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Durant gets Truant as a Hidden Ability because of the biological concept that about 20% of ants are lazy (Truant), 20% are very hard workers (Hustle), and the rest are normal (Swarm).
On Mycelium Might, there is three ways to look at it 1. It's worse Mold Breaker 2. It's buffed Stall 3. It's what happens when you decide to combine Mold Breaker and Stall into a single ability.
@@BlueCardGanks592 Alas, ever since Sableye gained Prankster, the niche of Prankster Spore via Skill Swap to bypass speed has always been legal. Ironically it was a rare sight despite gen 5 being its introduction and pre both the Spore nerf, and pre Prankster nerf too.
@@black-redpill3 Sure but taking an entire move and a specific pokemon with skill swap or entrainment and prankster nullifies the advantage spore has over sleep powder or lovely kiss. Spore is broken because with one button and no setup you can threaten guaranteed sleep. Like can you imagine Electrode-H, Virizion, Celebi, Sceptile, Serperior, or Meowscarada with spore? They’d be almost unstoppable in singles let alone doubles with no sleep clause
@@pedroide23000 So you can have leftovers on another Pokemon if the competitive rules ban double items. Also if the enemy takes your item they don't get any benefit. Also maybe honey could give 2x the recovery of Leftovers, but that might be too broken
I like the idea of Slow Start's turn counter being reduced by 1 for every Regi on the team. So if you run a team of Regigigas + all 5 regis you could let it go wild imediately. Probably not the most viable solution but a pretty cute way of buffing it while incorporating some lore
@@LSlick622drago + screens eleki could be decent together I guess? AV tera steel regirock with drain punch could be good enough too, but beyond that it’d feel like you’re cooking a bit too hard.
Or increase. No slow start turns if your party is completely empty, go ham with the big strong boy, but he's your only one. Full team leads to the full five turns.
Fun fact: in the most recent scarlet/violet update, datamines found that illuminate now grants the user and partner an immunity from accuracy lowering effects, mainly affecting moves like muddy water. That said, currently all pokemon with illuminate are either competitively useless or has better abilities(e.g. lanturn with water and volt absorb), but maybe a new pokemon from the DLC will be bless with this buff
Volbeat is kinda bad all around and Starmie doesn't really rely on its abilities in doubles, so having Illuminate changed to be a support niche effect gives both of these Pokemon incredibly specific but unique support scenarios they can run with.
If only it was changed with the specific intent of being a buff. Instead its just because its old effect does litterally nothing with random wild encounters gone
Klutz may be bad in 90% of cases, but it does technically have the niche of being able to trick an Assault Vest on support pokemon with a lot of status moves that they can't use now.
That’s literally the only way to trick an assault vest: you have your run klutz to mess up with items Klutz can also protect the Pokémon from taking bad items and just run around tricking items around: it will not get choice locked, black sludge won’t do damage
I think magma armor would be better If gets turned into a fire type versión of water Bubble with this effects: 1.boost the power of fire type moves. 2.provides inmunity to Freeze(frostbite). 3.weakens the damage of water type moves hitting the user. It seems fair to me since both users of this ability are 4x weak to water.
Ball Fetch could be like Oricorio's Dancer but with "ball" type moves like Aura Sphere, Shadow Ball, etc. basically all the moves that are normally blocked by Bulletproof. Also let Bolthund keep this ability after evolving.
How about for Ball Fetch, if the user or it's partner's item gets removed (not consumed), the pokemon will fetch it (either one time or as long as it's on the field)
I'd say pinch berry fling would be super useful, except the only target would be Yamper who has abysmal base stats. Then again the berry would technically be consumed.
Tbh I think way to buff e-exit is have it trigger at the end of the turn rather than right away. Right now Golisopod gets hit, and has to switch out, so it only ever has the option to use First Impression. If it were to be an end of turn effect, it would work similarly to teleport where you could get in a different mon safely, as well as still allow Golisopod to use the move that it is intending to use if it wasn't going to be priority.
Yeh i dont know why they didnt went with that from the get go. Its not like Golisopod is a fucking monster stat wise like Slaking and needs a nerf through its own ability.
what I would also do is make golisopod retain its stat changes after getting forced out by emergency exit, so if it used swords dance earlier it can come back in and threaten with a +2 first impression instead of having wasted a turn
Yeah this is really all that Golisopod needs to be a lot better. The fact that its often completely denied an attack ruins it and this way it can get off an attack and a switch like a slow U-turn
I saw one idea where Emergency Exit makes Golisopod use his last used move again, and THEN switch out. So if I smack the opponent with a fat First Impression and my ability activates, it casts First Impression again automatically, except it acts like U-turn now. Maybe broken??
Your idea for ball fetch is actually banger. Imagine running yamper next to an iron ball fling user and having infinite ammo as long as yamper is on the field because he keeps fetching the ball.
5:00 Those stats are no joke for a pokemon that evolves at level 37. They wanted to do make its dex number and BST 567 as a reference to the dewey number of feathered dinosaurs (567), but they could just make it late-evolving and give it a useful ability
The fact he is 567 pokedex and a 567 Dewey number is cute but if his base stat was normal and had a good ability then no one would give a shit. The cute little detail isn't worth the bad game design, it's 13 sea routes in hoeen all over again.
Klutz actually does have a genuine use when combined with Switcheroo. It lets you bluff items with negative effects, and then switch them to the opponent who wouldn't want it, like giving Flame Orb to a non-guts Pokemon, or a Choice item/Assault Vest to a support Pokemon. While the Klutz user doesn't get the benefits from the item, they also don't get the negative aspects of it.
Ball fetch could also have the affect of picking up items that were knocked off by any Pokémon. It’s still a niche ability but at least it does something
I feel the obvious thing would be to grant a buff/effect when holding a pokeball. A step up would be granting different effects from different pokeballs but that might be too complex
Slaking should have a hidden ability that is similar to truant but if slaking fails to hit in the turn when it’s active, it will rile him up and it will guarantee that slaking is active again in the next turn and will also power up its move by 1.2. This practically changes the tempo of slaking and hopefully make it competitively viable
I actually think that would make Slaking utterly broken. I mean, yeah, still missing a large percentage of its turns, but a guaranteed, _buffed_ re-roll if it doesn't hit basically ensures that not only does it lose its main counter, but it also can spam low-accuracy attacks and even if it misses, it can rely on its insane stats to survive a turn to try again. It would also make paralysis basically useless as a check, since being fully paralyzed would ensure a powered-up move the next turn. Basically, It would only ever be truly vulnerable on the first turn after it KOs a Pokémon.
@@RabblesTheBinxit honestly just sounds like it'd be Ting Lu version 2, running something stupidly inaccurate like fissure so it can follow up with nearly full damage spread eqs.
