Magic Room has the potential to be really powerful for shutting down Pokemon whose gameplan is centered around their item. Apparently in Gen 7 VGC, people would run Choice Scarf Magic Room Tapu Lele to disable Xerneas's Power Herb and get a free turn. Scarf would ensure that Magic Room goes up before Xerneas uses Geomancy, and you wouldn't even be choice locked because Magic Room would disable the Scarf on the following turn. Also, imagine Knocking Off a Gliscor's Toxic Orb or a Paradox mon's Booster Energy before they get a chance to activate it.
@@sylvereon Yeah power creep has gotten insane so an ability like this might be balanced by current gen standards. And according to insider info that I got from my uncle who works at Game Freak, the new Gen 10 mascot legendaries are gonna have 680 BST and abilities that activate Victory Dance and Quiver Dance respectively on switch-in /j
My way to fix Wonder Room is actually simple : instead of switching Def and SpD, it switches Atk and SpA. That way it's a genuinely extremely intrusive field condition that can render many mons near useless, it creates a good use for mixed attackers as they are not too bothered by it and can create some really weird but fun interactions and gimmicks, like say a Physical Attacker that has a very deep special movepool but terrible SpA can suddenly start going ham with its unexpected coverage. I think rhat alone would make the move at least a consideration and a pretty good option for Doubles
That might be a bit too game changing, it certainly punishes min maxed. But it really invalidates most mons from being used in favorite of giant stat blobs like pseudo legendaries that have all high stats.
@@michaelkarim57 I feel like that's exactly one of the points of why it could be a good thing. I mean, the mons that currently are min maxed wont stop being used JUST because of this change to Wonder Room, it would only allow for mons that are not min maxed to have higher teambuilding space since more people could be leaning into building a team based on this specific type of strategy, that won't invalidate the current ones in any form.
very funny, but chaotic, and probably not great competitively if you switch def and sp def, you are switching two important stats if you switch att and sp att, you are removing an important stat and assigning it the meaningless stat value what's the counterplay against defense switch? you pick a different pokemon that has the "wrong" bulk what's the counterplay against attack switch? is there anything interesting about that? are we expecting people to pick suboptimal pokemon that don't become horrible? that doesn't sound fun to the defending player
@@andy4an I feel like you already answered your own question. "what's the counterplay against defense switch? you pick a different pokemon that has the "wrong" bulk what's the counterplay against attack switch?" For me it seems logical that the counterplay would be to pick a different pokemon that has the "wrong" offense. I know most Pokemon tend to spec into only Attack or Sp. Attack, but there are a lot of cases of successful Pokemon that used both physical and special moves in its set. Granted that a lot of them were in pre physical/special split in gen 4, but even after there are some Pokemon that at one point or another were considered good and were mixed attackers, like Lucario, Infernape, Dragonite, Tyranitar, Blaziken, Nidoking, Salamence, Dragapult and even current gen Pokemon Iron Valiant and Enamorus are good viable mixed attackers. Also, even if you don't fully agree with what I said above, not having counterplay and/or not being fun to the defending player doesn't seem like it's a determinant factor lately for GameFreak, given the existence of Mega Rayquaza, gen 8 Zacian, Urshifu (both) and Calyrex rider (both).
The gravity one would be cool for lunatone and solrock and maybe minor. I realize it’s counter intuitive for them but might make sense since they’re all space rocks!
having an ability that automatically sets trick room is not really a good idea, and this makes hard trick room teams really strong, so might be for the best that trick room remains as a condition that has to be set manually, this way there is some form of counterplay
@@bulborb8756 Specially since one form of counterplay in doubles is to have one mon on your team that has learned Trick Room and Imprison to deny the enemy from clicking it in the first place, but with Trick Overflow this wouldn't even be possible due to it being automatic
@@bulborb8756wrong. indeedee now gets the ability “fuck you” that sets up psychic surge, permanent trick room, is wonder guard and magic guard combined, sets up follow me every turn, doubles the power of expanding force, lowers the user and ally’s speed to -6, makes dark types instantly kill themselves, and makes steel types 84828592x weak to psychic moves
I severely disagree with the name Infridgidate. Why not simply just "Misty" instead? It matches Glalie's other ability called Moody. Besides, I don't think Altaria should have Infridgidate as an ability because Altaria, thematically, isn't known for Mist. It's known for its cotton-like feathers and beautiful humming. Giving Altaria Fluffy will be a better alternative to Natural Cure. Also, Mist Spit doesn't sound too good. There's a similar ability in Arboliva's Seed Sower. Something along the lines of "Exhaust Chamber".
