👋Hey everyone, hope you're all doing good! 🔧Today we're looking at signature moves that could do with a rework! 📝🤔Also here's a QOTD: What move in Pokemon (doesn't need to be a signature move) would you want to see reworked / buffed?
This may seem weird but Dark Void please, they just destroyed that moved to stop Smeargle from dominating the scene but now Darkrai's got a very bad signature 🥲
@@MiguelMartinez-mz8df So this confuses me, I thought there were already a handful of moves smeargle couldnt sketch. So how come they didn't just make Smeargle unable to learn it instead of nerfing the attack
Freeze Dry is my favorite move in Pokemon, with my next being Thousand Arrows because of their type-inverting effects. Turning Kinesis into a Steel busting Psychic move is CRAZY. I love it so much.
What's funnier is the signature moves that were introduced later i.e poison thread, which is outclassed by toxic. Making it a combination of toxic spikes and stickywebs would be better
It almost feels like they're mocking Ariados with that move, yeah let's give masquerain an absurf +40 bst, and let's Give Ariados this signature move that is basically outclassed. A combination of toxic spikes and sticky webs would be a nasty combo to deal with
If you want Tri Attack to get a little silly, have it use the *most effective* of the three typings. Which would give it an absurd effective type profile of "Effective or Super Effective vs everything except like, Rotom-Heat and Volt Absorb Lanturn." ... Maybe don't do that.
Tri attack but it's actually just mono attack and the pokemon chooses with one of the 3 beams to blast you with depending on what will hurt you the most. It sounds op but power creep I'm sure will make this feel reasonable one day
@@TTLunar I'll do a slight rework better. The status effect is based on the type used in damage calculation (Fire only gives Burn, Ice gives Freeze, Elec gives Paralysis, and Normal gets granted Sleep infliction), but the status being applied is at a 65% chance.
11:00 I always thought that the way tri attack works is it has a 20% chance to have an effect, and from there, there’s a 1/3 chance for that status being a burn, para, or freeze.
As a Pokémon mystery, dungeon fan, the idea of any multi attack getting buffed horrifies me but I do appreciate the attention to my friend’s favorite Pokémon, the Mr. spider.
For Sharpen, here’s a fun idea if you want to make it more wide spread, using it could turn the user’s ability into Sharpness This isn’t a signature move but turning Rock Climb into a ground type move that can hit flying types/levitating Pokemon would be cool (because in the anime it shows the Pokemon causing the ground to separate and protrude from the ground under the opponent, creating a cliff face for the Pokemon to run up and charge towards the opponent)
Ooh making sharpen into the ability sharpness is cool, maybe you could change your partner pokemons ability as well in a double battle to give it more use? Also for rock climb I absolutely agree it should be a ground or rock move, it being normal type always stuck out as odd to me. (And yeah having it hit flying/levitators would be awesome, like thousand arrows but for the regular poke folk!)
I was thinking- instead of spreading Volt Tackle's distribution, maybe instead buff Wild Charge to 120bp like the other powerful recoil moves. In exchange, Volt Tackle remains a signature move, and can then be buffed to 150bp like Blast Burn, Frenzy Plant, and Hydro Cannon. Maybe lower it's recoil from 1/3 damage to 1/4 damage like Double Edge and Wild Charge, too!
I think anything that could potentially overwrite a status with another status is an interesting concept, but would absolutely be a nightmare to implement
That's a great idea, and right now I think only thousand arrows can hit flying pokemon, so having 1 more signature ground move work like this seems fair to me
My personal ideas for Signature move adjustments Twineedle - Base 50 power, Poison bypasses immunities (like the Corrosion ability) Kinesis - 100% accuracy, +1 Priority, Lowers the targets Special Attack and Special Defense by 1 stage Egg Bomb - Base 25 power, 100% accuracy, Grass Type, 10% chance to crit on each hit Toxic Thread - Base 65 power, 90% accuracy, Lays down Sticky Web that poisons on switch in (Speed drop applies even if immune to poison) Sharpen - +1 to Attack and +1 to Critical Hit Rate Tri Attack - 30% status chance but the type changes to fire, ice, or electric based on the target's typing (It doesn't check for abilities to make it fair) Twin Beam - Base 60 power, 20% chance to confuse on each hit Roar of Time - Base 120 power, No longer requires a recharge turn, Sets up Trick Room Spacial Rend - 100% accuracy, Now a switch move like U-Turn and Volt Switch Spider Web - Infestation/Fire Spin style trapping effect and lowers Defense by 1 stage (It's hard to defend yourself when covered in spider webs) Hyper Fang - Base 90 power, 100% accuracy, 30% chance to flinch Ice Hammer - Base 120 power, 30% chance to freeze (It's on Crabominable so the freeze chance should be fine) Volt Tackle - It ain't getting given to the physical electric types. Tapu Koko and Iron Hands alone are enough to guarantee physical electric types ain't getting something stronger than Supercell Slam for a while Bonemarang - Hits Flying types like Thousand Arrows does Triple Kick - Just let it be a full Triple Axel clone. Hitmontop is not insanely fast like Weavile and Chien Pao so it can't abuse the move anywhere near as well Spin Out - No longer lowers the user's speed and clears the field like Rapid Spin
Really nice suggestions here overall, and I think you're right, electric types are having to cope with supercell slam for the time being I also considered twineedle working the same, like corrosion, so love that someone else thought of that! And bone merang hitting flying types makes sense since Marowak is literally just flinging a bone lol Spin out being a rapin spin like move is actually awesome, pokemon could do with a few more moves like that tbh Great ideas, really makes me consider just how creative people can be in reworking the same moves
I think giving Marowak an ability called "bone rush" would be better. Every time it successfully uses bonemerang, its speed increases by 1 stage. I think also give it a unique property that if the first attack misses, it will still attempt the second hit. Like how if you dodge a boomerang you'd need to keep watching it because it's going to come back. Also considering potentially making it where EACH hit raises one stage. So you can potentially get +2 with each use. I think that along with thick club would actually make Marowak a relevant threat in today's meta. Don't think it'd quite be OU because it still has to get going and doesn't have that good a coverage. But I think RUBL or UU is realistic.
