@@Rockalanche Well apparently PLA and SV were in development around same time so.. they couldn't just "carry over" stuff since.. they didn't know the other dev team was making a change like that... this is also why the catching isn't the same, both teams were doing overworld catching/battling and apparently (maybe?) couldn't communicate
To answer your question around 7:40, there's actually terms to differentiate them, though I don't know if they're official or community-made. But non-volatile statuses are the "major" ones being Sleep, Poison, Paralysis, Burn and Freeze, while volatile statuses make up everything else. So you can stack volatile statuses with each other or with a non-volatile status, but you can't stack non-volatile statuses with each other. Another way to look at it: volatile statuses go away on switch out, non-volatile statuses don't.
Ok imagine the fear thing for ghost types and not only are the mons forced to switch out, they dont want to switch in again for a few turns because of the fear, except if they are the last mon standing
@@ellienugent6839 That would break the game. Either several turns of nothing happening, or suffering an auto loss while still having a pokemon. Last standing forces the Pokemon out. I guess an interesting thing they could do is make it a choice: Letting the pokemon stay in the ball counts as forfeiting, or forcing it out to continue.
I remember hearing that the Fighting type is the Hero type in Japan. If it had a Status Condition it probably wouldn't be something like Berserk. It would be something like "Dark(wicked) type attacks do 50% damage" or alternatively it could be 200% since a Hero is doing it. After hearing the relevant type maybe it just has a rally ability that gives all present pokemon that aren't Dark type more health.
Here are two I thought of partway through Grass - Hayfever 25% chance every turn to sneeze and drop held item Chance doubles in Sun and is neutralized in Rain Lasts until switched out or fainted Bug - Skin Rash The pokemon takes 1/16th of it's max health when it makes contact Sandstorm and hail deal double damage Lasts until the end of battle
I used to think the same thing for infatuation... Except there wouldn't be a fixed number of unusable moves, it would randomly decide yes or no on every move separately and independently when the pokemon would get infatuated, with the chance of them getting refused being higher depending of the move itself.
I used to think a similar thing for confusion but based it on how much pp a move had. I basically thought that if a move had less pp you were more likely to be confused when using it because it was a more powerful move. Whereas if a move had less pp then it was less likely to get confused as the move was weaker
For normal I had the idea of: when inflicted with the status condition, removes all secondary effects from moves. So all atack moves that also have chance to raise/lower stats, cause a status effect, those are gone.
3:00 MISCONCEPTION Burn doesn't cut the users Physical Attack in half, it's cuts the Base Power of Physical Moves in half. Your Rhydon's attack doesn't drop from 128 to 64, Earthquakes power is just reduced to 50.
Fighting: Roid Rage (increase attack and PP usage) Flying: Weightless (lower weight and evasion) Fairy: Dragon: Dark: Blinded (lower accuracy) Ground: Rock: Calcified (lower speed, deals a small amount of damage every turn) Grass: Splinters (basically poison, but grass) Steel: Water: Drowning (poison, but water) Ghost: Haunted (can't sleep, deals a small amount of damage every turn) Normal: Student Loan Debt (instantly kills) Bug: Too sleepy to think of more.
Honestly whenever I think of fighting type status the first thing that comes to mind is bruises. I'd make it a bit strong since fighting is a bit on the weaker side (increases damage recieved rather than reducing def, like an extra STAB buff on all attacks on that pokemon so it stacks with defense drops) and isn't removed by switching out, but most forms of recovery (healing/status removing moves/abilities, medicine...maybe not vending machine drinks) would heal them. Extremely powerful status but easily handled. As for rock...petrified, even the lite version, seems overpowered and not very fitting for a lot of rock moves. I'd go with buried. Can't use contact moves or switch until a few turns pass (you're not gonna reach the opponent while under a ton of rubble and it's unlikely the pokemon can be brought back without a clear line of sight on it. Still powerful, but leaves options open even for fully physical attackers as long as they know to prep around it. Maybe to make up for the downside it also increases physical defense (since the opponent ALSO has to get through the rocks to deal damage) so it'd force the user to be just as cautious about using the status as the user. If it HAD to be petrified, I'd limit what moves could apply it and make it "pokemon becomes rock type, speed is halved, and if hit it removed the status but reduces defense 1 stage" as a less gruesome balance (since the idea of being turned to stone has... unpleasant implications). This way is just a more powerful version of the move soak.
I completely understand the weird mindset with infatuation. Sometimes you just have that one move that always seems to work, and the ones that always seem to fail. So eventually you just kinda internalize it that it works a certain way, even though it’s not really true
Honestly for bug a cool status effect I thought of was Host/Hosted where the Pokémon infected with it will now take double damage but only for one attack and would stay on that Pokémon even if you swap out. It would only be removed by either getting hit, fainting the Pokémon who cast Host/Hosted, or maybe it can’t be healed by items until the previous effects are met.(My thoughts behind it was like how some wasp lay eggs in other living bug or like the zombie mushrooms thing in real life.)