Lucky Chant is actually based on auspicious chants/charms that brings good luck and wards off bad luck (in this case, bad RNG or critical hits). This is why the ability that increases critical hits is called Super Luck. "Lucky Charm" would be a more fitting name instead of "Sitting Pretty".
I like the idea of making most of these abilities, but I think that making ALL these moves "on switch in" a bit of lost potential, especially with only a couple buffs. The style Gravitational Pull and Boombox are great changes, so let's continue that theme!@ As moves: Mud sport could be a anti tailwind, halving speed except for flying ground and water types, and also reducing electric damage. This is not always weaker than sticky web, since it can't be destroyed by hazard control. Safeguard could not only prevent status conditions, but hazard damage as well. Buffs while also an ability: Mist also preventing self stat drops, such as from close combat, shell smash, and curse. This might make the game a bit toxic for setup sweepers in singles, but we can always ban it just like last respects. Thanks for the great video!
@@hogg156 I like those suggestions, I would love if Mist blocked self lowering stat drops especially! For me it was not making the abilities too over powered but also buffing them somewhat. Could definitely use these suggestions for the weaker field effects
Palkia should get the gravity ability, Dialga should get a trick room ability and Giritina should get the magic room ability. And each should be unaffected by their respective room, so Giratina can use an item in magic room, attacks against palkia should not be more accurate and Dialga should keep its normal speed stat in trick room (which will usually mean it goes last which should help balance this one as it would be crazy strong otherwise.) Dialga might still be too good so might need to make it only activative once per battle. Its too perfect to have the pokemon of space, time and antimatter (distortion) directly impact gravity, speed and items.
I feel like metagross would benefit heavily from the gravity ability and allow him to have a bigger niche among other pseudo legends now that it’s evident that power creep hasn’t been kind to it like Garchomp and Dragonite. Hell, even Tyranitar is more relevant in SV.
If legends ZA give us mega Delphox, then I really wish the magic room ability to be created, because megas, technically, can't hold items, so Mega Delphox could cripple everyone else without being hurt by it's ability.
I originally thought that Wonder Room was beyond saving (even with an ability that sets it), but a team that’s entirely special attackers/specially bulky pokemon that relies on Wonder Room to “switch modes” according to the opponent and situation sounds like a really fun gimmick team. Even if it probably wouldn’t actually be that good.
What if there was a new field effect that prevented further alterations of stats? It would not erase stats already changed, and it would just prevent stat buffs/nerfs from occuring while it is active. It would not prevent self-inflicted stat lowering side effects.
To be noted, Defog already gets rid of Safeguard since Gen 4 and unlike Reflect/Light Screen/Aurora Veil, it also gets rid of your own Safeguard and not just the opponent. A big use of Mist that's generally unknown is that it makes your team immune to Haze. It was a niche play in Balanced Hackmon during Gen 7 where Prankster Haze was really common. If Haze gets set up with an ability, it could be a big deal in VGC where I remember Haze Murkrom being used a lot as a counter to the Tatsugiri/Dondozo combo; I had also thought regarding Magic Room that it would be interesting to have no possibilities of Knocking Off or Trick while under the Room. It could give some "counter play" for a Kock Off Spammer
Great work! I loved a lot of these ideas. But if we ever get to have something like this in the future, I'd also like to get counterplay against these new field conditions. I mean, you can override the enemy weather/terrain with another different weather/terrain, stop the weather momentaneously with Cloud Nine/Air Lock, remove terrain with Ice Spinner and Defog (this one also removing even screens), spin away hazards, etc. What would the counterplay be against all these new field effects? I say this because, unlike terrain and weather, these effects are currently independent of each other, so it is possible in theory to have all of them active at the same time.
When Mist came up my mind immediately went to Clear Body and I was like that already exists but then I remembered that duh it only affects the ability holder, not its allies. Having Clear Body doesn't mean its ally is safe from Intimidate drops or other stat losses. Also just my 2 cents, the balance of the Gratuity Safeguard is really well done. Status debuffs are on of the core battle mechanics in competitive or just the game in general. I like the idea of having such a strong ability effect to have a downside ie be treated as a screen and thus have a chance of being shut down so that the lack of statuses makes one side completely untouchable. I can imagine it being a pain to Guts users since it won't activate while its partner has the ability so you'd need to manoeuvre your team around that. On the other hand, you'd want Gratuity to activate if an opponent has Guts and you don't want it to activate so that it doesn't steamroller your team with Guts boosted physical attacks. This is a very cool thought experiment. I really want this ability implemented in a future rom hack game at some point so we can see it in practice.