I really like this idea, quite frankly I only called it bone zone because its amusing to me. Definitely would be a huge boon to marowak, the likes it hasn't seen since getting its thick club held item.
Omg thank you so much for including Vietnamese translations of the moves in this video!! There are a lot of move with different translation/description in our language than others, and your changes are super great! Continue your hard work ❤
Thank you! Looking at other languages names for these moves allows me for more creativity when thinking about ways to rework the move in a way that makes sense. I'll also keep that in mind in the future that Vietnamese has unique translations for a lot of this stuff if I'm looking into more moves to change that. But yeah thank you, I'll keep up the work and hope to provide content people will enjoy!
I personally set kinesis as the only move to +2 your own accuracy, psychic types that learn it tend to have to hinge on focus blast to finish coverages or can use some crazy big moves anyways so it may find a niche.
A lot of these basically need extra effects or be able to do damage. Flash being an electric move that drops accuracy with priority would be great Protect like moves should give the pokemon def up or atk up to be a good set up move while also not being allowed to be used twice. We see moves that have a fixed status effect be very strong to break a team
Oh yeah Flash for sure needs a buff, priority, some sort of base power alongside its accuracy drops. I know some rom hacks have done stuff like that Would the pokemon gain def or atk every time they protect or just the first time?
@RoryTheFiend I'd say everytime but protect moves can't be used back to back to allow mons like ninjask to set up speed with almost no downsides. If you know they can't protect next turn it adds more stragety to the game and more risk. Could make it so you attack first and then protect or protect and be left open to attack. Also two protect moves failing if used back to back after the first one. Detect can raise evasion. Protect def up. King shield already has an effect on the foe same as spiky shield. It would make them more fun to use or switch for specific styles
14:05 - Hey that’s me! :D This was quite fun! Still kinda like the idea of a no-priority zone for Roar of Time, though that’s probably the doubles player in me haha! (Though could you also imagine no negative priority on Dragon Tail? O_o) I can tell you also used this topic as an excuse to just gush about a couple of things ya big nerd >:D Keep it up man! ^-^ P.S - Mat Block works in triple battles too! I used to use a Mat Block Greninja alongside an Endeavor Aron in the battle chateau to help unlock the ORAS superboss c:
I couldn't not mention you helped me on this attack, conscience would eat at me Yeah It's a pretty interesting idea tbh, and I wonder how effective it would be as someone with basically 0 double battle knowledge. Mat Block triple battle, that would go hard, shame It's basically non existant these days but that's cool to know you acually used it to decent effect, cheesing a superboss because you know you couldn't win otherwise.