I would have like to see heatproof give the user complete immunity to fire type moves altogether . Currently the Bronzong line and rolycoly are the only pokemon with the ability and the former could benefit from having the option to choose their immunity between ground or fire thus giving it a neat use case. Plus I always thought this version of heatproof would be neat on Regice to give its lore of being impossible to melt a practical aspect for it in gameplay
Ok so Ball Fetch: When an item is lost (Knock Off, Fling) the pokemon acquires it and can hold a second item. On switch in it acquires the most recently lost item
For ball fetch, i think a very niche way to buff it would be something similar to dancer on oricorio! When a ball move is used (Shadow ball, energy ball, ice ball) the user takes that move and sends it back at the target. Since yamper and boltund arent that good anyway, this ability wouldnt be too broken.
That would be cool to bring a partner Dragapult or something to Shadow Ball and have Boltund attack multiple times in one turn, like Oricorio with Fiery or Petal dance. The only issue is Boltund is a physical attacker and most Ball moves are special (i don't think anyone is running Ice Ball)
Another possibly interesting variant for Color Change would be to make it work like the defensive half of the Legend Plate from Legends: Arceus. For context, the Legend Plate would allow Arceus to automatically change it's Type to the best defensive Monotype vs an incoming damaging attack (I.E. if you tried to hit it with Earthquake, it would reflexively change to Flying Type) before the attack went off, and then reverting back to Normal Type after the attack. It would also cause Arceus and Judgement's Type to automatically change to whatever was most effective against the target (I.E. if you used Judgement against a Gyarados, it would change Arceus and Judgement to Electric Type for a STAB-boosted 4x Judgement) By making Color Change into the defensive half of Legend Plate (I.E. changing to whatever Type best defends against the incoming attacks), it would preserve Colour Change as a purely defensive ability that takes control of Kecleon's Type out of your hands, while being potent enough to actually be worth using. To elaborate, this would mean that Kecleon would be Immune to damaging Normal, Electric, Fighting, Poison, Ground, Psychic, Ghost, and Dragon attacks, while making it resistant to everything else, but also allowing for Status moves to still be used against it (It won't change in response to non-damaging attacks like Spore or Will-O-Wisp), thus turning it into quite the wall despite it's incredibly lacklustre stats (Special Defence notwithstanding)
Make it work once per turn and that should make it fair for doubles. Make it work once per switch, should make it fair for singles. Might not be needed based on its stats but who knows.
Emergency exit working like a built in eject pack could be cool. lets it switch out for free against intimidators and gives it a pseudo u-turn with close combat.
Ball fetch should increase a stat depending on the ball that the user is holding like: quick ball increases speed and the master ball adds 50% to all stats or even more, it would also make pokeballs viable as a held item
Masterball could have the same effect as Expert Belt (bust super effective moves) Heavyball increases weight Duskball increases dark type moves Friendball will occasionally redirect a move ment for your partner onto the Pokémon with the ball
Ball Fetch could be made to have an effect similar to the Dancer ability, it repeats any used "Ball" type move (Electro Ball, Shadow Ball, Ice Ball, Gyro Ball, Energy Ball for example) and applies it to one of the opponents.
13:12 well, Malisson prof. Lapin came up with an idea for ball fetch and it would be a kind of Stakeout clone, wich, sounds kind of weird, but it could be a little more useful
Fling is most powerful when flinging an iron ball, so I could see ball fetch being useful even if it only let you retrieve ball items. (You can't fling pokeballs, but snowballs and smoke balls are still options.)
The community -based Create a Pokémon project on showdown actually made a Pokémon based around being good despite having a bad ability. They called it Chromera and it's dark/normal wallbreaker with Color Change. I love CAP
Klutz could be interesting if you make it fumble it's item on it's first turn of the field. For example, a Lopunny holding a Choice Band could use Fake Out turn one, and then the Choice Band would be useable turn two.
Some abilities that are mediocre would be Forewarn, Frisk and Anticipation. While not terrible, they do not really impact the fight much, especially when you know the opponent's sets. They could each get some rework to have an additional effect.
Before open team sheets became the norm this gen, frisk was at the least kinda useful in most scenarios so I think it's fine as is. Forewarn is in a similar spot but generally less reliable bc it only tells you 1 move out of 8 vs 2 of 2 items, and only the highest damaging move. Like "oh, urshifu has close combat, that's crazy, never would have guessed" Yeah anticipation sucks, no clue how to fix it tho
Forewarn should protect you from one super effective attack, anticipation should give you a one-time endure or type-reduction berry effect from a super effective move, and frisk should steal the opponent's held item (as long as the frisker doesn't have one) upon being sent out
Forewarn, alerts the user to one opponent's most powerful move and reduces the base power of that move by half for three turns (like a more limited version of Aurora Veil). Frisk, alerts the user to the opponent's held item and prevents it's use for three turns (like a shorter version of Embargo). Anticipation, alerts the user to one opponent's supper effective move and reduces the base power of that move type by half for three turns (like a shorter version of Water Sport or Mud Sport).
If there's 10 Pokemon Abilities I had to choose to get buffed, I would easily go for: 1) Truant - While loafing, you recover 1/16 of your HP while also having the Unseen Fist ability 2) Light Metal - Makes it so it doesn't take any damage from hazards plus giving priority to all Steel type moves at full health 3) Heavy Metal - Makes it so it destroys all hazards upon entering the field plus gains the Sturdy ability 4) Magma Armor - Halves the damage taken from Water and Ice Type moves 5) Klutz - Make it a Normal Type Mummy with the same effect of items having no effect 6) Corrosion - Makes Poison Type Moves deal neutral damage to Poison and Steel Types 7) Magician - Steals the target's held item and gains the effects of that item even while the Pokemon is already holding a held item (technically makes you have 2 held items) 8) Plus & Minus - Slightly boosts the Attack and Sp. Atk (Plus) and Defence and Sp. Def (Minus) to ally Electric and Steel Types. Doubles if both Pokemon on your side have both Plus and Minus 9) Slow Start - If they keep the counter resetting upon switching, it should instead only halve the Speed stat for 5 turns 10) Zen Mode - Changes form upon switching into the field *Thank you for coming to my Pokemon TED Talk.*
i think you should try to avoid stacking effects. Lightmetal being immune from hazards, and heavy metal destroying them would both be good effects by themselves.
I was thinking that Truant should have higher power/always crit when it works, fitting Slacking's lore. 5:50 I think the "joke" is that Golisopod only pretends it's different.
I'm sad you didn't mention the single ability combo that does almost literally nothing at all, even as an honorable mention. Metagross with Light Metal. Light Metal halves your Pokemon's weight, but Metagross is so heavy that even halving it's weight still keeps it in the highest weight category for any move or mechanic that uses it. It doesn't even effect the Heavy Ball's success chances. In fact, the only thing it does is increase the damage taken by Metagross from Heat Crash and Heavy Slam, and even then only when used by a select few Pokemon. Most are either so heavy it doesn't change the damage done, or are still not as heavy as Light Metal Metagross. When your ability does literally nothing but increase damage taken in a few very specific instances, that is truly worthless.