Mud Sport and Water Sport should also make the side immune to getting paralyzed/burned while active, that would make them a lot more useful both as moves and as abilities. You could even make a Snow Sport that protects against ice attacks and freeze.
I think solrock and lunatone would be great recipients for the gravitational pull ability, since they are spacial bodies and very weak (this would also have helpful boosts like accurate stone edges for solrock and hypnosis for lunatone)
i would add a tweek to that mist ability, that being that it gets some priority, because if the ability is on a slow mon then faster intimidators will proc their ability first at the start of the game similar to weather and terrain but in reverse. without it you’d want your mon to proc first before stats get lowered.
I like the Gravity idea but it would be too busted, because unlike other terrains it would make counter play useless because a field effect like that affects, type, item and abilities... and strong Pokemon like Landos, Ursalunas, Great Tusk, and Gliscor will be too hard to counter. Things that remove counterplay too easily are usually banned. - Unseen Fist - Shadow Tag - Arena Trap
Idea for a new ability or move: Wonder Protect. Basically og disguise (fully protects from damage with no backlash when it's broken), but only for super effective moves, regular or resisted moves hit as normal. Also a new field effect: Hall of Mirrors. Reverses the type chart.
I as an uninformed story only player have a suggestion! What if there's a move that is more powerful depending on your high PP move such as Tackle and others? What if it's stronger if you have both Tackle and Scratch? I'm not pretending like I put any thought in this. I just wanna see something incredibly stupid or incredibly broken when running Scratch/Tackle/Splash competitively. Also, maybe something that can't be Ditto'd.
Magic room is actually a relatively usable move in smogon singles because it lets you set up on pokemon holding choice items for those 5 turns. Its not like great but my win rate with that team is over 50% so its far from unusable
I do think that wonder surge would be really cool, and that it likely should be psychic types that get it, those in particular are nice candidates. The only problem is that psyshock already carries that general utility, and would likely end up being run on any sets for consistency sake. (Although I'm not entirely sure if mushearna gets it. Will have to see.) Edit: I really like the Shaymin one though. I think that meganium might be deserving of something similar as well. (it really needs anything it can get to be honest)
I still feel like wonder room would be way better if it swapped offensive stats, acting as a counter to all those min-maxed mons that are rampaging the meta. just fill your team with mixed attackers that don't care what stat they're swinging with while forcing the opponents fluttermane to suddenly have a 65 SpA
For the rooms i would create a low base stat support oriented mon like sableye that had a new abillity, that ill call it room setter, on switch in if theres no rooms active it will summon a random room, ik it will still be gimmicky but if you like gambling in vgc for a turn 1 non tauntable nor stoppable trick room you could use it
Wonder Surge would be great on a mixed attacker, or a Pokémon that can operate as either physical or special, as your opponent would start guessing whether you're setup to take advantage of a low Spe. Def or a low Def.
3:51 the fact that magic room disables held items does not make sense. Magic should not simplify a neutralize the battle. Magic should bring color and spark and unpredictability. Not make things more predictable. I propose that magic room instead randomizes who holds what item. This is like the move trick, but even more random and chaotic. It would reference the magicians trick of pulling out a coin or other hidden object from an area on the other person. Like pulling a coin from behind your ear, or a rabbit out of the hat. Of course, if there are only two Pokémon in a bottle, then those two held item would be swapped, making it identical with the move trick.
Gravitacional pull would be good on solrock, lunatone (maybe), staryu and Starmie (because stars have high Gravitacional pull), perhaps minior? The mist effect could be removed with defog 😂
Lucky chant deserves a stronger buff than that. What if, instead of making the crit do normal damage it made critical hits deal ZERO damage instead? Make the crit an unlucky effect instead of a lucky one
If the surge abilities activate at the same time as the other surge abilities then would the magic surge activate before or after you take hazard damage? Also could there be items like the light clay that can increase the max turns of the abilities ( excluding the misty rock)
Similar to Mist, I personally want to see Corviknight's signature ability of Mirror Armor to protect your entire field, like Magic Bounce does. Try and intimdate me? Nice try, not only does it not work but Mirror Armor becomes the source of the "-1 atk to your opponent's pokemon." Same with Icy Wind and Snarl. It'd work the same as currently for single target drops like Parting Shot or Moonblast.
Aw damp god bless it I was so glad I have a old shiny quasire from ultra moon and was able to use it to shiny hunt minior damn shinies that will kill themselves but so happy I caught like a few with the buddy
I have a pop quiz! Does anyone remember the move telekinesis and what it does? Me neither :D All i remember it making opponents float and have moves hit chance higher etc. Anyway, how about give it an ability? Like a contact one. Getting hit by a physical move will make the attacker float and all that.
