honestly been thinking that castform should get an evo gets a new ability that combines this buffed forecast with mimicry as while I know castform is a weather pokemon I feel that an incentivized weather and terrain play style would be fun and giving an old gimmick mon new evos and forms would be nice. Also since terrain and weather are possible to be set up at the same time I feel some fun dual type combinations could be added to blend in with the rest of a team
When you said “What if it completely doxxed your opponent,” I thought you were going to suggest something much different lol.
Truant:
After using a move, there is a 50% chance in the next turn, that the pokemon will loaf around. If doing so, it heals 50% of it's health as in the move Slack Off. It will automatically loaf around after using a move like giga impact/hyper beam in the next turn.
I like the idea but 50% may be too strong. Maybe something a little stronger than other persistant healing moves like aqua ring or ingrain or leftovers. Just thinking that when combined with other healing moves or stalling options like protect that 50% every other turn would be too much to overcome unless you were hitting really hard.
Truant: A truant pokemon can use status moves (that don't do damage) in the truant turn. Recharge moves (Like Hyper beam, Roar of Time, etc.) have no extra recharge turn and is recharged in the truant turn... Two turn moves (Like Solar Beam, Dig, Dive, Meteor Beam or Fly, etc.) become single turn instead of failing...
Defeatist: The poekemon gets a double omni boost when entering the field. If it has full health... When less than 1/2 health the boosts get removed automatically. Boosts can be Baton Passed onto another mon...
The tangled feet buff seems pretty strong, even with the 30% chance of self damage. For just singles Mr. Rime gets Tangled Feet and Teeter Dance, confusing both mons. And in doubles Swagger and Flatter exist lmao
Lol, Mr. Ryme.
Forecast should also give Castform a boost in base stats when it transforms, like maybe +10 or +15 to every stat?
Forecast could also be buffed by activating weather corresponding to the weather extending stones.
Some ideas
Corrosion: Can poison target regardless of typing, poison movest affect steel types
Supersweet syrup should just activate every time switching in, intimidate does that as well.
Honey gather could just lower evasion when the poémon uses moves on target or something. Effects with honey item also could be there?
Emergerncy exit: If health drops to half or less switches out after moving, if cant move switches out anyways
Defeatist could just boost attack stats when pokémon is confident, but pokémon goes to defeatist mindset when half or less and the stats are cut, could give a message of this when happens and when switching in. Archen and its evolution should in my opinion learn roost if they do not.
Illuminate could maybe redirect bug moves and give immunity, or weaken ghost. Both? Too strong? Should have overworld effect it had as well.
Flower veil: non-volatile status condition immunity also to fairy types, but not the stat dop immunity. Or the other way around?
Water veil: burn immunity 1/3 less damage from special
Magma armour: frostbite immunity 1/3 less damage from physical
Curious medicine: removes negative stat changes from allies and and cures partys burn when swiching in
Run away: Pokémon can always switch out or escape wild battle.
Maybe frisk cold give poémon a stat boost if it finds an item, so it would be more useful if you know opponents team.
Forewarn could in addion to revealing a move have immunity to hazards, and maybe pursuit.
Anticipation could in addition to its revealing super effectiviness also make moves less accurate to the pokémon with the ability.
The video tho had good ideas about anticipation and forevan, so?
Castforms different forms could have different stats too and the ability to have sand form yeah.
Mycelium might could just make the user immune to taunt and encore like aroma veil does.
Stall ability could give the pokémon immunity some disruptin stuff, maybe status conditions taunt or flinch something. So it can just freely move last and take its time but not be bothered by other pokémon.
Iron fist should have higher effect I agree.
Early bird, the video had a really good idea. Giving speed boost and healing after waking up is nice in addition to half sleep turns.
Tangled feet idea in the video was really nice. Increased, evasion, speed, crit chance and damage and crit immunity while confused.
I got my insight
Run away: guarantee escape and switch out, also gain immunity against entry hazard
Forecast: 1) gain additional type according to weather instead of replacing Castform Normal-type, OR 2) replace its type and any normal moves Castform has to match weather
Iron Fist: I agree with you in this
Early Bird: always wake up on the next turn and regain 1/3 health
Anticipation: user detects an status moves from pokemon on switch, also work on newly switched out opposing pokemon
Forewarn: same as Anticipation above but for super effective moves against it
Tangled Feet: Double it's evasion and speed if confused
Klutz: cannot use hold item, but switch item if makes contact (work both ways, defensively and offensively)
Slow start: cannot move in 2 turns, also gain 2 stage increases stats if survived
Big Peck: cannot have both Defense and Sp. Defense decreased
My honorable mention;
Defeatist: All stats dropped one stage if got hit with crit
Malice: Intimidate for Sp. Attack
Trusty Keeper: holding item boost Defense
Sticky Hold: hold item cannot be removed or break
Earthbound: similar with Forecast, for terrain
This is my opinion, waddaya think?
In addition to you're changes I think tangled feet should pick a random move in the moveset every turn , nullifying any choice items held while the ability is active
Early Bird is a funny case because on the right pokemon, it would be above the mid-tier ability line, but it’s not too useful on most pokemon that get it.
Although nonetheless a niche pick since it’s competing against some of the best abilities of all time, some people have used Early Bird to solid effect in Smogon’s Almost Any Abilities format. It works on pokemon such as Dondozo or something like a defensively invested Eviolite Primeape that stacks Rage Fist boosts from taking hits.