I like your Ringing Status idea, but instead of not being able to use sound based moves it could make it so that Pokemon have a chance of not hearing trainer commands, it'd basically be a paralysis that makes you weak to sound attacks
Not sure how balanced these would be but here’s just a few ideas I had. This would specifically be for water against steel types but a “Rust” status condition would be interesting. Have some water moved have a chance of rusting steel types, cutting their speed and probably attack as steel items are a lot more difficult to move when rusted. It’d stay in play till the steel type Pokémon is swaps out. Another idea I had was for the bug type, “pheromones”. It would guarantee that the opponent won’t do anything for that turn with the additional effect of roar where it is swapped out at the end of the turn, removing the status effect. The logic here is that bug pheromones are pretty icky smelling so it sorta paralyzes the Pokémon in place and it wants to return to its pokeball due to the terrible smell. Aside from bug types themselves I can also see this have no effect on poison types as they’re used to bad smells. If anyone who’s really into competitive wants to apply any specific numbers or make any changes to these go for it
I feel like "Pheromones" could do a bit more , exemple if the pokemon inflicted with the pheromones switches out. And when they are recalled to the battle you can see it visual as in you know they are swapping back to that pokemon inflicted, like especially if you still have the pokemon who inflicted it, it can detect it , like in naruto where bugs can smell and locate other bugs or ninjas carrying a female bug and all the male bug can locate that person cause they had that one bug on them. But idk if it possible to code that in a game. It would be kind of like download where you know what move they will hit you with next, that s how download works right ?
I was thinking for fighting type either “bruised” or “winded” could work too Bruised being, well, bruised, perhaps leaving you weakened in some way Winded, which is when after an abdominal strike when you struggle to catch your breath, perhaps being almost like a flinch 2.0
I think a good alternative effect for the Spooked status would be: - take a bit more damage from Ghost, Dark, and Psychic type moves (since those would all take advantage of a fearful mind) - 1/3 chance to flinch for 1-4 turns It’s a temporary status since fear can be overcome
I think grass’ status could be “Allergic” or something similar. Maybe a chance to flinch/sneeze? 😅 To edit, maybe it slightly lowers defense? Since your body may be weaker.
Me being the Persona fan that I am every time was like oh that status condition is like that one from Persona I was half expecting to see hunger and for psychic type to be brainwash 😂
I like Petrified... "You just encountered your first ROCK Pokemon on your new Game, and on the first turn, your pokemon attacked the wild Pokemon, but the wild Pokemon attacked and made your pokemon Petrified. On the next turn, your pokemon is Petrified and cannot attack, but when the wild Pokemon attacks, your pokemon is free from the Petrified status, almost like your Pokemon was trapped inside the statue, and that attack made creaks on the statue, then your pokemon within can easily/barely escaped it's cold imprisonment"...I love it!
Rock type status infliction could simply, be "Dizzy" and make it harder to land your moves (cuts your accuracy) and cause a chance to trip. Cause getting hit in the head with a rock might leave you a bit concussed and dizzy.
How i would make the statuses work: -fire: burn, it works like the usual burn, but if you get will-o-wisped again the status will evolve to Scorched, you loose 1/8 of hp instead of 1/16. Fire types are immune -Grass: leech seed, they remain after switching out but they drain hp only if the statused mon is against a grass type. Grass types are immune. -water: it doesn't really need it and i have no idea. -electric: Paralisys, it halves the op speed, it can be staked to make it be 1/3 of the original speed. Electric types are immune. -ice: frost bite (it's just the frost bite from PLA) -Psychic: Drowsy, -1 stage of speed and special defense, -1 stage of speed and special defense at the end of every turn and switch-in. Psychic types are immune. Fighting: concussion, -1 of def and the op will use a random move instead of the selected one for 3 turns. Fighting types are immune. -rock: stealth rock, the statused op lose 1/8 of his hp on switch-in. Rock type are immune -steel: spikes, the statused op loose 1/10 of his hp every time he attack. Steel type are immune. -Dragon: fear, the op is forced to switch out afer one turn. Dragon types are immune. -Bug: Infestation (it's just infestation) -Dark: taunt -Ghost: cursed
Petrified would be too overpowered because then all VGC battles would just become "Spam rockslide until all opponents are petrified". Rockslide Serene Grace... (shudder)
Also if you get a rock user with setup (cough cough groudon) then you could just petrify then set up, might be specific but a free turn to D-Dance, S-Dance or Calm Mind can be insane
I had an idea for more combo terrains with typing triangles ever since the pledge moves were introduced, if you care to read, the types are rock, flying and fighting, each being a type triangle like fire water and grass, flying + rock would be a landslide effect that would lower the opposing sides defense stats temporarily, flying and fighting could create an airborne like terrain that could make Pokémon immune to ground moves or make moves not miss (albeit the latter would be very busted) and fighting and rock could create a broken down terrain caused by shattered rocks that could be a more potent stealth rock doing 24% damage instead of 12% while being temporary to balance it out
Water already kinda has a Status effect, with the move Soak, which changes the opposing Pokemon to Pure Water. I think that could work for a water status, making the inflicted pokemon weak ti Electric regardless of its typing, and maybe even weak to Ice like how Freeze Dry works.
a unique bug type idea would be something called pest: it will lower the pokemon's held item effectiveness or something like killing a fly or mosquito where it's hard to hit so it cuts your accuracy and a sometimes hit yourself, once you hit yourself however, it ends
Dragon's Might and Dragon's Roar would be two cool effects for Dragon types. Dragon's Might - Adds a lingering chance of not attacking that is linked to the opponents Attack/Special Attack compared to the dragon pokemon's BST, that lasts for three complete turns regardless if the Dragon Pokemon is out or not. Dragon's Might initiates upon use of the move, and the status can be reset if you re-use the move, but will only remain for up to two complete turns after the Pokemon is swapped out. Dragon's Roar would inflict the Fear effect that was mentioned during the video.