Lucky chant would be a goated move in the worst rng possible challenge runs kind of hacks, literally halving the damage you take for 5 turns. idk if there are any beyond the one in pokemon emerald though
Honestly, i think you really skimped out on moves. After seeing the new move psychic noise, i think that should be the way to go moving forward. Imagine a new move called gravity punch- 60 bp and sets gravity for 3 turns also its base power is doubled when in gravity, misty strike- 40 bp the user creates a mist and strikes from it for 3. It becomes stronger and creates more mist each time it hits. works just like roll out and it creates mist for 3 then 5 then 8 turns, or lucky chant can be changed in two ways 1 it could become a normal sound based fury cutter 2 it can be like screens but can be stacked up to 3 times 1 layer your mons cant be crit, 2 layers all of your mons accuracy increased by 20% and moves with 100% accuracy never miss, 3 layers your pokemon get serene grace mons with the sere grace affect have it trippled. I also think keeping some of these as field affects is just unnecessary. I personally think that if were going to have these clearly weaker effects that dont have items to extend them then two changes should happen there should be a version of the move that only effects the enemy side and the versions that effect both sides should have the turns doubled. Even if you built your team around mudsport you dont know if you'll need an electric move for coverage or if that will even help against your opponent's team. Making mudsport only weaken the enemy electric type attacks for 4 turns allows for you to be able to use electric type attacks just fine.
Honestly they should come with side debuffs when applicable. Stealth rock dropping defense as it caught the pokemon off guard. Spikes dropping speed since ir would hurt your feet. Hail giving water moved chance to freeze Pokemon is one of the better designes rpg games since they does more than average
It's all fun and games until you're up against a Loaded Dice Greninja in hail and you're up against a priority move that has 4-5 seperate chances to freeze you.
We should also get abilities for moves like speed swap that let you take a targets speed stat as your own. This allows for a lot of fun shenanigans in doubles, but it tends to fall short competitively as a whole.
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Magic Room has the potential to be really powerful for shutting down Pokemon whose gameplan is centered around their item. Apparently in Gen 7 VGC, people would run Choice Scarf Magic Room Tapu Lele to disable Xerneas's Power Herb and get a free turn. Scarf would ensure that Magic Room goes up before Xerneas uses Geomancy, and you wouldn't even be choice locked because Magic Room would disable the Scarf on the following turn.
Also, imagine Knocking Off a Gliscor's Toxic Orb or a Paradox mon's Booster Energy before they get a chance to activate it.
There should be an ability that works like Neutralizing Gas but for items. But to make it useful in singles, have the user's item unaffected
@@GoldGuardHaving the users item not effected might be too OP imo… then again Urshifu exists
@@sylvereonI mean you probably don’t give it to a very naturally strong mon
@@sylvereon Yeah power creep has gotten insane so an ability like this might be balanced by current gen standards.
And according to insider info that I got from my uncle who works at Game Freak, the new Gen 10 mascot legendaries are gonna have 680 BST and abilities that activate Victory Dance and Quiver Dance respectively on switch-in /j
Gen 8 also had a magic room team with SD scarf kartana
Safeguard actually won a world Championship! It was used in 2016 by wolfey to stop dark void smeargle from putting his entire team to sleep.
it was also common in gen 4-5 because of the prevalence of Swagger Thundurus
Ah yes, my weekly pokemon video about extremely niche mechanics that never see the light of day. Really tickles the 'tism
Yea im not fully diagnosed with autism but i feel ultra artistic when watching vids like this
So true
Palkia needs gravity
yes.
it would help, because most of its moves aren’t accurate at all.
@@JustRaii. as an ability
It would fit sooo well with its concept
Giratina
@@somebody4094 better than pressure
My way to fix Wonder Room is actually simple : instead of switching Def and SpD, it switches Atk and SpA. That way it's a genuinely extremely intrusive field condition that can render many mons near useless, it creates a good use for mixed attackers as they are not too bothered by it and can create some really weird but fun interactions and gimmicks, like say a Physical Attacker that has a very deep special movepool but terrible SpA can suddenly start going ham with its unexpected coverage.