They should just have Light Metal halve the damage taken from Ground moves Is it a worse Levitate? Yes, but it's _something._ Heatproof is a worse Flash Fire, after all.
Fetch could do something like 20% (or higher) chance of taking the enemy item when used. So if they use a berry, you have a chance of getting that same berry. If it's something like Leftovers, a persistent item you get it fully as well. Small chance to work, and can't work if you already have an item.
The fact that mycelium might doesn’t even work on insomnia or vital spirit mons is just sad. They will get put to sleep but both abilities will “heal” the pokemon if they are asleep so they’ll basically wake up the moment they’re put to sleep.
Ball Fetch - When an opponent uses a "ball/throw" move (shadow ball, energy ball, weather ball, fling, rock throw) Yamper "catches" it and throws it back at the user.
I think a cool way to buff emergency exit would be the user switch’s after using a physical move after 50% hp, essentially making every move after 50% a pivot move.
Honey Gather could redirect bug moves and heal kinda like lightning rod. Ball Fetch could be motor drive for ball and multi hit moves. So it could increase your speed.
I think the most fun way to change normalize would be to make it so that every Pokémon on the field uses normal type moves. It probably still wouldn’t be the best, but it would be so chaotic.
It's funny because they litterally added an effect to illuminate today, Illuminate pokemon can't have their accuracy reduced, really niche, but I guess it could have a use in really weird circumstances.
Imma say this every video the developers need to update the move lists for Pokemon to learn more moves because Slaking using Entrainment would be insanely fun.
@@NinjaCats777 based on the most recent update, the description for Illuminate says that the Pokémon can't have its accuracy lowered. They're probably just buffing it in advance for the DLC, which also explains why there's new internal data for more TMs.
I been saying for years They just need to give Slaking and Regigigas Slow Start but lower the counter to 2 or 3 turns and allow it to switch out without resetting the counter. Ball Fetch could maybe be all Round or ball shaped Pokemon take extra damage lol it could be a great Amoongus check
For Plus and Minus, my friend had a good idea of allowing both Pokemon to have Magnet Rise/Levitate effect when the abilities are active. It's not much, but would help for the ground weakness
For Slow Start, how about removing the counter reset, then reworking it so that the Pokémon gets +20% Attack and Defense and +10% Speed at the end of every turn until the fifth turn it's out? It gets a free Bulk Up at the end of its slow start and isn't just a sitting duck until then.
Ball Fetch - Retrieves failed pokeballs, but also grants the user immunity to Fling and moves with "Ball" in their name (electro ball, shadow ball, energy ball, etc)
It'd be stupid, but I like the idea of Ball Fetch giving a specific benefit based on the user holding a specific type of Poke Ball. Like holding a Great Ball gives an attack buff, holding an Ultra Ball gives a special attack buff, holding a Master Ball gives a speed buff, etc. It'd be dumb and arbitrary, but I think it's funny Maybe a Net Ball gives resistance to Bug moves, Dive Ball gives resistance to Water moves, Dusk ball gives resistance to Dark moves, etc.? That shouldn't be too broken, given the Pokémon that get Ball Fetch, and the fact that it's taking up your ability slot and item slot to get that buff Another totally different idea is that Ball Fetch is just Arena Trap and stops a Pokémon from switching, because if they try to go back in their ball, the dog will just... Grab it first lol Could also deal damage to enemy Pokémon when they switch out? Like reverse Regenerator or Pursuit as an ability
I wouldn't mind ball fetch be taken in a parental bond kind of spin but for ball, bomb and bullet class of attacks. A little inversion of the bulletproof ability 🏀 🐕 Edit: a thought just came to mind. Another way could be like oricorio's dancer ability but for the attack classes stated above
Klutz is really funny to use with Lagging Tail Lopunny. Has access to a pretty solid Fake Out, and you can then Switcheroo the Lagging Tail onto an opposing mon with no detriment to Lopunny since Klutz makes her unaffected by the item.
I think there is a few way ways we could buff Truant, without breaking it: 1. Allow for very specific non-attack-based moves to be used, that are themed around being lazy or nonchalant. Stuff like yawn, slack off, after you, amnesia, sleep talk and so on. It would not be the first Game freak made such specific abilities, look at Bullet proof and abilities like that. 2. On the turn that it is loafing, Slaking gains a 1 stage defense and spec-def buff. This will prevent it from just being ganged up so easily while it’s loafing and in a team that has Aurora Veil, Screens or if Slaking had raised it own defenses through something like Bulk up/Amnesia on a turn that it could attack. 3. Make it so it has a built in leftovers on the turn it loafs.
Archeops got that garbage ability solely for the prehistoric lore: proto-bird partially succeeding in being able to fly, but throws the towel after a while bc it's exhausting as fuck, thus decreasing its Atk. and Sp Atk. Still should've an opposite ability that increases evasion or anything like that for those protobirbs who didn't lose their way and are the actual reason birds can fly.
I do genuinely appreciate the attempt to leave drawbacks as drawbacks just rebalance them so they’re a con on something usable and not just a Pokemon’s death knell
Have ball fetch work like dancer, but for "ball" moves. So when anyone else in the battle uses electro ball, energy ball, gyro ball, ice ball, mist ball, pollen puff, pyro ball, shadow ball or weather ball, the pokemon with ball fetch repeats it with a random target (enemy target for most, any target for pollen puff)
There was a Plusle-Minun combo in Colosseum's Battle mode that absolutely destroyed me. I don't know if they had perfect EVs or what but they just rain dance-thunder'd the hell out of me and I had nothing to counter it at the time.
Honestly, ball fetch would be pretty cool if it made the user of the ability be immune to and drawn in "Ball" attacks. Since dogs that are trained especially to fetch are typically not hit by, but rather catch and pay very close attention to a ball in-flight, it would be interesting to see a Pokemon that can completely wall out an entire subcategory of attacks. Sort of like the ultimate counter to Mega Launcher.
13:28 personally, I think klutz should make the evyone ecept the user's items disabled (kind of like a wonky magic room). the ability is only on bad pokemon (lopunny, swoobat, audino, golurk and bewear) and this would give them a pretty good neiche. Disableing focus sashes, damage boosting items, healing items, etc. It coould allow for some amazing plays like disableing a choice item from an ally, disableing a damage reducing berry, making a partner able to spore through safety goggles, having intimidate/parting shot through clear amulet, taunting though mental herb and so much more. And it would be more balanced than a magic room ability since there is more counterplay
One way to completely break competitive with "Ball Fetch" would be something like 'Whenever the opposing player chooses to take out a pokemon a random pokemon is taken in instead.'