Fear could also be cut your Special Attack in half since you're less likely to attack something you're scared of. Or special defense, since you're not thinking straight when you're scared. Also a 25% chance to miss every attack until you switch out.
Paralyzed had a confusing introduction. It half your speed and 50% chance to not attack, tho if you used agility. The secondary effects of Paralyzed goes on you instead.
I was thinking about this the other day. I have not finished the video yet so idk if something like this is talked about however, just dropping it now. Frozen should be changed. If we can go from hail to snow why not frozen to frosted (or frost bite, freezer burn idk) and have it work like burn where it S.atk is damper and you take damn when you end your turn. Also a fun twist could be it only hurts when you don't attack, so set up moves, missing an attack, attack doesn't affect the target, used against someone protecting etc. basically if you're not "moving" you take more damage.
"Null Shedinja" actually would never be a problem outside of shenanigans, because it is a ghost type and has 1 hp. It can't be hit by normal moves to have the status inflicted, and if you pull type swap or ability swap tricks, you are relying on your opponent to not ko shedinja or the swap partner, inflict the status, and be in the correct position to finish your stunt. It'd be no different than burnup null fire types stealing wonder guard from their partner.
If ghost types had the spooked effect, then they would be horrible to try and catch because there's always a chance it'll just yeet you from the fight like Abra 😂
weird idea.. but what if fear meant a pokemon was locked out of battle unless it absolutely had to come out. like roar or whirlwind, but with lingering effects, so for the next two to four turns that pokemon will not come out if an alternative is available
Here's something he missed. Paralysis via static can't effect ground type pokemon, since electric type moves can't effect ground types. Aswell, you can't poison steel types. So then since Dragon moves don't effect Fairy types, fairies shouldn't get struck with "fear", In addition, Petrified shouldn't effect flying types, and null shouldn't effect ghost types.
For an HP reducing one, it could be like one that reduces max HP for a small amount of time, like they cant heal fully unless they get rid of the status. It is ki da like the wound ability from FF.
9:50 don't worry, until just a couple months ago I thought that water was super effective against steel, it isn't, it is neutral offensively and resists steel defensively. I was thus fully convinced that heatran had double weakness to water, when it actually only has one against ground, with regular weakness to fighting and water.
Null Shedinja, I was like, "that would be the easiest thing to kill" before remembering Wonder Guard makes it so only Super Effective hits deal damage, and not resistances become immunities. I also believe Terastallization is the sole reason the Nincada line aren't in Scarlet and Violet. A Tera Electric Shedinja holding an Air Balloon would essentially be invincible.
Paralysis burn poison freeze and sleep are considered non volatile statuses and everything else that fades when switching like confusion and infatuation is volatile
Grass: Seeded: makes the opponent not able to switch without special moves, and after 2-4 turns, a flower will bloom and explode, dealing double the damage of the move that made the opponent seeded in the first place.
22:20 A high damaging move; Super-effective would crumble the rockshell but an uneffective move would cause an additional 1/16th dmg and take 2 turns for escape
My main criticism of this proposed "one status effect for every type" system is that it ignores, if not outright eliminates, the two-tier system of status effects that exist now, where you have "primary" status effects like Sleep, Paralysis, Poison, Toxic Poison, and Freeze, that are one at a time, can't be overwritten by another and don't go away when switched out, and tons more "secondary" status effects like Confusion, Infatuation, Flinching, Partial Trapping, Curse, Taunt, Torment, and Nightmare that can stack on top of primary effects and one another, but can be cleared by switching out. Are all these new effects primary or secondary? Can they stack? If they all work like primary effects, that would really screw with the metagame (especially redoing Confusion as a primary effect.) Maybe each type could have primary AND secondary status effects, but at that point there would be WAY too many status effects to keep track of.
I say it should depend. Similar to how rain can exist with Psychic Terrain. Like say... A "Bleed" is primary so it works with Infatuation but not burn.
He mentions a shedinja with a null effect. That would only be possible by evolving a Nincada already affected with a null effect (I don’t even know if status carries to shedinja by evolution like other Pokemon because of the unique way to get it) and never taking it to a Pokemon center or putting it into a PC (in older games)
One I thought of for Fairy was Faetouched. Has a 25% chance of not moving and whilst active for 3 to 4 turns, it negates the afflicted Pokémon's ability.