I think rhat alone would make the move at least a consideration and a pretty good option for Doubles
That might be a bit too game changing, it certainly punishes min maxed. But it really invalidates most mons from being used in favorite of giant stat blobs like pseudo legendaries that have all high stats.
tera blast rises to be mandatory on every pokemon
@@michaelkarim57 I feel like that's exactly one of the points of why it could be a good thing. I mean, the mons that currently are min maxed wont stop being used JUST because of this change to Wonder Room, it would only allow for mons that are not min maxed to have higher teambuilding space since more people could be leaning into building a team based on this specific type of strategy, that won't invalidate the current ones in any form.
very funny, but chaotic, and probably not great competitively
if you switch def and sp def, you are switching two important stats
if you switch att and sp att, you are removing an important stat and assigning it the meaningless stat value
what's the counterplay against defense switch? you pick a different pokemon that has the "wrong" bulk
what's the counterplay against attack switch? is there anything interesting about that? are we expecting people to pick suboptimal pokemon that don't become horrible? that doesn't sound fun to the defending player
@@andy4an I feel like you already answered your own question.
"what's the counterplay against defense switch? you pick a different pokemon that has the "wrong" bulk
what's the counterplay against attack switch?"
For me it seems logical that the counterplay would be to pick a different pokemon that has the "wrong" offense. I know most Pokemon tend to spec into only Attack or Sp. Attack, but there are a lot of cases of successful Pokemon that used both physical and special moves in its set. Granted that a lot of them were in pre physical/special split in gen 4, but even after there are some Pokemon that at one point or another were considered good and were mixed attackers, like Lucario, Infernape, Dragonite, Tyranitar, Blaziken, Nidoking, Salamence, Dragapult and even current gen Pokemon Iron Valiant and Enamorus are good viable mixed attackers.
Also, even if you don't fully agree with what I said above, not having counterplay and/or not being fun to the defending player doesn't seem like it's a determinant factor lately for GameFreak, given the existence of Mega Rayquaza, gen 8 Zacian, Urshifu (both) and Calyrex rider (both).
The gravity one would be cool for lunatone and solrock and maybe minor. I realize it’s counter intuitive for them but might make sense since they’re all space rocks!
Would be a cool alternative for Solrock and Lunatone as an extra ability. They can always have the option to run levitate too
Instead of “infrigidate” why not call it, “sublimate?” That’s what it’s called when a solid skips the liquid state and becomes a gas.
Maybe instead of copying surges from the terrains, could call it like overflow. Magic Overflow, Wonder Overflow, Trick Overflow.
That's cool.
But also do not give anything trick overflow or both VGC and singles explode
having an ability that automatically sets trick room is not really a good idea, and this makes hard trick room teams really strong, so might be for the best that trick room remains as a condition that has to be set manually, this way there is some form of counterplay
@@bulborb8756 Specially since one form of counterplay in doubles is to have one mon on your team that has learned Trick Room and Imprison to deny the enemy from clicking it in the first place, but with Trick Overflow this wouldn't even be possible due to it being automatic
@@bulborb8756wrong. indeedee now gets the ability “fuck you” that sets up psychic surge, permanent trick room, is wonder guard and magic guard combined, sets up follow me every turn, doubles the power of expanding force, lowers the user and ally’s speed to -6, makes dark types instantly kill themselves, and makes steel types 84828592x weak to psychic moves
@@effluxi9587 was an idea for the names, not considered how they'd effect gameplay
I severely disagree with the name Infridgidate. Why not simply just "Misty" instead? It matches Glalie's other ability called Moody. Besides, I don't think Altaria should have Infridgidate as an ability because Altaria, thematically, isn't known for Mist. It's known for its cotton-like feathers and beautiful humming. Giving Altaria Fluffy will be a better alternative to Natural Cure.
Also, Mist Spit doesn't sound too good. There's a similar ability in Arboliva's Seed Sower. Something along the lines of "Exhaust Chamber".
Lucky Chant is actually based on auspicious chants/charms that brings good luck and wards off bad luck (in this case, bad RNG or critical hits). This is why the ability that increases critical hits is called Super Luck. "Lucky Charm" would be a more fitting name instead of "Sitting Pretty".
I like the idea of making most of these abilities, but I think that making ALL these moves "on switch in" a bit of lost potential, especially with only a couple buffs. The style Gravitational Pull and Boombox are great changes, so let's continue that theme!@
As moves:
Mud sport could be a anti tailwind, halving speed except for flying ground and water types, and also reducing electric damage. This is not always weaker than sticky web, since it can't be destroyed by hazard control.
Safeguard could not only prevent status conditions, but hazard damage as well.
Buffs while also an ability:
Mist also preventing self stat drops, such as from close combat, shell smash, and curse. This might make the game a bit toxic for setup sweepers in singles, but we can always ban it just like last respects.
Thanks for the great video!