Hey Wesley I really appreciate that, and don't worry Sinnoh stuff is on the horizons, maybe gonna do another video before that but yeah definitely getting close to working on the gym leaders stuff again
My favourite breakfast is pain au chocolat, but that's very much a treat. Also I'm pretty sure Last Respects was introduced in Legends Arceus? My thoughts on how to buff these moves: Twinneedle: 30 power, each hit has 25% chance to poison, always crits against poisoned opponents. Kinesis: Lowers accuracy, evasion and speed of opponent by 1 stage. Would work well with moves like Focus Blast. Barrage: 90% accuracy, keep 15 power, but guaranteed 5 hits and each hit has a 10% chance to lower the opponent's Defence. Toxic Thread: Turn it into an entry hazard - essentially 1 layer of Toxic Spikes plus Sticky Web. However, unlike Toxic Spikes, it can't have a second layer to cause bad poison (though 1 layer of Toxic Spikes + Toxic Thread = 2 layers of Toxic Spikes + Sticky Web). Sharpen: I like your idea, but would change it to increasing Critical-Hit Ratio by 1 instead of Attack, and its effect can't be stacked at all. Tri Attack: 3 hits, but only 1 accuracy check. Each hit is 30 power. The first hit does Fire-type damage with a 10% burn chance, the second hit does Electric-type damage with a 11.111% paralysis chance, and the third hit does Ice-type damage with a 12.5% freeze chance. The Fire-type damage from Tri Attack will not thaw a frozen opponent. Note: the chances are different to allow for the actual chance (when taking chances for prior hits into account) to be 10% for each. Twin Beam: Lower power to 35 per hit, but each hit has a 50% chance to lower Special Defence. Roar of Time: 100 power, 100 accuracy, apply Trick Room (if used in Trick Room, it goes away) and lowers user's Speed by 1. Spacial Rend: 100 power, 100 accuracy, apply Magic Room (if used in Magic Room, it goes away) and lowers target's Speed by 1. Hits all opponents. (+) Shadow Force: 100 power, 100 accuracy, single-turn, apply Wonder Room (if used in Wonder Room, it goes away). Category (Physical or Special) is whichever would deal more damage. Spider Web: Trapping move, but instead of damaging, lowers Evasion by 1 each turn. (idea is that it's a utility move for those roaming legendaries that can flee) Hyper Fang: Raise flinch chance to 30% and accuracy to 95%. Ice Hammer: 120 power, 85% accuracy, lowers Speed by 2 stages. Crabominable is slow already, let's make it decent in Trick Room. Volt Tackle: Increase distribution, has no recoil if used by a member of the Pikachu evolutionary line. Bonemerang: Make each hit have an independent accuracy check, but 55 power per hit, and if it hits twice, it lowers the target's Defence by 1. Triple Kick: Each hit has a 20% chance to lower Speed. Spin Out: Add a 30% burn chance, and have the move description specify that the user moves at 88mph for that attack.
Pain au chocolats are so good, absolutely just a treat of course we have self control here. Also I'm not surprised you're the one to read my description first, thanks for your continued support i appreciate it. I like the twineedle buff, reminds me of Barb barrage that can poison and also crits on poison. very stacked move Barrage is an interesting shout, garaunteed 5 hits so decentish power but the 5 chances to lower defence could do nasty work if the player gets lucky. For Toxic thread, yeah actually already read another comment suggesting something similar, basically a 2 in 1 entry hazard. Would be good use of Ariados as a lead hazard setter, and it can even use focus sash for that last second sucker punch / shadow sneak. Sharpen raising crit rate works nicely as well with most slashing moves already being high crit Ooh I really like that tri attack suggestion Twin beam yeah that'd be a nasty stat lowering spammer Also good suggestion on Spacial rend i can see Magic Room working with Palkia's theming and It's nice you've included Giratina in the whole "room" shenanigans. And yeah the rest of the attacks I think can work for your suggestions, especially spin out having a burn chance, I'm just imagining the whole tires being burnt from all that friction. (Also back to the future reference?!)
The proposed way of calculating Tri attack will probably make it worse overall. I think a simpler way is just to check if the opponent is weak to one of three types, it's super effective. Otherwise it does not very effective damage. Only issue here is there is a potential crazy Porygon Z sweep in there.
Sand Attack and Smokescreen have 100% accuracy. Flash on gen 4 became a 100% accuracy move too (it was 70% before). Kinesis continues to be the only acurracy-dropping-only move to not be 100%. So they could just make it lower the enemies accuracy by two stages, to justify that.
i love the way you tackle these changes, tho I do wish what you said was also on screen. there are a few points where you talk about different things that effect move calculations, yet the visuals are ur icon and the pokemon it relates to. there is some room on screen to talk about some calculations and whats going on.
Thank you! Should be enough moves to warrent a part 2 down the line, and even then plenty of normal attacks could use reworking (just like how leech life went from 20 to 80 base power which still amazes me they did that)
An increased crit chance on Twineedle would be appreciated--and, y'know, make it exist in the games again. As far as I know, Beedrill has no moves now that take advantage of its Sniper ability other than Focus Energy.
I hate that they give moves to only a specific set of Pokemon even though if you tweaked their flavour it could work for a lot more... I also hate that in later gens the only moves they care about ARE the signature moves and nothing else
Man, I love the Marowak buffs in Pokemon Elite redux, just imagine if skill link+ A reworked version of bone rush that have 15 base power each hit but +1 priority
In order for toxic to be better than classic poison it needs to deal 4 ticks of damage. And at that point both versions have already done half the opponents HP. Never liked the idea of how toxic is a better poison. Everyone is always switching up their pokemon in multiplayer matches to reset weather effects, terrains, intimidates, fake outs, and move swapping for choice held items. Toxic really only seems to be better against setup mons, and in that case wouldnt paralasys be better?