I honestly think ghost should do the inverse, it's not for nothing that a lot of ghost pokemon can learn Mean Look and the abilities Shadow Tag is called... Shadow ! You want to run but the concept of a ghost is to keep you with him (sorry for my english, i'm learning)
Interesting to associate confusion with psychic types even though there are only 2 psychic moves that actually cause confusion. Though there wouldn't really anything else that fits psychic unless you make a new status for it that's mind focused
Bug type status Befuddled: When afflicted your base stats for attack, defense, special attack, special defense, and possibly speed are shuffled. Befuddled lasts 5-7 turns or till swapped out. A held item for this could do interesting things for quite a few pokemon.
I think a good one for steel type would be "magnetized". Pokémon inflicted with magnetized suffer from all steel type moves used against them bypassing accuracy checks, similar to the move Swift. The magnetized condition can be removed by switching the afflicted Pokémon out.
If I remember correctly, you are a One Piece fan. I know that this is a little bit different than the average video here, but a cool video idea would be reacting to Cartoonlord's ongoing "Pick Your Pirate Crew" series where you pick a number that determines how you progress through your version of the One Piece story.
Rooted technically kinda is in the game somewhat, just not used much cause… the move causing it is used on yourself (ingrained, you root yourself but recover HP each turn) Half surprised it hasn’t become a thing yet, but you have moves like Fire Spin that kinda sorta do the no switch rule too. (And yeah agreed, switching is used SO MUCH in competitive)
A. I called normal being last! B. Null or as I called it neutrality would have to be like simple beam where it temporarily changes (is removed when switched out) an inflicted opponent’s ability to “null” And petrification should be like freeze but 3 turn max and Turn 1 is a 100% chance to not move Turn 2 is 66% chance to not move Turn 3 is 33% chance to not move Turn 4 is 0% chance to not move But… the inflicted gets a temporary +3 to Def and SpDef
The Frostbite status from Legends Arceus does cut the Special Attack
Yeah, thought that was neat
I was so disappointed when they didn't put that into Scarlet and Violet. I was so happy to with the changed to Ice type in Legends Arceus.
It was so much cooler than freezing
@@Rockalancheat least they added snow, which is way better than hail
@@Rockalanche Well apparently PLA and SV were in development around same time so.. they couldn't just "carry over" stuff since.. they didn't know the other dev team was making a change like that... this is also why the catching isn't the same, both teams were doing overworld catching/battling and apparently (maybe?) couldn't communicate
We really are sharing the same brain cells 😂
Thanks for reviewing!
my mind was blown by the null status effect. there's so much we could do with it, the possibilities are endless.
Fart
Why hello there shepsky!
I guessed the normal at the end, it just made sense, kind of a standout type for how nonstandout it is
@@matheusalvarenga7820What about the Normalize ability?
To answer your question around 7:40, there's actually terms to differentiate them, though I don't know if they're official or community-made. But non-volatile statuses are the "major" ones being Sleep, Poison, Paralysis, Burn and Freeze, while volatile statuses make up everything else. So you can stack volatile statuses with each other or with a non-volatile status, but you can't stack non-volatile statuses with each other.
Another way to look at it: volatile statuses go away on switch out, non-volatile statuses don't.
Volatile and non-volatile were used in at least one in-game pokemon school (don't remember which game), so yes, they're official
Most people seem t refer to them as a Banner Status
I love the fact that they showed Garchomp for dragons as they know who would use and abuse the fear status effect.
I've always thought Sleep would be the Normal status, because what could be more normal than sleeping?
These days being unable to sleep is more normal then getting good sleep
I thought the same thing when I watched it
Because it's how u make the pokemon asleep?
@@CanisMythsoncommon ≠ normal
Agreed! Especially with Pokémon like Snorlax and Komala. Exactly what I was thinking
Everybody gangster until someone petrifies their opponent with a dugtrio that has arena trap
Ok imagine the fear thing for ghost types and not only are the mons forced to switch out, they dont want to switch in again for a few turns because of the fear, except if they are the last mon standing
Possibly not even then
@@ellienugent6839 That would break the game. Either several turns of nothing happening, or suffering an auto loss while still having a pokemon. Last standing forces the Pokemon out. I guess an interesting thing they could do is make it a choice: Letting the pokemon stay in the ball counts as forfeiting, or forcing it out to continue.
I remember hearing that the Fighting type is the Hero type in Japan. If it had a Status Condition it probably wouldn't be something like Berserk. It would be something like "Dark(wicked) type attacks do 50% damage" or alternatively it could be 200% since a Hero is doing it. After hearing the relevant type maybe it just has a rally ability that gives all present pokemon that aren't Dark type more health.
Here are two I thought of partway through
Grass - Hayfever
25% chance every turn to sneeze and drop held item
Chance doubles in Sun and is neutralized in Rain
Lasts until switched out or fainted
Bug - Skin Rash
The pokemon takes 1/16th of it's max health when it makes contact
Sandstorm and hail deal double damage
Lasts until the end of battle
This is basically just Spring
I used to think the same thing for infatuation...