@@hogg156 I like those suggestions, I would love if Mist blocked self lowering stat drops especially!
For me it was not making the abilities too over powered but also buffing them somewhat. Could definitely use these suggestions for the weaker field effects
Boombox sounds like it could be a fun ability to use.
You could also add the pledge field effect, rainbow, swamp and sea of fire
Bro missed the perfect opportunity to name the ability "Wonderwall" 😂
Palkia should get the gravity ability, Dialga should get a trick room ability and Giritina should get the magic room ability.
And each should be unaffected by their respective room, so Giratina can use an item in magic room, attacks against palkia should not be more accurate and Dialga should keep its normal speed stat in trick room (which will usually mean it goes last which should help balance this one as it would be crazy strong otherwise.)
Dialga might still be too good so might need to make it only activative once per battle.
Its too perfect to have the pokemon of space, time and antimatter (distortion) directly impact gravity, speed and items.
I feel like metagross would benefit heavily from the gravity ability and allow him to have a bigger niche among other pseudo legends now that it’s evident that power creep hasn’t been kind to it like Garchomp and Dragonite. Hell, even Tyranitar is more relevant in SV.
The Damp ability buff is an amazing idea ngl
Beeheeym and Musharna definitely need ability buffs!
💯
If legends ZA give us mega Delphox, then I really wish the magic room ability to be created, because megas, technically, can't hold items, so Mega Delphox could cripple everyone else without being hurt by it's ability.
I just learn yesterday that magnet rise doesn’t even support your teammates, now I know why I sucks.
I originally thought that Wonder Room was beyond saving (even with an ability that sets it), but a team that’s entirely special attackers/specially bulky pokemon that relies on Wonder Room to “switch modes” according to the opponent and situation sounds like a really fun gimmick team. Even if it probably wouldn’t actually be that good.
What if there was a new field effect that prevented further alterations of stats? It would not erase stats already changed, and it would just prevent stat buffs/nerfs from occuring while it is active. It would not prevent self-inflicted stat lowering side effects.
so mist but for the entire field
@Kerrnamic basically
"Stillness"? "No Change"?
@jesuisunstroopwafel "stagnation" maybe?
wonder room boutta cook i swear, physical bulk blissey goes hard
@@shelmet5 wait that’s not how I intended it to be used🫨
11:26 THERE I AM, GARY! (Seriously tho, thank you for using my suggestion! :D)
To be noted, Defog already gets rid of Safeguard since Gen 4 and unlike Reflect/Light Screen/Aurora Veil, it also gets rid of your own Safeguard and not just the opponent.
A big use of Mist that's generally unknown is that it makes your team immune to Haze.
It was a niche play in Balanced Hackmon during Gen 7 where Prankster Haze was really common.
If Haze gets set up with an ability, it could be a big deal in VGC where I remember Haze Murkrom being used a lot as a counter to the Tatsugiri/Dondozo combo;
I had also thought regarding Magic Room that it would be interesting to have no possibilities of Knocking Off or Trick while under the Room.
It could give some "counter play" for a Kock Off Spammer
Great work! I loved a lot of these ideas. But if we ever get to have something like this in the future, I'd also like to get counterplay against these new field conditions. I mean, you can override the enemy weather/terrain with another different weather/terrain, stop the weather momentaneously with Cloud Nine/Air Lock, remove terrain with Ice Spinner and Defog (this one also removing even screens), spin away hazards, etc. What would the counterplay be against all these new field effects? I say this because, unlike terrain and weather, these effects are currently independent of each other, so it is possible in theory to have all of them active at the same time.
When Mist came up my mind immediately went to Clear Body and I was like that already exists but then I remembered that duh it only affects the ability holder, not its allies. Having Clear Body doesn't mean its ally is safe from Intimidate drops or other stat losses.
Also just my 2 cents, the balance of the Gratuity Safeguard is really well done. Status debuffs are on of the core battle mechanics in competitive or just the game in general. I like the idea of having such a strong ability effect to have a downside ie be treated as a screen and thus have a chance of being shut down so that the lack of statuses makes one side completely untouchable. I can imagine it being a pain to Guts users since it won't activate while its partner has the ability so you'd need to manoeuvre your team around that. On the other hand, you'd want Gratuity to activate if an opponent has Guts and you don't want it to activate so that it doesn't steamroller your team with Guts boosted physical attacks. This is a very cool thought experiment. I really want this ability implemented in a future rom hack game at some point so we can see it in practice.
Mud Sport and Water Sport should also make the side immune to getting paralyzed/burned while active, that would make them a lot more useful both as moves and as abilities. You could even make a Snow Sport that protects against ice attacks and freeze.