13:02 Ball fetch could retrieve items that are knocked off of teammates and give them back to them. Like sticky hold but also extending to allies. Then give sticky hold an added effect of "when the opponent attempts to remove this pokemon's item it's speed is reduced by one" signifying the pokemon's goo (think swalot) is left on the opponent. Ball fetch could also stop the effect of things like trick, switcheroo, etc.
So for Ball Fetch, it can power up "bullet" type moves like Shadow Ball and Bullet Seed by 20%. Alternatively it could give multi moves that don't deal contact damage an additional hit, making Bullet Seed go from a 2-5 hit move to 3-6 hit move.
Ball fetch could be like a lightning rod/ storm drain like ability but for ball moves. Basically like bulletproof but with some sort of stat increase instead of immunity
My fix for Slow Start is to make it work the way the game implies it works: you just miss your first turn and that's it. Completely remove the stat drops, they have no reason to exist, just missing your first turn is detrimental enough.
Klutz: The user cannot use held items. _When an opponent with Klutz uses a move that causes confusion, the opponent's ability also becomes Klutz until the end of the battle._
the ball ability can work like that: If your pokemon is holding a pokeball and use any move, the damage will be buff to 10%/50% and it has diferent effects depending on the ball your poke is carring. Like if it was a quick ball, the pokemon will deal 50% more damage on the first turn in battle, then he will deal 40% on the second turn, 30% on the third turn...
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Video: *The WORST Abilities In Competitive Pokemon* Anticipation, Forewarn, Big Pecks, Light/Heavy Metal, and the aforementioned Keen Eye: *Phew! At least there's something crappier than us!*
I think it could be fun if ball fetch has a chance to return a teamate's item during double battles after they use/lose them Like your ally gets hit by knock off, lose their leftovers, or throws their item with Fling and Yamper goes back to retrieve it, same case if they use a held item that can only be used once (not berries tho)
Ball fetch could be like a redirection ability (same as lightning rod) but for bullet like moves (so compare bulletproofs list) and the idea is the user is so obsessed with catching balls it catches moonblasts and shadow balls an gains an attack boost
Illuminate boosting accuracy for the pokemon with it *does* make sense, but I also feel like it could work as a Punk Rock type ability for Light based moves like Moonblast, Dazzling Gleam, Flash Cannon, and any others I'm probably forgetting... But I also feel like that effect is more deserved for a more aggressive pokemon's signature ability, or an ability that sounds more like it's gonna focus those light based attacks into a laser. Also, while Klutz doesnt *seem* to have a competitive use, it does, since it not only renders the pokemon immune to getting tricked a bad item, but it can just say "no u" to the strat by running a detrimental item itself.
Lmao the ball fetch and fling thing reminded me of my favorite showdown battle ever. The guy had one marshadow named "pkmn trainer" They were holding a master ball and using fling
I think ball fetch should do this: when the opposing pokemon's held item drops (with moves like knock-off) if the user has no items the fallen item becomes the users new held item
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Still don't plan on playing it. But go Moxie! Lol
GET THAT BAG
No.
Glad theyre putting bread on your table but no, absolutely not.
Durant gets Truant as a Hidden Ability because of the biological concept that about 20% of ants are lazy (Truant), 20% are very hard workers (Hustle), and the rest are normal (Swarm).
TRUE ANT
Ok I believe you
half of my brain: this logical explanation makes sense
the other half: true ant
And also because I'm GenV, when Durant and HAs were introduced, they were called Dream Abilities. So it made sense that an ant wants to rest.
Durants use of Truant is Entrainment. So its not totally worthless
On Mycelium Might, there is three ways to look at it
1. It's worse Mold Breaker
2. It's buffed Stall
3. It's what happens when you decide to combine Mold Breaker and Stall into a single ability.
Also it’s what needs to happen when you give a fast pokemon spore
@@BlueCardGanks592
Alas, ever since Sableye gained Prankster, the niche of Prankster Spore via Skill Swap to bypass speed has always been legal.
Ironically it was a rare sight despite gen 5 being its introduction and pre both the Spore nerf, and pre Prankster nerf too.
@@black-redpill3 Sure but taking an entire move and a specific pokemon with skill swap or entrainment and prankster nullifies the advantage spore has over sleep powder or lovely kiss. Spore is broken because with one button and no setup you can threaten guaranteed sleep. Like can you imagine Electrode-H, Virizion, Celebi, Sceptile, Serperior, or Meowscarada with spore? They’d be almost unstoppable in singles let alone doubles with no sleep clause
@@BlueCardGanks592
Yeah, for singles I get what you're saying. Whimsicott never got Spore for likely that very reason of functional win button
@@black-redpill3It didnt get it because Spore is exclusive to fongus based pokemon
Honey Gather could allow the user to treat held honey like a leftovers. Ball Fetch could redirect ball and bomb moves to the user at 50% damage.
why not use lefties then?
@@pedroide23000item duplication rules plus it wouldnt work if stolen/tricked for an opponent
@@pedroide23000 So you can have leftovers on another Pokemon if the competitive rules ban double items. Also if the enemy takes your item they don't get any benefit. Also maybe honey could give 2x the recovery of Leftovers, but that might be too broken
@@QuartingsIf gliscor can get that level of recovery with poison heal, then I don’t see why honey gather mons can’t.
That ball fetch idea is really cute actually
Plus/minus combo should activate perma magnet rise as long as those Pokémon are both out
That would be amazing!!!
I think that's a genius idea.
That sounds cool as hell, that might be a bit too good, even if most mons with it are admittedly pretty lackluster so it'd probably be fine?
@@alienplatypus7712it would probably still be useless
The only remotely decent mon with Plus/Minus I can think of is Klinglklang
@@jns0808don't forget toxtricity
Although it's only get + ability
I like the idea of Slow Start's turn counter being reduced by 1 for every Regi on the team. So if you run a team of Regigigas + all 5 regis you could let it go wild imediately.
Probably not the most viable solution but a pretty cute way of buffing it while incorporating some lore
I think that would be pretty cool even though what are the chances ppl would run them outside of regieleki
@@LSlick622 Full Regi is a total meme, I agree, but lowering the count by even 2 turns could make a massive difference.
@@LSlick622drago + screens eleki could be decent together I guess? AV tera steel regirock with drain punch could be good enough too, but beyond that it’d feel like you’re cooking a bit too hard.
Or increase. No slow start turns if your party is completely empty, go ham with the big strong boy, but he's your only one. Full team leads to the full five turns.