Except there wouldn't be a fixed number of unusable moves, it would randomly decide yes or no on every move separately and independently when the pokemon would get infatuated, with the chance of them getting refused being higher depending of the move itself.
I used to think a similar thing for confusion but based it on how much pp a move had.
I basically thought that if a move had less pp you were more likely to be confused when using it because it was a more powerful move. Whereas if a move had less pp then it was less likely to get confused as the move was weaker
4:39 "THE OPPOSING POKEMON NOW HAS TINNITUS"
For normal I had the idea of: when inflicted with the status condition, removes all secondary effects from moves. So all atack moves that also have chance to raise/lower stats, cause a status effect, those are gone.
Very strong superpower or close combat then haha
3:00 MISCONCEPTION Burn doesn't cut the users Physical Attack in half, it's cuts the Base Power of Physical Moves in half.
Your Rhydon's attack doesn't drop from 128 to 64, Earthquakes power is just reduced to 50.
It used to cut attack but they did change it
@@shadoweclipse8357 They changed it in Gen 3. 20 years ago.
I always thought it just cut the attack and half thanks this is interesting
People always forget “Dark type” is supposed to be the Evil type
It's both evil and darkness
Sometimes it's evil things like sucker punch or sometimes just darkness like Dark Pulse
Fighting: Roid Rage (increase attack and PP usage)
Flying: Weightless (lower weight and evasion)
Fairy:
Dragon:
Dark: Blinded (lower accuracy)
Ground:
Rock: Calcified (lower speed, deals a small amount of damage every turn)
Grass: Splinters (basically poison, but grass)
Steel:
Water: Drowning (poison, but water)
Ghost: Haunted (can't sleep, deals a small amount of damage every turn)
Normal: Student Loan Debt (instantly kills)
Bug:
Too sleepy to think of more.
Poison poison poison and poison again. Gotcha!
@@thatbrazilianboi Yep
Always a great video your the best Pat!
When I was young, I would only use attacking moves except certain status moves. Those were guaranteed status effect moves, even confuse ray.
Honestly whenever I think of fighting type status the first thing that comes to mind is bruises. I'd make it a bit strong since fighting is a bit on the weaker side (increases damage recieved rather than reducing def, like an extra STAB buff on all attacks on that pokemon so it stacks with defense drops) and isn't removed by switching out, but most forms of recovery (healing/status removing moves/abilities, medicine...maybe not vending machine drinks) would heal them. Extremely powerful status but easily handled.
As for rock...petrified, even the lite version, seems overpowered and not very fitting for a lot of rock moves. I'd go with buried. Can't use contact moves or switch until a few turns pass (you're not gonna reach the opponent while under a ton of rubble and it's unlikely the pokemon can be brought back without a clear line of sight on it. Still powerful, but leaves options open even for fully physical attackers as long as they know to prep around it. Maybe to make up for the downside it also increases physical defense (since the opponent ALSO has to get through the rocks to deal damage) so it'd force the user to be just as cautious about using the status as the user. If it HAD to be petrified, I'd limit what moves could apply it and make it "pokemon becomes rock type, speed is halved, and if hit it removed the status but reduces defense 1 stage" as a less gruesome balance (since the idea of being turned to stone has... unpleasant implications). This way is just a more powerful version of the move soak.
I completely understand the weird mindset with infatuation. Sometimes you just have that one move that always seems to work, and the ones that always seem to fail. So eventually you just kinda internalize it that it works a certain way, even though it’s not really true
Honestly for bug a cool status effect I thought of was Host/Hosted where the Pokémon infected with it will now take double damage but only for one attack and would stay on that Pokémon even if you swap out. It would only be removed by either getting hit, fainting the Pokémon who cast Host/Hosted, or maybe it can’t be healed by items until the previous effects are met.(My thoughts behind it was like how some wasp lay eggs in other living bug or like the zombie mushrooms thing in real life.)
Possession would've been perfect for the ghost type. Let AI choose a random move while the pokemon is possessed.
I like your Ringing Status idea, but instead of not being able to use sound based moves it could make it so that Pokemon have a chance of not hearing trainer commands, it'd basically be a paralysis that makes you weak to sound attacks
Not sure how balanced these would be but here’s just a few ideas I had.
This would specifically be for water against steel types but a “Rust” status condition would be interesting. Have some water moved have a chance of rusting steel types, cutting their speed and probably attack as steel items are a lot more difficult to move when rusted. It’d stay in play till the steel type Pokémon is swaps out.
Another idea I had was for the bug type, “pheromones”. It would guarantee that the opponent won’t do anything for that turn with the additional effect of roar where it is swapped out at the end of the turn, removing the status effect. The logic here is that bug pheromones are pretty icky smelling so it sorta paralyzes the Pokémon in place and it wants to return to its pokeball due to the terrible smell. Aside from bug types themselves I can also see this have no effect on poison types as they’re used to bad smells.