A good buff I thought of adding to Lucky Chant would it also preventing any secondary effects from an opponent's move from activating.
I think solrock and lunatone would be great recipients for the gravitational pull ability, since they are spacial bodies and very weak (this would also have helpful boosts like accurate stone edges for solrock and hypnosis for lunatone)
i would add a tweek to that mist ability, that being that it gets some priority, because if the ability is on a slow mon then faster intimidators will proc their ability first at the start of the game similar to weather and terrain but in reverse. without it you’d want your mon to proc first before stats get lowered.
I like the Gravity idea but it would be too busted, because unlike other terrains it would make counter play useless because a field effect like that affects, type, item and abilities... and strong Pokemon like Landos, Ursalunas, Great Tusk, and Gliscor will be too hard to counter. Things that remove counterplay too easily are usually banned.
- Unseen Fist
- Shadow Tag
- Arena Trap
Idea for a new ability or move: Wonder Protect. Basically og disguise (fully protects from damage with no backlash when it's broken), but only for super effective moves, regular or resisted moves hit as normal.
Also a new field effect: Hall of Mirrors. Reverses the type chart.
I as an uninformed story only player have a suggestion! What if there's a move that is more powerful depending on your high PP move such as Tackle and others? What if it's stronger if you have both Tackle and Scratch?
I'm not pretending like I put any thought in this. I just wanna see something incredibly stupid or incredibly broken when running Scratch/Tackle/Splash competitively. Also, maybe something that can't be Ditto'd.
0:43 punching down
Magic room is actually a relatively usable move in smogon singles because it lets you set up on pokemon holding choice items for those 5 turns. Its not like great but my win rate with that team is over 50% so its far from unusable
I do think that wonder surge would be really cool, and that it likely should be psychic types that get it, those in particular are nice candidates. The only problem is that psyshock already carries that general utility, and would likely end up being run on any sets for consistency sake. (Although I'm not entirely sure if mushearna gets it. Will have to see.)
Edit: I really like the Shaymin one though. I think that meganium might be deserving of something similar as well. (it really needs anything it can get to be honest)
thanks for the shout out!
Great video!
I still feel like wonder room would be way better if it swapped offensive stats, acting as a counter to all those min-maxed mons that are rampaging the meta. just fill your team with mixed attackers that don't care what stat they're swinging with while forcing the opponents fluttermane to suddenly have a 65 SpA
For the rooms i would create a low base stat support oriented mon like sableye that had a new abillity, that ill call it room setter, on switch in if theres no rooms active it will summon a random room, ik it will still be gimmicky but if you like gambling in vgc for a turn 1 non tauntable nor stoppable trick room you could use it
I think buffing the move uproar to be targetable would make more sense. it would just be the single target version of hyper voice.
Wonder Surge would be great on a mixed attacker, or a Pokémon that can operate as either physical or special, as your opponent would start guessing whether you're setup to take advantage of a low Spe. Def or a low Def.
Electric terrain already prevents sleep, so no need for the boombox ability to set uproar
Good idea
For the Water and Mud Sport moves, it would be cool if they prevented burn and paralysis as well
@@foolsgold46 love that addition!
I always thought auto-gravity would be a cool ability for Mega Torterra (have it gain an entire planet on its back).
Don't take this the wrong way but I love listening to you because you sound like my stoner friends in high school 😅
We need an ice field effect called ice rink where it doubles the speed of all ice Pokemon and lowers the speed of all non ice Pokemon.
3:51 the fact that magic room disables held items does not make sense. Magic should not simplify a neutralize the battle. Magic should bring color and spark and unpredictability. Not make things more predictable. I propose that magic room instead randomizes who holds what item. This is like the move trick, but even more random and chaotic. It would reference the magicians trick of pulling out a coin or other hidden object from an area on the other person. Like pulling a coin from behind your ear, or a rabbit out of the hat. Of course, if there are only two Pokémon in a bottle, then those two held item would be swapped, making it identical with the move trick.
I think Lucky chant should be a switch-in ability that last for 12 turns instead of 5.
Gravitacional pull would be good on solrock, lunatone (maybe), staryu and Starmie (because stars have high Gravitacional pull), perhaps minior?
The mist effect could be removed with defog 😂
it'd be cool if water sport also boosted electric type moves and made all of them multi target
Lucky chant deserves a stronger buff than that. What if, instead of making the crit do normal damage it made critical hits deal ZERO damage instead? Make the crit an unlucky effect instead of a lucky one
i would have called it mirage over mist spit, but id love to see it actually useful
The ironic thing about Safeguard and Blissey is that Volcarona ran Safeguard against Blissey this generation.