@@BlindJediregigigas isn't that strong
Fun fact: in the most recent scarlet/violet update, datamines found that illuminate now grants the user and partner an immunity from accuracy lowering effects, mainly affecting moves like muddy water. That said, currently all pokemon with illuminate are either competitively useless or has better abilities(e.g. lanturn with water and volt absorb), but maybe a new pokemon from the DLC will be bless with this buff
Volbeat is kinda bad all around and Starmie doesn't really rely on its abilities in doubles, so having Illuminate changed to be a support niche effect gives both of these Pokemon incredibly specific but unique support scenarios they can run with.
If only it was changed with the specific intent of being a buff. Instead its just because its old effect does litterally nothing with random wild encounters gone
An accuracy buff on the ability would be great for Starmie. I'd love for it to be able to viably run Blizzard and Thunder as coverage
It would be cool if they doubled down and made Illuminate work like a slightly weaker Gravity, making all moves more accurate while it's on the field.
Klutz may be bad in 90% of cases, but it does technically have the niche of being able to trick an Assault Vest on support pokemon with a lot of status moves that they can't use now.
yeah Klutz isn't intuitive, but it has some cool uses. Esp with items like toxic orb, flame orb, choice items, etc
@@gjhartist3685Exactly, the whole point of Klutz is being able to "use" useless/bad items
So, give an example of a mon that can do this?
@@Zwijger Lopunny, I think it even had a ranbats set like this once
That’s literally the only way to trick an assault vest: you have your run klutz to mess up with items
Klutz can also protect the Pokémon from taking bad items and just run around tricking items around: it will not get choice locked, black sludge won’t do damage
I think magma armor would be better If gets turned into a fire type versión of water Bubble with this effects:
1.boost the power of fire type moves.
2.provides inmunity to Freeze(frostbite).
3.weakens the damage of water type moves hitting the user.
It seems fair to me since both users of this ability are 4x weak to water.
trick room eruption would go hard on camerupt if the power of his fire moves were doubled
@@Greatbabyred it's More a Buff of like 50% like water Bubble.
Camerupt would be unstoppable, more so under trick room
@@algomaslejanoquiza3174
Water Bubble doubles water damage
@@nerddwarf oh yeah i got that one wrong.
That thumbnail goes unbelievably hard.
Thank you :)
Just asking if we can get any higher
All its missing is the big red arrows lmaooo
@@oneofthebois5259already at +6
@@oneofthebois5259so hiiigh
Ball Fetch could be like Oricorio's Dancer but with "ball" type moves like Aura Sphere, Shadow Ball, etc. basically all the moves that are normally blocked by Bulletproof. Also let Bolthund keep this ability after evolving.
I just deleted my comment after seeing this. This was my idea too.
I would make it so if plus and minus mons are on the field, they trap each other and give each other +2 to all stats (basically bozo)
Except you can still click two moves per turn. Nice,
Klutz is actually competitively useful. It's very niche, but Klutz Assault Vest Lopunny is *hilarious* in its ability to shut down stall
How about for Ball Fetch, if the user or it's partner's item gets removed (not consumed), the pokemon will fetch it (either one time or as long as it's on the field)
Infinitely double powered knock off
Yea, like it should recover the item lost via Knock off, Fling, Thief, Trick (if you weren't given an item) and stuff like that.
@@kurocon6235
So a third Pickpocket / Magician?
I'd say pinch berry fling would be super useful, except the only target would be Yamper who has abysmal base stats. Then again the berry would technically be consumed.
It could also act like sound/bulletproof and negate ball moves like energy ball, gyro ball, and moonblast
Tbh I think way to buff e-exit is have it trigger at the end of the turn rather than right away. Right now Golisopod gets hit, and has to switch out, so it only ever has the option to use First Impression. If it were to be an end of turn effect, it would work similarly to teleport where you could get in a different mon safely, as well as still allow Golisopod to use the move that it is intending to use if it wasn't going to be priority.
Yeh i dont know why they didnt went with that from the get go. Its not like Golisopod is a fucking monster stat wise like Slaking and needs a nerf through its own ability.
what I would also do is make golisopod retain its stat changes after getting forced out by emergency exit, so if it used swords dance earlier it can come back in and threaten with a +2 first impression instead of having wasted a turn
Yeah this is really all that Golisopod needs to be a lot better. The fact that its often completely denied an attack ruins it and this way it can get off an attack and a switch like a slow U-turn
I saw one idea where Emergency Exit makes Golisopod use his last used move again, and THEN switch out. So if I smack the opponent with a fat First Impression and my ability activates, it casts First Impression again automatically, except it acts like U-turn now. Maybe broken??
@@_y4020 that either seems like it'd be super exploitable by your opponent, or broken from the user. Neither of which I think is a good design.
Your idea for ball fetch is actually banger. Imagine running yamper next to an iron ball fling user and having infinite ammo as long as yamper is on the field because he keeps fetching the ball.
5:00 Those stats are no joke for a pokemon that evolves at level 37. They wanted to do make its dex number and BST 567 as a reference to the dewey number of feathered dinosaurs (567), but they could just make it late-evolving and give it a useful ability
Yeah but he's a slaking Pokémon that isn't busted
The fact he is 567 pokedex and a 567 Dewey number is cute but if his base stat was normal and had a good ability then no one would give a shit. The cute little detail isn't worth the bad game design, it's 13 sea routes in hoeen all over again.
@@funkymachinethe sea isn't bad design
Thank you for keeping Klutz as-is. It is an hilarious ability
Klutz actually does have a genuine use when combined with Switcheroo. It lets you bluff items with negative effects, and then switch them to the opponent who wouldn't want it, like giving Flame Orb to a non-guts Pokemon, or a Choice item/Assault Vest to a support Pokemon. While the Klutz user doesn't get the benefits from the item, they also don't get the negative aspects of it.
Ball fetch could also have the affect of picking up items that were knocked off by any Pokémon. It’s still a niche ability but at least it does something
I feel the obvious thing would be to grant a buff/effect when holding a pokeball. A step up would be granting different effects from different pokeballs but that might be too complex
Slaking should have a hidden ability that is similar to truant but if slaking fails to hit in the turn when it’s active, it will rile him up and it will guarantee that slaking is active again in the next turn and will also power up its move by 1.2. This practically changes the tempo of slaking and hopefully make it competitively viable
Counter point. Slaking has a high HP stat. While under half health have the ability become Vital Spirit. Get some of that Vigor back in the Sloth.
I actually think that would make Slaking utterly broken. I mean, yeah, still missing a large percentage of its turns, but a guaranteed, _buffed_ re-roll if it doesn't hit basically ensures that not only does it lose its main counter, but it also can spam low-accuracy attacks and even if it misses, it can rely on its insane stats to survive a turn to try again. It would also make paralysis basically useless as a check, since being fully paralyzed would ensure a powered-up move the next turn. Basically, It would only ever be truly vulnerable on the first turn after it KOs a Pokémon.