Oh really? I've only played up to gym 3 in radical red so I honestly didn't know this. It makes sense as a simple fix though, since buffing it all the way to triple axels power just feels over the top
funny saying twinbeam isn't that good when it was great tech for one shotting sneasler past its focus sash in regulation h of vgc, i imagine it'll see more use cases like that in the future
Oh yeah I agree it does have a great use against Sneasler, but also looking at it from a perspective of everyday play it's not particularly enticing over the other late game psychic moves. So the move really just needed a slight adjustment to cement its edge over those other common psychic attacks
Thank you :) There's also some great suggestions from other commenters here. Honestly makes me see just how much other people care about this sort of thing, we need some of their inspired ideas to reach Game Freak I think
Here's one that always griped me: Nature's Madness (and Guardian of Alola). The fact that they have such powerful names, for such plot-crucial Pokemon, and they're just... Super Fang and Super Fang 2? Maybe Guardian of Alola could set the opponent to 1 HP, as if the guardians are sparing the opponent from lethal damage. Otherwise, maybe a unique effect for each Tapu?
Oh yeah that's a great shout, I've felt the same actually. I thought maybe these attacks should at least do a bit more damage, doesn't their Z move do 75% max hp? Which again isn't that great, as you're usually wanting to 1 shot with a z move, so imo I'd probably make the Z move leave the opponent on 1hp and the regular attack do 75% of their remaining hp. Definitely a move I will write down on the list if I ever do a follow up video
Definitely something I'm considering, the rivals are horribly weak. That being said I'll need to try and keep it short as there would be a lot more to cover, before that though I'll be taking a peak at gen 4 Sinnoh
You can overwrite status conditions in Legends Arceus, so it might’ve been something they were considering recently. But, they also made it so all status conditions and stat changes are temporary, so it’s impact isn’t as noticeable when the opponent will cure itself after a few turns anyways Also, Return and Frustration were likely removed due to the changes made to Friendship in gen 8. That was the time they merged Friendship and Affection into one stat. It was likely too difficult to balance Return’s scaling power with the affection buffs. Keep the scaling the same and not only is the move’s higher power locked until until you remove the stat cap/lock that prevents the buffs from being forced onto the player, but removing that cap/lock also means it’ll start interacting with affection buffs. Make it so it only scales with Friendship up until it reaches the cap/lock, and it’ll become very powerful very quickly for little investment. In short, it’d be a nightmare to balance for a playthrough.
Ah right, I've never played legends arceus so I never even realised that, along with gen 7 and bdsp those are my current blindspots in the pokemon series! For return I see, that makes sense. Still I hope it's something that can "return" in a future pokemon game as I really like that move + I love normal types and seeing them lose one of their best attacks makes me sad lol
Toxic Thread should be Mean Look + Toxic and Speed reduction (BUT 5 PP)... But Ariados itself really needs its stats either buffed or completely re-arrange. Tri Attack Imao should have a total 50% chance of inflicting a one of the 3 statuses (10% freeze, 20% Stun and 20% burn) AND deal damage calculating the lowest defensive stat, that way it always hits rather hard.
Oh yeah Toxic thread working as a mean look + toxic and speed reduction would be sinister, of course with it being on Ariados the poor bug can only go so far.
I've proposed a made up ledian evolution in one of my previous videos, it was a lot of fun. Basically made it a bug / fairy that was like a knight that defends the weak (as it knows first hand about being weak)
👋Hey everyone, hope you're all doing good!
🔧Today we're looking at signature moves that could do with a rework!
📝🤔Also here's a QOTD: What move in Pokemon (doesn't need to be a signature move) would you want to see reworked / buffed?
This may seem weird but Dark Void please, they just destroyed that moved to stop Smeargle from dominating the scene but now Darkrai's got a very bad signature 🥲
Razor Wind! If it's a 2-turn move, at least make it more powerful.
Rock Wrecker. Not biased at all.
Magnetic flux, ion deluge, and electrify
@@MiguelMartinez-mz8df So this confuses me, I thought there were already a handful of moves smeargle couldnt sketch. So how come they didn't just make Smeargle unable to learn it instead of nerfing the attack
Freeze Dry is my favorite move in Pokemon, with my next being Thousand Arrows because of their type-inverting effects. Turning Kinesis into a Steel busting Psychic move is CRAZY. I love it so much.
What's funnier is the signature moves that were introduced later i.e poison thread, which is outclassed by toxic. Making it a combination of toxic spikes and stickywebs would be better
I think Toxic Thread is even single target, right? Just make it hit both and possibly even lower the speed by two stages like String Shot.
It almost feels like they're mocking Ariados with that move, yeah let's give masquerain an absurf +40 bst, and let's Give Ariados this signature move that is basically outclassed.
A combination of toxic spikes and sticky webs would be a nasty combo to deal with
If you want Tri Attack to get a little silly, have it use the *most effective* of the three typings. Which would give it an absurd effective type profile of "Effective or Super Effective vs everything except like, Rotom-Heat and Volt Absorb Lanturn."
... Maybe don't do that.
Tri attack but it's actually just mono attack and the pokemon chooses with one of the 3 beams to blast you with depending on what will hurt you the most.