If anyone who’s really into competitive wants to apply any specific numbers or make any changes to these go for it
I feel like "Pheromones" could do a bit more , exemple if the pokemon inflicted with the pheromones switches out. And when they are recalled to the battle you can see it visual as in you know they are swapping back to that pokemon inflicted, like especially if you still have the pokemon who inflicted it, it can detect it , like in naruto where bugs can smell and locate other bugs or ninjas carrying a female bug and all the male bug can locate that person cause they had that one bug on them. But idk if it possible to code that in a game. It would be kind of like download where you know what move they will hit you with next, that s how download works right ?
For the water one, I feel like adding a higher chance to be frozen by ice moves would also be a fun addition
i like that patterz explanation for the water type statues is that water is wet
Late, but just wanted to appreciate how good reacton videos in the pokemon community are, like patterz and mandjtv. Good job guys 👏👏
Technically there is a Fear status in the Kanto games if you don't have the Silph Scope against Cubone's Mother's ghost
Any Ghost-type without owning the Silph Scope, not just the ghost Marowak.
Shepsky: A status that prevents the target from doing anything would be too broken.
Sleep and Freeze: Are we a joke to you?
I was thinking for fighting type either “bruised” or “winded” could work too
Bruised being, well, bruised, perhaps leaving you weakened in some way
Winded, which is when after an abdominal strike when you struggle to catch your breath, perhaps being almost like a flinch 2.0
I think a good alternative effect for the Spooked status would be:
- take a bit more damage from Ghost, Dark, and Psychic type moves (since those would all take advantage of a fearful mind)
- 1/3 chance to flinch for 1-4 turns
It’s a temporary status since fear can be overcome
PREWATCHED!! all jokes aside i love the input you put into these reacts, makes for an easier/more fun watch
Yea, it isn't just "react while watching video without stopping the video"
I use "hard starus" for things like burn (basically anything with a symbol) and "soft status" for stuff like attract
I think grass’ status could be “Allergic” or something similar. Maybe a chance to flinch/sneeze? 😅
To edit, maybe it slightly lowers defense? Since your body may be weaker.
In gen 1, stat cuts from status conditions didn't go away after healing. Also, freeze was non-auto-healing.
Me being the Persona fan that I am every time was like oh that status condition is like that one from Persona I was half expecting to see hunger and for psychic type to be brainwash 😂
What type would hunger be? Normal?
@@Asm0d3u5 maybe
7:44 volatile and non-volatile status conditions. I remember that from a loong time ago, never really use the terms though.
I like Petrified...
"You just encountered your first ROCK Pokemon on your new Game, and on the first turn, your pokemon attacked the wild Pokemon, but the wild Pokemon attacked and made your pokemon Petrified. On the next turn, your pokemon is Petrified and cannot attack, but when the wild Pokemon attacks, your pokemon is free from the Petrified status, almost like your Pokemon was trapped inside the statue, and that attack made creaks on the statue, then your pokemon within can easily/barely escaped it's cold imprisonment"...I love it!
Rock type status infliction could simply, be "Dizzy" and make it harder to land your moves (cuts your accuracy) and cause a chance to trip. Cause getting hit in the head with a rock might leave you a bit concussed and dizzy.
How i would make the statuses work:
-fire: burn, it works like the usual burn, but if you get will-o-wisped again the status will evolve to Scorched, you loose 1/8 of hp instead of 1/16. Fire types are immune
-Grass: leech seed, they remain after switching out but they drain hp only if the statused mon is against a grass type. Grass types are immune.
-water: it doesn't really need it and i have no idea.
-electric: Paralisys, it halves the op speed, it can be staked to make it be 1/3 of the original speed. Electric types are immune.
-ice: frost bite (it's just the frost bite from PLA)
-Psychic: Drowsy, -1 stage of speed and special defense, -1 stage of speed and special defense at the end of every turn and switch-in. Psychic types are immune.
Fighting: concussion, -1 of def and the op will use a random move instead of the selected one for 3 turns. Fighting types are immune.
-rock: stealth rock, the statused op lose 1/8 of his hp on switch-in. Rock type are immune
-steel: spikes, the statused op loose 1/10 of his hp every time he attack.
Steel type are immune.
-Dragon: fear, the op is forced to switch out afer one turn. Dragon types are immune.
-Bug: Infestation (it's just infestation)
-Dark: taunt
-Ghost: cursed
For bug I thought “swarm”
Cuts accuracy by 10% and does 1/16th damage per turn
Really liked Pat’s idea of a ringing status. 😁
Petrified would be too overpowered because then all VGC battles would just become "Spam rockslide until all opponents are petrified". Rockslide Serene Grace... (shudder)
Oh my god
Also if you get a rock user with setup (cough cough groudon) then you could just petrify then set up, might be specific but a free turn to D-Dance, S-Dance or Calm Mind can be insane
That shedninja one fasho would be crazy!! Can't nothing do super effective any more!? That is a real plan based team made move set right there.
I can see a competitive player hitting their own Shedinja, giving them Null and then Shedinja being banned
I had an idea for more combo terrains with typing triangles ever since the pledge moves were introduced, if you care to read, the types are rock, flying and fighting, each being a type triangle like fire water and grass, flying + rock would be a landslide effect that would lower the opposing sides defense stats temporarily, flying and fighting could create an airborne like terrain that could make Pokémon immune to ground moves or make moves not miss (albeit the latter would be very busted) and fighting and rock could create a broken down terrain caused by shattered rocks that could be a more potent stealth rock doing 24% damage instead of 12% while being temporary to balance it out
Imagine when you get spooked you can’t go back into the battle against that pokemon unless the spooked pokemon is the last available option.