@@RabblesTheBinxit honestly just sounds like it'd be Ting Lu version 2, running something stupidly inaccurate like fissure so it can follow up with nearly full damage spread eqs.
no, ohko move + slaking becomes new meta
I would have like to see heatproof give the user complete immunity to fire type moves altogether . Currently the Bronzong line and rolycoly are the only pokemon with the ability and the former could benefit from having the option to choose their immunity between ground or fire thus giving it a neat use case. Plus I always thought this version of heatproof would be neat on Regice to give its lore of being impossible to melt a practical aspect for it in gameplay
Ok so Ball Fetch: When an item is lost (Knock Off, Fling) the pokemon acquires it and can hold a second item. On switch in it acquires the most recently lost item
For ball fetch, i think a very niche way to buff it would be something similar to dancer on oricorio! When a ball move is used (Shadow ball, energy ball, ice ball) the user takes that move and sends it back at the target. Since yamper and boltund arent that good anyway, this ability wouldnt be too broken.
So just a broken bullet proof
In some cases you wouldn't want to send it back though that's pretty rare@@duckymomo7935
Not really, just no immune to powder moves like spore @duckymomo7935
@@duckymomo7935If it really works as dancer, it wouldn't make them immune, just make them use it too.
That would be cool to bring a partner Dragapult or something to Shadow Ball and have Boltund attack multiple times in one turn, like Oricorio with Fiery or Petal dance.
The only issue is Boltund is a physical attacker and most Ball moves are special (i don't think anyone is running Ice Ball)
Another possibly interesting variant for Color Change would be to make it work like the defensive half of the Legend Plate from Legends: Arceus.
For context, the Legend Plate would allow Arceus to automatically change it's Type to the best defensive Monotype vs an incoming damaging attack (I.E. if you tried to hit it with Earthquake, it would reflexively change to Flying Type) before the attack went off, and then reverting back to Normal Type after the attack. It would also cause Arceus and Judgement's Type to automatically change to whatever was most effective against the target (I.E. if you used Judgement against a Gyarados, it would change Arceus and Judgement to Electric Type for a STAB-boosted 4x Judgement)
By making Color Change into the defensive half of Legend Plate (I.E. changing to whatever Type best defends against the incoming attacks), it would preserve Colour Change as a purely defensive ability that takes control of Kecleon's Type out of your hands, while being potent enough to actually be worth using.
To elaborate, this would mean that Kecleon would be Immune to damaging Normal, Electric, Fighting, Poison, Ground, Psychic, Ghost, and Dragon attacks, while making it resistant to everything else, but also allowing for Status moves to still be used against it (It won't change in response to non-damaging attacks like Spore or Will-O-Wisp), thus turning it into quite the wall despite it's incredibly lacklustre stats (Special Defence notwithstanding)
Make it work once per turn and that should make it fair for doubles.
Make it work once per switch, should make it fair for singles.
Might not be needed based on its stats but who knows.
Emergency exit working like a built in eject pack could be cool. lets it switch out for free against intimidators and gives it a pseudo u-turn with close combat.
Ball fetch should increase a stat depending on the ball that the user is holding like: quick ball increases speed and the master ball adds 50% to all stats or even more, it would also make pokeballs viable as a held item
Mind blowing
What😭
No that's ridiculously broken and very ambitious
Masterball could have the same effect as Expert Belt (bust super effective moves)
Heavyball increases weight
Duskball increases dark type moves
Friendball will occasionally redirect a move ment for your partner onto the Pokémon with the ball
Ball Fetch could be made to have an effect similar to the Dancer ability, it repeats any used "Ball" type move (Electro Ball, Shadow Ball, Ice Ball, Gyro Ball, Energy Ball for example) and applies it to one of the opponents.
13:12 well, Malisson prof. Lapin came up with an idea for ball fetch and it would be a kind of Stakeout clone, wich, sounds kind of weird, but it could be a little more useful
Fling is most powerful when flinging an iron ball, so I could see ball fetch being useful even if it only let you retrieve ball items. (You can't fling pokeballs, but snowballs and smoke balls are still options.)
Omg. He’s turn into a Raid player
I'm gaming
Yeah moxie said the thing “this video is sponsored by raid shadow legends”
The community -based Create a Pokémon project on showdown actually made a Pokémon based around being good despite having a bad ability. They called it Chromera and it's dark/normal wallbreaker with Color Change. I love CAP
0:32 moxie my friend you are officially one of the UA-camrs of all time
Klutz could be interesting if you make it fumble it's item on it's first turn of the field. For example, a Lopunny holding a Choice Band could use Fake Out turn one, and then the Choice Band would be useable turn two.
Acrobatics likes this post
No it already has a much better use in using switcheroo and assault vest or toxic orb
Bro made it! The Raid Shadow Legends sponsorship is a landmark day in the life of a UA-camr so congrats!
I would honestly give Regigigas Huge Power. He's a huge golem Legendary, let him be Uber.
Some abilities that are mediocre would be Forewarn, Frisk and Anticipation. While not terrible, they do not really impact the fight much, especially when you know the opponent's sets. They could each get some rework to have an additional effect.
Before open team sheets became the norm this gen, frisk was at the least kinda useful in most scenarios so I think it's fine as is. Forewarn is in a similar spot but generally less reliable bc it only tells you 1 move out of 8 vs 2 of 2 items, and only the highest damaging move. Like "oh, urshifu has close combat, that's crazy, never would have guessed"
Yeah anticipation sucks, no clue how to fix it tho
Forewarn should protect you from one super effective attack, anticipation should give you a one-time endure or type-reduction berry effect from a super effective move, and frisk should steal the opponent's held item (as long as the frisker doesn't have one) upon being sent out
Forewarn, alerts the user to one opponent's most powerful move and reduces the base power of that move by half for three turns (like a more limited version of Aurora Veil).
Frisk, alerts the user to the opponent's held item and prevents it's use for three turns (like a shorter version of Embargo).
Anticipation, alerts the user to one opponent's supper effective move and reduces the base power of that move type by half for three turns (like a shorter version of Water Sport or Mud Sport).
If there's 10 Pokemon Abilities I had to choose to get buffed, I would easily go for:
1) Truant - While loafing, you recover 1/16 of your HP while also having the Unseen Fist ability
2) Light Metal - Makes it so it doesn't take any damage from hazards plus giving priority to all Steel type moves at full health
3) Heavy Metal - Makes it so it destroys all hazards upon entering the field plus gains the Sturdy ability
4) Magma Armor - Halves the damage taken from Water and Ice Type moves
5) Klutz - Make it a Normal Type Mummy with the same effect of items having no effect
6) Corrosion - Makes Poison Type Moves deal neutral damage to Poison and Steel Types
7) Magician - Steals the target's held item and gains the effects of that item even while the Pokemon is already holding a held item (technically makes you have 2 held items)
8) Plus & Minus - Slightly boosts the Attack and Sp. Atk (Plus) and Defence and Sp. Def (Minus) to ally Electric and Steel Types. Doubles if both Pokemon on your side have both Plus and Minus
9) Slow Start - If they keep the counter resetting upon switching, it should instead only halve the Speed stat for 5 turns
10) Zen Mode - Changes form upon switching into the field
*Thank you for coming to my Pokemon TED Talk.*
i think you should try to avoid stacking effects. Lightmetal being immune from hazards, and heavy metal destroying them would both be good effects by themselves.