It sounds op but power creep I'm sure will make this feel reasonable one day
@@RoryTheFiendi raise you one worse. Make it the pokemon chooses between 4 beams, with the last being a a normal move with a higher base power
@@TTLunar I'll do a slight rework better. The status effect is based on the type used in damage calculation (Fire only gives Burn, Ice gives Freeze, Elec gives Paralysis, and Normal gets granted Sleep infliction), but the status being applied is at a 65% chance.
11:00 I always thought that the way tri attack works is it has a 20% chance to have an effect, and from there, there’s a 1/3 chance for that status being a burn, para, or freeze.
You are right on that, maybe I worded it poorly in my video, but yeah 20% chance to pick one of those 3 status conditions
As a Pokémon mystery, dungeon fan, the idea of any multi attack getting buffed horrifies me but I do appreciate the attention to my friend’s favorite Pokémon, the Mr. spider.
For Sharpen, here’s a fun idea if you want to make it more wide spread, using it could turn the user’s ability into Sharpness
This isn’t a signature move but turning Rock Climb into a ground type move that can hit flying types/levitating Pokemon would be cool (because in the anime it shows the Pokemon causing the ground to separate and protrude from the ground under the opponent, creating a cliff face for the Pokemon to run up and charge towards the opponent)
Sky Uppercut for a Fighting move that is super effective on flying
Ooh making sharpen into the ability sharpness is cool, maybe you could change your partner pokemons ability as well in a double battle to give it more use?
Also for rock climb I absolutely agree it should be a ground or rock move, it being normal type always stuck out as odd to me. (And yeah having it hit flying/levitators would be awesome, like thousand arrows but for the regular poke folk!)
I was thinking- instead of spreading Volt Tackle's distribution, maybe instead buff Wild Charge to 120bp like the other powerful recoil moves.
In exchange, Volt Tackle remains a signature move, and can then be buffed to 150bp like Blast Burn, Frenzy Plant, and Hydro Cannon. Maybe lower it's recoil from 1/3 damage to 1/4 damage like Double Edge and Wild Charge, too!
I think anything that could potentially overwrite a status with another status is an interesting concept, but would absolutely be a nightmare to implement
Why? It's pretty straightforward I think. The bigger problem is it's a nerf. Imagine waking up a sleeping pokemon because you poisoned it...
Yeah it could definitely open itself up to some weird interactions, which there's been a lot of that between moves across the generaitons
Switching in your sleeping pokemon to a beedrill for the 36% chance of wake up at the cost of being poisoned, or even thawing out a frozen pokemon?
17:03 I feel that Bonemerang should be able to hit flying and levitating mons, you're throwing the bone after all
That's a great idea, and right now I think only thousand arrows can hit flying pokemon, so having 1 more signature ground move work like this seems fair to me
@RoryTheFiend Yes, a hand for good ol' Zero Used Marowak, and for his Hawaiian cousin too
My personal ideas for Signature move adjustments
Twineedle - Base 50 power, Poison bypasses immunities (like the Corrosion ability)
Kinesis - 100% accuracy, +1 Priority, Lowers the targets Special Attack and Special Defense by 1 stage
Egg Bomb - Base 25 power, 100% accuracy, Grass Type, 10% chance to crit on each hit
Toxic Thread - Base 65 power, 90% accuracy, Lays down Sticky Web that poisons on switch in (Speed drop applies even if immune to poison)
Sharpen - +1 to Attack and +1 to Critical Hit Rate
Tri Attack - 30% status chance but the type changes to fire, ice, or electric based on the target's typing (It doesn't check for abilities to make it fair)
Twin Beam - Base 60 power, 20% chance to confuse on each hit
Roar of Time - Base 120 power, No longer requires a recharge turn, Sets up Trick Room
Spacial Rend - 100% accuracy, Now a switch move like U-Turn and Volt Switch
Spider Web - Infestation/Fire Spin style trapping effect and lowers Defense by 1 stage (It's hard to defend yourself when covered in spider webs)
Hyper Fang - Base 90 power, 100% accuracy, 30% chance to flinch
Ice Hammer - Base 120 power, 30% chance to freeze (It's on Crabominable so the freeze chance should be fine)
Volt Tackle - It ain't getting given to the physical electric types. Tapu Koko and Iron Hands alone are enough to guarantee physical electric types ain't getting something stronger than Supercell Slam for a while
Bonemarang - Hits Flying types like Thousand Arrows does
Triple Kick - Just let it be a full Triple Axel clone. Hitmontop is not insanely fast like Weavile and Chien Pao so it can't abuse the move anywhere near as well
Spin Out - No longer lowers the user's speed and clears the field like Rapid Spin
Really nice suggestions here overall, and I think you're right, electric types are having to cope with supercell slam for the time being
I also considered twineedle working the same, like corrosion, so love that someone else thought of that!
And bone merang hitting flying types makes sense since Marowak is literally just flinging a bone lol
Spin out being a rapin spin like move is actually awesome, pokemon could do with a few more moves like that tbh
Great ideas, really makes me consider just how creative people can be in reworking the same moves
I think giving Marowak an ability called "bone rush" would be better. Every time it successfully uses bonemerang, its speed increases by 1 stage. I think also give it a unique property that if the first attack misses, it will still attempt the second hit. Like how if you dodge a boomerang you'd need to keep watching it because it's going to come back.