Water already kinda has a Status effect, with the move Soak, which changes the opposing Pokemon to Pure Water. I think that could work for a water status, making the inflicted pokemon weak ti Electric regardless of its typing, and maybe even weak to Ice like how Freeze Dry works.
a unique bug type idea would be something called pest: it will lower the pokemon's held item effectiveness or something like killing a fly or mosquito where it's hard to hit so it cuts your accuracy and a sometimes hit yourself, once you hit yourself however, it ends
He should have made the Rock status Stoned lol
Also, the mutually exclusive statuses all stay on switch
Dragon's Might and Dragon's Roar would be two cool effects for Dragon types.
Dragon's Might - Adds a lingering chance of not attacking that is linked to the opponents Attack/Special Attack compared to the dragon pokemon's BST, that lasts for three complete turns regardless if the Dragon Pokemon is out or not. Dragon's Might initiates upon use of the move, and the status can be reset if you re-use the move, but will only remain for up to two complete turns after the Pokemon is swapped out.
Dragon's Roar would inflict the Fear effect that was mentioned during the video.
Fear could also be cut your Special Attack in half since you're less likely to attack something you're scared of. Or special defense, since you're not thinking straight when you're scared.
Also a 25% chance to miss every attack until you switch out.
Paralyzed had a confusing introduction. It half your speed and 50% chance to not attack, tho if you used agility. The secondary effects of Paralyzed goes on you instead.
I was thinking about this the other day. I have not finished the video yet so idk if something like this is talked about however, just dropping it now.
Frozen should be changed. If we can go from hail to snow why not frozen to frosted (or frost bite, freezer burn idk) and have it work like burn where it S.atk is damper and you take damn when you end your turn. Also a fun twist could be it only hurts when you don't attack, so set up moves, missing an attack, attack doesn't affect the target, used against someone protecting etc. basically if you're not "moving" you take more damage.
"Null Shedinja" actually would never be a problem outside of shenanigans, because it is a ghost type and has 1 hp. It can't be hit by normal moves to have the status inflicted, and if you pull type swap or ability swap tricks, you are relying on your opponent to not ko shedinja or the swap partner, inflict the status, and be in the correct position to finish your stunt. It'd be no different than burnup null fire types stealing wonder guard from their partner.
For fighting there should be bruised which lowers defense and maybe does little damage over time
"EMOTIONAL DAMAGE, BRO GOT THAT BENJIN CORN IN THE END OF THE VIDEO"
-StevenHe
If ghost types had the spooked effect, then they would be horrible to try and catch because there's always a chance it'll just yeet you from the fight like Abra 😂
weird idea.. but what if fear meant a pokemon was locked out of battle unless it absolutely had to come out. like roar or whirlwind, but with lingering effects, so for the next two to four turns that pokemon will not come out if an alternative is available
Here's something he missed. Paralysis via static can't effect ground type pokemon, since electric type moves can't effect ground types. Aswell, you can't poison steel types. So then since Dragon moves don't effect Fairy types, fairies shouldn't get struck with "fear", In addition, Petrified shouldn't effect flying types, and null shouldn't effect ghost types.
I think you mean Shaken shouldn’t effect Flying types. Petrified is the Rock type status
"Guys I swear, I haven't watched this video"
STOP GIVING THEM REASONS TO BE SUSPICIOUS😂
Love this guy
For an HP reducing one, it could be like one that reduces max HP for a small amount of time, like they cant heal fully unless they get rid of the status. It is ki da like the wound ability from FF.
9:50 don't worry, until just a couple months ago I thought that water was super effective against steel, it isn't, it is neutral offensively and resists steel defensively. I was thus fully convinced that heatran had double weakness to water, when it actually only has one against ground, with regular weakness to fighting and water.
Null Shedinja, I was like, "that would be the easiest thing to kill" before remembering Wonder Guard makes it so only Super Effective hits deal damage, and not resistances become immunities.
I also believe Terastallization is the sole reason the Nincada line aren't in Scarlet and Violet. A Tera Electric Shedinja holding an Air Balloon would essentially be invincible.
Patterz your love for BG3 makes me want to DM a game of d&d for you. You would love the system for sure. Great content btw! Love the reacts
Paralysis burn poison freeze and sleep are considered non volatile statuses and everything else that fades when switching like confusion and infatuation is volatile
Grass: Seeded: makes the opponent not able to switch without special moves, and after 2-4 turns, a flower will bloom and explode, dealing double the damage of the move that made the opponent seeded in the first place.
22:20 A high damaging move; Super-effective would crumble the rockshell but an uneffective move would cause an additional 1/16th dmg and take 2 turns for escape
16:56 Incoming news: Water is, indeed, wet.