I was thinking that Truant should have higher power/always crit when it works, fitting Slacking's lore.
5:50 I think the "joke" is that Golisopod only pretends it's different.
How do you guys think Illuminate Archeops would do in gen 5 OU at 140/112/110 offenses?
"Kinda like Harvest but with a little bit more crime" is my favorite joke
I'm sad you didn't mention the single ability combo that does almost literally nothing at all, even as an honorable mention.
Metagross with Light Metal.
Light Metal halves your Pokemon's weight, but Metagross is so heavy that even halving it's weight still keeps it in the highest weight category for any move or mechanic that uses it. It doesn't even effect the Heavy Ball's success chances.
In fact, the only thing it does is increase the damage taken by Metagross from Heat Crash and Heavy Slam, and even then only when used by a select few Pokemon. Most are either so heavy it doesn't change the damage done, or are still not as heavy as Light Metal Metagross.
When your ability does literally nothing but increase damage taken in a few very specific instances, that is truly worthless.
They should just have Light Metal halve the damage taken from Ground moves
Is it a worse Levitate? Yes, but it's _something._
Heatproof is a worse Flash Fire, after all.
Fetch could do something like 20% (or higher) chance of taking the enemy item when used. So if they use a berry, you have a chance of getting that same berry. If it's something like Leftovers, a persistent item you get it fully as well. Small chance to work, and can't work if you already have an item.
I love Nestfloh
I love oj di en zet
The fact that mycelium might doesn’t even work on insomnia or vital spirit mons is just sad. They will get put to sleep but both abilities will “heal” the pokemon if they are asleep so they’ll basically wake up the moment they’re put to sleep.
I've been waiting at least a week for this 😅. I'm sorry to say this bud ,but illuminate is the goat Ability now.
Keen eye :^(
Ball Fetch - When an opponent uses a "ball/throw" move (shadow ball, energy ball, weather ball, fling, rock throw) Yamper "catches" it and throws it back at the user.
I think a cool way to buff emergency exit would be the user switch’s after using a physical move after 50% hp, essentially making every move after 50% a pivot move.
"Defeatist" works the exact opposite of most of my favorite videogame passives. Jesus.
Honey Gather could redirect bug moves and heal kinda like lightning rod.
Ball Fetch could be motor drive for ball and multi hit moves. So it could increase your speed.
BTW as of the lastest SV update that dropped today Illuminate stops accuracy drops instead of effecting encounters. Some data miners found it
I think the most fun way to change normalize would be to make it so that every Pokémon on the field uses normal type moves. It probably still wouldn’t be the best, but it would be so chaotic.
With ball fetch whenever your opponent terastalizes, the Pokemon with ball fetch will also terastalize from trying to pick up the tera orb
It's funny because they litterally added an effect to illuminate today, Illuminate pokemon can't have their accuracy reduced, really niche, but I guess it could have a use in really weird circumstances.
Defeatist buff is one of the most original and interesting theoretical buff I’ve ever seen
Imma say this every video the developers need to update the move lists for Pokemon to learn more moves because Slaking using Entrainment would be insanely fun.
Klutz actually does do something in competitive: It prevents the user from being Tricked a Choice item.
In the most recent update, the abilty illuminate was buffed to have an effect similar to the move flash.
No, Flash lowers the opponent’s accuracy. Illuminate now prevents the user’s accuracy from being lowered.
it literally wasn’t, no pokémon even has illluminate in gen 9 right now
@@NinjaCats777 based on the most recent update, the description for Illuminate says that the Pokémon can't have its accuracy lowered. They're probably just buffing it in advance for the DLC, which also explains why there's new internal data for more TMs.
@@Hellzapopp1n oop
@@mintteafresh5558 oh nice, i actually haven’t heard a thing about this. thanks for informing me
12:53 illuminate was changed in the latest update of scarlet and violet it now prevents accuracy drops
I been saying for years They just need to give Slaking and Regigigas Slow Start but lower the counter to 2 or 3 turns and allow it to switch out without resetting the counter.
Ball Fetch could maybe be all Round or ball shaped Pokemon take extra damage lol it could be a great Amoongus check
For Plus and Minus, my friend had a good idea of allowing both Pokemon to have Magnet Rise/Levitate effect when the abilities are active. It's not much, but would help for the ground weakness
For Slow Start, how about removing the counter reset, then reworking it so that the Pokémon gets +20% Attack and Defense and +10% Speed at the end of every turn until the fifth turn it's out? It gets a free Bulk Up at the end of its slow start and isn't just a sitting duck until then.
Ball Fetch - Retrieves failed pokeballs, but also grants the user immunity to Fling and moves with "Ball" in their name (electro ball, shadow ball, energy ball, etc)
immediately skip to 1:42 to avoid a bogus ad
It'd be stupid, but I like the idea of Ball Fetch giving a specific benefit based on the user holding a specific type of Poke Ball. Like holding a Great Ball gives an attack buff, holding an Ultra Ball gives a special attack buff, holding a Master Ball gives a speed buff, etc. It'd be dumb and arbitrary, but I think it's funny
Maybe a Net Ball gives resistance to Bug moves, Dive Ball gives resistance to Water moves, Dusk ball gives resistance to Dark moves, etc.?
That shouldn't be too broken, given the Pokémon that get Ball Fetch, and the fact that it's taking up your ability slot and item slot to get that buff
Another totally different idea is that Ball Fetch is just Arena Trap and stops a Pokémon from switching, because if they try to go back in their ball, the dog will just... Grab it first lol
Could also deal damage to enemy Pokémon when they switch out? Like reverse Regenerator or Pursuit as an ability
I wouldn't mind ball fetch be taken in a parental bond kind of spin but for ball, bomb and bullet class of attacks.
A little inversion of the bulletproof ability 🏀 🐕
Edit: a thought just came to mind. Another way could be like oricorio's dancer ability but for the attack classes stated above
Klutz is really funny to use with Lagging Tail Lopunny. Has access to a pretty solid Fake Out, and you can then Switcheroo the Lagging Tail onto an opposing mon with no detriment to Lopunny since Klutz makes her unaffected by the item.