Also considering potentially making it where EACH hit raises one stage. So you can potentially get +2 with each use. I think that along with thick club would actually make Marowak a relevant threat in today's meta. Don't think it'd quite be OU because it still has to get going and doesn't have that good a coverage. But I think RUBL or UU is realistic.
Bone rush is already a move, perhaps call it Skeletal Swiftness?
I really like this idea, quite frankly I only called it bone zone because its amusing to me.
Definitely would be a huge boon to marowak, the likes it hasn't seen since getting its thick club held item.
I like the idea of Twin Needle causing "Toxic" poison if BOTH hits would poison the other Pokémon
Omg thank you so much for including Vietnamese translations of the moves in this video!! There are a lot of move with different translation/description in our language than others, and your changes are super great! Continue your hard work ❤
Thank you! Looking at other languages names for these moves allows me for more creativity when thinking about ways to rework the move in a way that makes sense.
I'll also keep that in mind in the future that Vietnamese has unique translations for a lot of this stuff if I'm looking into more moves to change that.
But yeah thank you, I'll keep up the work and hope to provide content people will enjoy!
I personally set kinesis as the only move to +2 your own accuracy, psychic types that learn it tend to have to hinge on focus blast to finish coverages or can use some crazy big moves anyways so it may find a niche.
A lot of these basically need extra effects or be able to do damage.
Flash being an electric move that drops accuracy with priority would be great
Protect like moves should give the pokemon def up or atk up to be a good set up move while also not being allowed to be used twice.
We see moves that have a fixed status effect be very strong to break a team
Oh yeah Flash for sure needs a buff, priority, some sort of base power alongside its accuracy drops.
I know some rom hacks have done stuff like that
Would the pokemon gain def or atk every time they protect or just the first time?
@RoryTheFiend I'd say everytime but protect moves can't be used back to back to allow mons like ninjask to set up speed with almost no downsides. If you know they can't protect next turn it adds more stragety to the game and more risk. Could make it so you attack first and then protect or protect and be left open to attack.
Also two protect moves failing if used back to back after the first one.
Detect can raise evasion. Protect def up. King shield already has an effect on the foe same as spiky shield. It would make them more fun to use or switch for specific styles
14:05 - Hey that’s me! :D
This was quite fun! Still kinda like the idea of a no-priority zone for Roar of Time, though that’s probably the doubles player in me haha! (Though could you also imagine no negative priority on Dragon Tail? O_o)
I can tell you also used this topic as an excuse to just gush about a couple of things ya big nerd >:D
Keep it up man! ^-^
P.S - Mat Block works in triple battles too! I used to use a Mat Block Greninja alongside an Endeavor Aron in the battle chateau to help unlock the ORAS superboss c:
I couldn't not mention you helped me on this attack, conscience would eat at me
Yeah It's a pretty interesting idea tbh, and I wonder how effective it would be as someone with basically 0 double battle knowledge.
Mat Block triple battle, that would go hard, shame It's basically non existant these days but that's cool to know you acually used it to decent effect, cheesing a superboss because you know you couldn't win otherwise.
Hey man, great video! I missed your video style! Can't wait for the sinnoh videos :)
Hey Wesley I really appreciate that, and don't worry Sinnoh stuff is on the horizons, maybe gonna do another video before that but yeah definitely getting close to working on the gym leaders stuff again
I used Twin beam on my defensive Farigiraf to counter focus sash Sneasler. Worked really well.
Great shout, focus sash sneasler in shambles with its 4x weakness
My favourite breakfast is pain au chocolat, but that's very much a treat.
Also I'm pretty sure Last Respects was introduced in Legends Arceus?
My thoughts on how to buff these moves:
Twinneedle: 30 power, each hit has 25% chance to poison, always crits against poisoned opponents.
Kinesis: Lowers accuracy, evasion and speed of opponent by 1 stage. Would work well with moves like Focus Blast.
Barrage: 90% accuracy, keep 15 power, but guaranteed 5 hits and each hit has a 10% chance to lower the opponent's Defence.
Toxic Thread: Turn it into an entry hazard - essentially 1 layer of Toxic Spikes plus Sticky Web. However, unlike Toxic Spikes, it can't have a second layer to cause bad poison (though 1 layer of Toxic Spikes + Toxic Thread = 2 layers of Toxic Spikes + Sticky Web).
Sharpen: I like your idea, but would change it to increasing Critical-Hit Ratio by 1 instead of Attack, and its effect can't be stacked at all.
Tri Attack: 3 hits, but only 1 accuracy check. Each hit is 30 power. The first hit does Fire-type damage with a 10% burn chance, the second hit does Electric-type damage with a 11.111% paralysis chance, and the third hit does Ice-type damage with a 12.5% freeze chance. The Fire-type damage from Tri Attack will not thaw a frozen opponent. Note: the chances are different to allow for the actual chance (when taking chances for prior hits into account) to be 10% for each.