In general, when it comes to lesser abulities, there are a decent few abilities where rather than buffing, I just wish we got more pokemon that use them well.
You could even make a video about buffing underwhelming pokémon, I have a couple suggestions you could talk about:
Wigglytuff - replace Frisk with Fur Coat, 10+ Sp. Atk (85 > 95), give it Boomburst and Moonblast and either increase it’s Sp. Def by 10-20+ (50 > 60 if not 70) or give it Follow Me
Meganium - replace Leaf Guard with either Flower Veil or Triage; either way give it Calm Mind, Earth Power, Dazzling Gleam, and Draining Kiss
Typhlosion needs more coverage like Earth Power and Grass Knot
Ampharos - either give it Electric Surge or just give or Tail Glow already (maybe even both)
Sceptile - Just swap it’s attack stats or give or more special coverage like Earth Power and Nasty Plot
Gardevoir - maybe give it Recover and Ice Beam
Aggron - take 20 points from it’s Sp. Atk (60 > 40) and move those 20 points to it’s Sp. Def (60 > 80), and not only that give it 10+ Atk (110 > 120) and replace Heavy Metal with Solid Rock/Filter
Flygon - Increase it’s Sp. Atk by 20+ (80 > 100) as we could always need more special Ground types, then give it Sand Rush and Tinted Lens for it’s other two abilities. Maybe give it Quiver Dance too?
Torterra - The most I got is Shell Smash and maybe replace Shell Armor with Solid Rock
Drapion - Just replace Keen Eye with Tough Claws, that’s all I got
Electivire - Just give it Iron Fist, Close Combat, Drain Punch, and Bulk Up
Magmortar - Just give it Mega Launcher, Aura Sphere, Dark Pulse, Dragon Pulse, and Earth Power
Dusknoir - Take 20 points from it’s Sp. Atk (65 > 45), split them, and give one half to it’s HP (45 > 55) and the other half to it’s Atk (100 > 110), and give
Dusknoir *and only Dusknoir in it’s line* Strength Sap as well as Drain Punch
Scolipede - just give it Fell Stinger, cause i think it would be funny.
Krookodile - Let it learn Knock Off via level-up and never give it to Landorus nor Incineroar ever again. Maybe give it Dragon Dance too?
Scrafty - give it Sucker Punch, Mach Punch, Gunk Shot, as well as give it Knock Off back
Golurk - Just increase all of it’s bulk by 10+ points each (89 > 99 for HP, and 80 > 90 for the defenses)
Delphox - give it Energy Ball *and* Thunderbolt and either buff Magician or replace it with Magic Bounce or Magic Guard
Talonflame - Make Gale Wings more like how Defeatist works, in other words make it work until less than 50% of HP
Florges - maybe just give her Misty Surge
Gogoat - just give it Grassy Surge
Golisopod - Just give it Tough Claws, Intimidate or at the very least Battle Armor for a HA
Centiskorch - Increase it’s Def by 10+ (65 > 75), let it keep Power Whip and maybe give it Earthquake
Grapploct - 10+ HP (80 > 90), 10+ Atk (118 > 128), and give it moves that actually abuse it’s Technician ability like Mach Punch, Storm Throw, Aqua Jet -if not Jet Punch- Poison Jab for fairy coverage, and Flip Turn.
-Also plz make it Fighting/Water like it deserves it-
Tinkaton - Just make a Thick Club hammer equivalent, there best of both worlds
I think you should make a video about it, you have a lot of good ideas.
Slow start is made to keep in check a legendary that isn't even that good stat wise.
But, what if every other turn, or maybe three, it gives an omni boost. So now we have a bulky legendary that if given enough time can finally live to his legendary status. It would still be destroyed with stab cc but if you dont get rid of it or phase it out in time you are in deep trouble.
I like the omni boost idea, or maybe on the 5 turns it gets a random boost with a chance of an omni boost? Kind of like a big machine starting up and getting to operating speed which seems to be the flavor they were going for.
Forewarn might work as it does now (tell the enemy's strongest move) but, if the opponent tries to use that specific move againts our Pokémon with Forewarn, it will fail the first turn it's used. Just once
I’d like Forewarn to tell you 2 moves this Pokémon knows and two moves this Pokémon is capable of knowing. In no particular order. So you most likely got half the move set but you could also have less because of duplicates, or you could have conceivably gotten the whole moveset at the other extreme
Maybe mycelium might could also ignore substitute like infiltrator, but only for status moves
That's cool, I like that. Maybe it should be Infiltrator + Mold Breaker. So status moves ignore Abilities and Substitutes. Sounds strong, but it's only for status, not attacks.
@@CammyMeeleTea exactly! And a fast unstoppable sporer sounds amazing!
I want to fix Truant to be an interesting downside, after using an Attacking Move not a Status Move, the user slacks off the next turn.
While Slacking off, it heals small amount of HP (maybe around 1/8 or 1/4 of HP) & get rid of Status Effects.
Also I want Slaking to have unique animation of when it is its Slacking turn it lays down as usual & when it is Active it would stand up like a Gorilla, for indication that it will be ready to use any move.
This will make so that after using an attack, it will force the user to have like a 5th move that always activate.
You can also use a regular Status Move as you want to not be forced to use its Ability every other turn, since that exploit is gone, you never know when it will hit you hard.
Stat changes will not be healed back to normal when Slacking off, that means the user either want to stay in or switches out just by Stat changes purely.
I love the idea of ditz/klutz lol