Sorry, Patterrz. I love you, but I couldn’t resist. 😂
ice lowering defense makes a lot of sense since it's suppose to be the glass cannon type
primary status effects: frozen, paralyzed, burn, poisoned
My main criticism of this proposed "one status effect for every type" system is that it ignores, if not outright eliminates, the two-tier system of status effects that exist now, where you have "primary" status effects like Sleep, Paralysis, Poison, Toxic Poison, and Freeze, that are one at a time, can't be overwritten by another and don't go away when switched out, and tons more "secondary" status effects like Confusion, Infatuation, Flinching, Partial Trapping, Curse, Taunt, Torment, and Nightmare that can stack on top of primary effects and one another, but can be cleared by switching out.
Are all these new effects primary or secondary? Can they stack? If they all work like primary effects, that would really screw with the metagame (especially redoing Confusion as a primary effect.) Maybe each type could have primary AND secondary status effects, but at that point there would be WAY too many status effects to keep track of.
I say it should depend. Similar to how rain can exist with Psychic Terrain. Like say... A "Bleed" is primary so it works with Infatuation but not burn.
21:07 Why not Petrify for Rock types? Maybe instead of being like freeze, maybe it can boost defense by 50% but cut speed by 50% as well.
He mentions a shedinja with a null effect. That would only be possible by evolving a Nincada already affected with a null effect (I don’t even know if status carries to shedinja by evolution like other Pokemon because of the unique way to get it) and never taking it to a Pokemon center or putting it into a PC (in older games)
One I thought of for Fairy was Faetouched. Has a 25% chance of not moving and whilst active for 3 to 4 turns, it negates the afflicted Pokémon's ability.
Petrified could work like frozen but with a twist that attacks that hit it deal increased damage but the pokemon breaks out.
13:09 The pokémon(s) without warning would rapidly attack, regardless of commands
Infestation was introduced in x and y. You get the TM after beating Viola.
The fire poison burn etc are called non volatile
I'm not sure how it would work but the first thought for me for ghost was "possessed"
I honestly think ghost should do the inverse, it's not for nothing that a lot of ghost pokemon can learn Mean Look and the abilities Shadow Tag is called... Shadow ! You want to run but the concept of a ghost is to keep you with him (sorry for my english, i'm learning)
People already play "Way too many types" why not Pokemon "Way too many Status Conditions"?
0:12 ah yes hitting yourself in
Confusion is so great and euphoric 😒
Stung: reduces the pokemon's defenses against bug type moves by 1 stage each is removed on healing or on stat changes
3:43 well there is Neo Champion Red in Pokemon Masters who uses a Buddy Move (dont ask, long story) that always freezes if possible
Interesting to associate confusion with psychic types even though there are only 2 psychic moves that actually cause confusion. Though there wouldn't really anything else that fits psychic unless you make a new status for it that's mind focused
For psychic: hallucination
Halves accuracy and has a 1/4 chance to do nothing for one turn
This man has fully caught the bg3 bug 😂
16:59 patterz telling us water is wet
Bug type status Befuddled: When afflicted your base stats for attack, defense, special attack, special defense, and possibly speed are shuffled. Befuddled lasts 5-7 turns or till swapped out. A held item for this could do interesting things for quite a few pokemon.
Blinded is technically already a Status in Pokemon
Specifically in Mystery Dungeon
Also that awful fog mechanic in DP or BDSP, oh and Platinum.
Only thing I would change with the water type one i would call it soaked instead of flooded just think it makes more sense
Water type Drowning. You have 3 turns to switch out or die and a 33% chance of moving last.
Fighting status: Dizzy, lowers DEF and Accuracy
So Dark is associated with Blinded, right? It was only mentioned in passing rather than having a section to itself...
I think a good one for steel type would be "magnetized". Pokémon inflicted with magnetized suffer from all steel type moves used against them bypassing accuracy checks, similar to the move Swift. The magnetized condition can be removed by switching the afflicted Pokémon out.
20:27 Shaken could also cause a rare chance for Reckless to afflict the pokémon if they strike back
Null..... Shedinja..... why..... why did you put that in my mind Patterz WHYYYY!
If I remember correctly, you are a One Piece fan. I know that this is a little bit different than the average video here, but a cool video idea would be reacting to Cartoonlord's ongoing "Pick Your Pirate Crew" series where you pick a number that determines how you progress through your version of the One Piece story.
Rooted technically kinda is in the game somewhat, just not used much cause… the move causing it is used on yourself (ingrained, you root yourself but recover HP each turn)
Half surprised it hasn’t become a thing yet, but you have moves like Fire Spin that kinda sorta do the no switch rule too. (And yeah agreed, switching is used SO MUCH in competitive)
A. I called normal being last!
B. Null or as I called it neutrality would have to be like simple beam where it temporarily changes (is removed when switched out) an inflicted opponent’s ability to “null”
And petrification should be like freeze but 3 turn max and
Turn 1 is a 100% chance to not move
Turn 2 is 66% chance to not move
Turn 3 is 33% chance to not move
Turn 4 is 0% chance to not move
But… the inflicted gets a temporary +3 to Def and SpDef