Twin Beam: Lower power to 35 per hit, but each hit has a 50% chance to lower Special Defence.
Roar of Time: 100 power, 100 accuracy, apply Trick Room (if used in Trick Room, it goes away) and lowers user's Speed by 1.
Spacial Rend: 100 power, 100 accuracy, apply Magic Room (if used in Magic Room, it goes away) and lowers target's Speed by 1. Hits all opponents.
(+) Shadow Force: 100 power, 100 accuracy, single-turn, apply Wonder Room (if used in Wonder Room, it goes away). Category (Physical or Special) is whichever would deal more damage.
Spider Web: Trapping move, but instead of damaging, lowers Evasion by 1 each turn. (idea is that it's a utility move for those roaming legendaries that can flee)
Hyper Fang: Raise flinch chance to 30% and accuracy to 95%.
Ice Hammer: 120 power, 85% accuracy, lowers Speed by 2 stages. Crabominable is slow already, let's make it decent in Trick Room.
Volt Tackle: Increase distribution, has no recoil if used by a member of the Pikachu evolutionary line.
Bonemerang: Make each hit have an independent accuracy check, but 55 power per hit, and if it hits twice, it lowers the target's Defence by 1.
Triple Kick: Each hit has a 20% chance to lower Speed.
Spin Out: Add a 30% burn chance, and have the move description specify that the user moves at 88mph for that attack.
Pain au chocolats are so good, absolutely just a treat of course we have self control here. Also I'm not surprised you're the one to read my description first, thanks for your continued support i appreciate it.
I like the twineedle buff, reminds me of Barb barrage that can poison and also crits on poison. very stacked move
Barrage is an interesting shout, garaunteed 5 hits so decentish power but the 5 chances to lower defence could do nasty work if the player gets lucky.
For Toxic thread, yeah actually already read another comment suggesting something similar, basically a 2 in 1 entry hazard. Would be good use of Ariados as a lead hazard setter, and it can even use focus sash for that last second sucker punch / shadow sneak.
Sharpen raising crit rate works nicely as well with most slashing moves already being high crit
Ooh I really like that tri attack suggestion
Twin beam yeah that'd be a nasty stat lowering spammer
Also good suggestion on Spacial rend i can see Magic Room working with Palkia's theming and It's nice you've included Giratina in the whole "room" shenanigans.
And yeah the rest of the attacks I think can work for your suggestions, especially spin out having a burn chance, I'm just imagining the whole tires being burnt from all that friction. (Also back to the future reference?!)
funfact: For some reason in Gen 1, if I recall, Kadabra can miss learning Kinesis.
The proposed way of calculating Tri attack will probably make it worse overall.
I think a simpler way is just to check if the opponent is weak to one of three types, it's super effective.
Otherwise it does not very effective damage.
Only issue here is there is a potential crazy Porygon Z sweep in there.
Sand Attack and Smokescreen have 100% accuracy. Flash on gen 4 became a 100% accuracy move too (it was 70% before). Kinesis continues to be the only acurracy-dropping-only move to not be 100%. So they could just make it lower the enemies accuracy by two stages, to justify that.
i love the way you tackle these changes, tho I do wish what you said was also on screen. there are a few points where you talk about different things that effect move calculations, yet the visuals are ur icon and the pokemon it relates to. there is some room on screen to talk about some calculations and whats going on.
I enjoyed this. Please make more of this in the future. If Game Freak fixed all of the signature moves like this.
Thank you! Should be enough moves to warrent a part 2 down the line, and even then plenty of normal attacks could use reworking (just like how leech life went from 20 to 80 base power which still amazes me they did that)
An increased crit chance on Twineedle would be appreciated--and, y'know, make it exist in the games again. As far as I know, Beedrill has no moves now that take advantage of its Sniper ability other than Focus Energy.
I hate that they give moves to only a specific set of Pokemon even though if you tweaked their flavour it could work for a lot more... I also hate that in later gens the only moves they care about ARE the signature moves and nothing else
Ariados actually DID receive a stat buff in Gen 7. +10 to SpDef.
Twineedle can have a 20% chance to regular Poison on Hit 1, and a 10% chance to Badly Poison on Hit 2.
Yeah I like that, will make people really nervous when the second twineedle hits them
Erm, status overwriting moves exist einstein, it's called rest!
Man, I love the Marowak buffs in Pokemon Elite redux, just imagine if skill link+ A reworked version of bone rush that have 15 base power each hit but +1 priority
Absolutely diabolical, Marowak deserves it
In order for toxic to be better than classic poison it needs to deal 4 ticks of damage. And at that point both versions have already done half the opponents HP.
Never liked the idea of how toxic is a better poison. Everyone is always switching up their pokemon in multiplayer matches to reset weather effects, terrains, intimidates, fake outs, and move swapping for choice held items. Toxic really only seems to be better against setup mons, and in that case wouldnt paralasys be better?
miltank, smiling smugly: you guys have bad signature moves?