Guys let him do sponsorships properly pls
Goated comment
I think there is a few way ways we could buff Truant, without breaking it:
1. Allow for very specific non-attack-based moves to be used, that are themed around being lazy or nonchalant. Stuff like yawn, slack off, after you, amnesia, sleep talk and so on. It would not be the first Game freak made such specific abilities, look at Bullet proof and abilities like that.
2. On the turn that it is loafing, Slaking gains a 1 stage defense and spec-def buff. This will prevent it from just being ganged up so easily while it’s loafing and in a team that has Aurora Veil, Screens or if Slaking had raised it own defenses through something like Bulk up/Amnesia on a turn that it could attack.
3. Make it so it has a built in leftovers on the turn it loafs.
Archeops got that garbage ability solely for the prehistoric lore: proto-bird partially succeeding in being able to fly, but throws the towel after a while bc it's exhausting as fuck, thus decreasing its Atk. and Sp Atk.
Still should've an opposite ability that increases evasion or anything like that for those protobirbs who didn't lose their way and are the actual reason birds can fly.
I do genuinely appreciate the attempt to leave drawbacks as drawbacks just rebalance them so they’re a con on something usable and not just a Pokemon’s death knell
Grats on the sponsor ❤
Dang, you reawakened some memories showing TheJustinFlynn. It's been 7 years since his last video; I hope he's doing alright.
Have ball fetch work like dancer, but for "ball" moves. So when anyone else in the battle uses electro ball, energy ball, gyro ball, ice ball, mist ball, pollen puff, pyro ball, shadow ball or weather ball, the pokemon with ball fetch repeats it with a random target (enemy target for most, any target for pollen puff)
That would be cool, I could see that as a niche on a stronger Pokémon than boltund
There was a Plusle-Minun combo in Colosseum's Battle mode that absolutely destroyed me. I don't know if they had perfect EVs or what but they just rain dance-thunder'd the hell out of me and I had nothing to counter it at the time.
FINALLY!! I've been using the Truant = True Ant explanation as headcanon for years.
Honestly, ball fetch would be pretty cool if it made the user of the ability be immune to and drawn in "Ball" attacks. Since dogs that are trained especially to fetch are typically not hit by, but rather catch and pay very close attention to a ball in-flight, it would be interesting to see a Pokemon that can completely wall out an entire subcategory of attacks. Sort of like the ultimate counter to Mega Launcher.
Gotta give props on the thumbnail you killed it lol
Thanks :)
i can't even watch the video because the thumbnail is too funny
13:28
personally, I think klutz should make the evyone ecept the user's items disabled (kind of like a wonky magic room). the ability is only on bad pokemon (lopunny, swoobat, audino, golurk and bewear) and this would give them a pretty good neiche. Disableing focus sashes, damage boosting items, healing items, etc. It coould allow for some amazing plays like disableing a choice item from an ally, disableing a damage reducing berry, making a partner able to spore through safety goggles, having intimidate/parting shot through clear amulet, taunting though mental herb and so much more. And it would be more balanced than a magic room ability since there is more counterplay
One way to completely break competitive with "Ball Fetch" would be something like 'Whenever the opposing player chooses to take out a pokemon a random pokemon is taken in instead.'
13:02 Ball fetch could retrieve items that are knocked off of teammates and give them back to them. Like sticky hold but also extending to allies. Then give sticky hold an added effect of "when the opponent attempts to remove this pokemon's item it's speed is reduced by one" signifying the pokemon's goo (think swalot) is left on the opponent.
Ball fetch could also stop the effect of things like trick, switcheroo, etc.
Ball fetch: damage boost against male targets
9:45 It says Magmar Armor but it's not even on Magmar😭
Gotta give you props for pronouncing 'truant' correctly instead of saying "true-want" like every other poketuber. big salute
So for Ball Fetch, it can power up "bullet" type moves like Shadow Ball and Bullet Seed by 20%. Alternatively it could give multi moves that don't deal contact damage an additional hit, making Bullet Seed go from a 2-5 hit move to 3-6 hit move.
Ball fetch could be like a lightning rod/ storm drain like ability but for ball moves. Basically like bulletproof but with some sort of stat increase instead of immunity
i LOVE the plus/minus buff. great idea dude
My fix for Slow Start is to make it work the way the game implies it works: you just miss your first turn and that's it. Completely remove the stat drops, they have no reason to exist, just missing your first turn is detrimental enough.
Klutz: The user cannot use held items. _When an opponent with Klutz uses a move that causes confusion, the opponent's ability also becomes Klutz until the end of the battle._
the ball ability can work like that: If your pokemon is holding a pokeball and use any move, the damage will be buff to 10%/50% and it has diferent effects depending on the ball your poke is carring. Like if it was a quick ball, the pokemon will deal 50% more damage on the first turn in battle, then he will deal 40% on the second turn, 30% on the third turn...
MOXIE BOOSTED WAS SPONSORED BY RAID SHADOW LEGENDS? THE MOBILE GAME THAT CONTAINS MULTIPLE CHARACTERS TO PLAY WITH, EXPANSIVE LORE AND CONTENT THAT IS ALWAYS UPDATING ITSELF? SO PROUD OF MY BOY 💜
Video: *The WORST Abilities In Competitive Pokemon*
Anticipation, Forewarn, Big Pecks, Light/Heavy Metal, and the aforementioned Keen Eye: *Phew! At least there's something crappier than us!*
The plusle and minun as chopper thumbnail is hilarious. Only reason I clicked
Congrats on the sponsorship!
I think it could be fun if ball fetch has a chance to return a teamate's item during double battles after they use/lose them
Like your ally gets hit by knock off, lose their leftovers, or throws their item with Fling and Yamper goes back to retrieve it, same case if they use a held item that can only be used once (not berries tho)
Ball fetch could be like a redirection ability (same as lightning rod) but for bullet like moves (so compare bulletproofs list) and the idea is the user is so obsessed with catching balls it catches moonblasts and shadow balls an gains an attack boost
Illuminate boosting accuracy for the pokemon with it *does* make sense, but I also feel like it could work as a Punk Rock type ability for Light based moves like Moonblast, Dazzling Gleam, Flash Cannon, and any others I'm probably forgetting... But I also feel like that effect is more deserved for a more aggressive pokemon's signature ability, or an ability that sounds more like it's gonna focus those light based attacks into a laser.
Also, while Klutz doesnt *seem* to have a competitive use, it does, since it not only renders the pokemon immune to getting tricked a bad item, but it can just say "no u" to the strat by running a detrimental item itself.
Lmao the ball fetch and fling thing reminded me of my favorite showdown battle ever. The guy had one marshadow named "pkmn trainer"
They were holding a master ball and using fling
I think ball fetch should do this: when the opposing pokemon's held item drops (with moves like knock-off) if the user has no items the fallen item becomes the users new held item