Whitney's Miltank with a milk moustache: Ah back up to full health, now where were we?
17:20 love that they did this exact thing in radical red
Oh really? I've only played up to gym 3 in radical red so I honestly didn't know this.
It makes sense as a simple fix though, since buffing it all the way to triple axels power just feels over the top
Random fact: my favorite breakfast item is Chocolate Pancakes with peach syrup. Just commenting for the algorithm with flair
In Italian Barrage is "Attacco pioggia" that means "Rain Attack". Absolutely no sense.
Spike cannon should be a steel move and it makes zero sense why it isnt when theres like 10 multi hit normal attacks
Twin Beam should be 1 psycic and 1 dark type attack
funny saying twinbeam isn't that good when it was great tech for one shotting sneasler past its focus sash in regulation h of vgc, i imagine it'll see more use cases like that in the future
Oh yeah I agree it does have a great use against Sneasler, but also looking at it from a perspective of everyday play it's not particularly enticing over the other late game psychic moves. So the move really just needed a slight adjustment to cement its edge over those other common psychic attacks
Really like these suggestions
Thank you :) There's also some great suggestions from other commenters here. Honestly makes me see just how much other people care about this sort of thing, we need some of their inspired ideas to reach Game Freak I think
Theres a ROM hack called Pokemon Prism where Tri Attack works like that!
Really!? I've played prism but never got that far! I may need to pick it up again then lol
@@RoryTheFiend Yeah Prism is awesome! I definitely recommend it!
@@Alex_Off-Beat Awesome, I've been out of playing rom hacks for a while but definitely will give it another shot in the future
Tri attack should hit ghost type
Here's one that always griped me: Nature's Madness (and Guardian of Alola). The fact that they have such powerful names, for such plot-crucial Pokemon, and they're just... Super Fang and Super Fang 2? Maybe Guardian of Alola could set the opponent to 1 HP, as if the guardians are sparing the opponent from lethal damage. Otherwise, maybe a unique effect for each Tapu?
Nature's Madness could just stay as it is but becoming a 75% shave if the relevant terrain is active
Oh yeah that's a great shout, I've felt the same actually. I thought maybe these attacks should at least do a bit more damage, doesn't their Z move do 75% max hp? Which again isn't that great, as you're usually wanting to 1 shot with a z move, so imo I'd probably make the Z move leave the opponent on 1hp and the regular attack do 75% of their remaining hp.
Definitely a move I will write down on the list if I ever do a follow up video
I like some of the ideas, but is kind of weird in a video about signature moves say give to more pokemon. It's the total opposite of a signature move
Thank you, and I see what you mean, though I stand by the examples where I gave it to more pokemon
You gonna do a video where you fix the Kalos rivals?
Definitely something I'm considering, the rivals are horribly weak. That being said I'll need to try and keep it short as there would be a lot more to cover, before that though I'll be taking a peak at gen 4 Sinnoh
You can overwrite status conditions in Legends Arceus, so it might’ve been something they were considering recently. But, they also made it so all status conditions and stat changes are temporary, so it’s impact isn’t as noticeable when the opponent will cure itself after a few turns anyways
Also, Return and Frustration were likely removed due to the changes made to Friendship in gen 8. That was the time they merged Friendship and Affection into one stat. It was likely too difficult to balance Return’s scaling power with the affection buffs. Keep the scaling the same and not only is the move’s higher power locked until until you remove the stat cap/lock that prevents the buffs from being forced onto the player, but removing that cap/lock also means it’ll start interacting with affection buffs. Make it so it only scales with Friendship up until it reaches the cap/lock, and it’ll become very powerful very quickly for little investment. In short, it’d be a nightmare to balance for a playthrough.
Ah right, I've never played legends arceus so I never even realised that, along with gen 7 and bdsp those are my current blindspots in the pokemon series!
For return I see, that makes sense. Still I hope it's something that can "return" in a future pokemon game as I really like that move + I love normal types and seeing them lose one of their best attacks makes me sad lol
You’re only nine days younger than me!
Lets go!! Remember the 90s? ah good times... maybe.. I don't remember... but I assume I cried a lot.
Ariados ❤️
Toxic Thread should be Mean Look + Toxic and Speed reduction (BUT 5 PP)... But Ariados itself really needs its stats either buffed or completely re-arrange.
Tri Attack Imao should have a total 50% chance of inflicting a one of the 3 statuses (10% freeze, 20% Stun and 20% burn) AND deal damage calculating the lowest defensive stat, that way it always hits rather hard.
Better yet, evolve Ariados. Would do a lot of good for the line
@@Castersvarog if that's the case, better evolve ledian too! that boy needs buffs even more...
Oh yeah Toxic thread working as a mean look + toxic and speed reduction would be sinister, of course with it being on Ariados the poor bug can only go so far.
I've proposed a made up ledian evolution in one of my previous videos, it was a lot of fun. Basically made it a bug / fairy that was like a knight that defends the weak (as it knows first hand about being weak)
Great video 🎉
Thanks Laz, your support is always appreciated