Stunfisk absolutely needs filthy to replace limber
If the surge abilities activate at the same time as the other surge abilities then would the magic surge activate before or after you take hazard damage?
Also could there be items like the light clay that can increase the max turns of the abilities ( excluding the misty rock)
Similar to Mist, I personally want to see Corviknight's signature ability of Mirror Armor to protect your entire field, like Magic Bounce does. Try and intimdate me? Nice try, not only does it not work but Mirror Armor becomes the source of the "-1 atk to your opponent's pokemon." Same with Icy Wind and Snarl. It'd work the same as currently for single target drops like Parting Shot or Moonblast.
I'm a simple guy, I see Delphox in the thumbnail, I click play
I just learn yesterday that magnet rise doesn’t even support your teammates, crazy
Aw damp god bless it I was so glad I have a old shiny quasire from ultra moon and was able to use it to shiny hunt minior damn shinies that will kill themselves but so happy I caught like a few with the buddy
Gravity + Expanding Force Azelf
I was thinking maybe the new Safeguard acts like Magic Bounce? Perhaps too op tho
eviolite gravitational pull dusclops is CRAZY in vgc
"just make it an entry effect" how original
It will never be too much to ask for Gravity setup Palkia and Trick Room setup Dialga. Maybe in gen 10 😭
you forgot about rainbow which is created by using water and fire pledge at the same time
I have a pop quiz!
Does anyone remember the move telekinesis and what it does?
Me neither :D
All i remember it making opponents float and have moves hit chance higher etc.
Anyway, how about give it an ability? Like a contact one. Getting hit by a physical move will make the attacker float and all that.
Lucky chant would be a goated move in the worst rng possible challenge runs kind of hacks, literally halving the damage you take for 5 turns. idk if there are any beyond the one in pokemon emerald though
Magic Surge would destroy Poltergeist's stocks.
Doesn’t effect Poltergeist’s ability to work , as long as the opponent is holding an item it won’t fail!
Oh! What about the field conditions from the pledge moves?
Give us NEW pokemon designs around these abilities
18:20 DELCATTY MENTIONED
I feel like wonder room should swap differencive stats with offensive stats
I feel like the sport moves should also remove the secondary effects of the moves they resist. Do you think thats too much of a buff?
I think the lake trio deserve it so they can spam expanding force
Imagine if a trick room summoning ability is a thing 😮
Imagine if there was a pokemon that turn on trick room on switch it would be hilarious….on second thought mirror matches would be changing nothing
Sadly I'm the 1 Simipour fan I'm a fan of all the monkeys lol
this is a good video
You forgot rainbow, swamp, and wildfire
Honestly, i think you really skimped out on moves. After seeing the new move psychic noise, i think that should be the way to go moving forward. Imagine a new move called gravity punch- 60 bp and sets gravity for 3 turns also its base power is doubled when in gravity, misty strike- 40 bp the user creates a mist and strikes from it for 3. It becomes stronger and creates more mist each time it hits. works just like roll out and it creates mist for 3 then 5 then 8 turns, or lucky chant can be changed in two ways 1 it could become a normal sound based fury cutter 2 it can be like screens but can be stacked up to 3 times 1 layer your mons cant be crit, 2 layers all of your mons accuracy increased by 20% and moves with 100% accuracy never miss, 3 layers your pokemon get serene grace mons with the sere grace affect have it trippled. I also think keeping some of these as field affects is just unnecessary. I personally think that if were going to have these clearly weaker effects that dont have items to extend them then two changes should happen there should be a version of the move that only effects the enemy side and the versions that effect both sides should have the turns doubled. Even if you built your team around mudsport you dont know if you'll need an electric move for coverage or if that will even help against your opponent's team. Making mudsport only weaken the enemy electric type attacks for 4 turns allows for you to be able to use electric type attacks just fine.
Do you have a side server running this pet mod?
Meganium should ge the Gratuide ability, it could give it a lot of use, eldergoss, Comfey, dudunsparce, etc
Meganium definitely needs something. That would be a good lower tier support mon
give gratituity to another pokemon so its useable in doubles
Pledge moves are forgotten to time
gravitational pull for solrock and lunatone pls
0:01 finding me speedrun!!!
10:27 what a day for me
9:00 PALKIA
@WeedleTwineedle used all of these in a single video
Fire 🔥
give filthy to lechonk
it's literally a pig
Air balloon rotom fan?😭
Honestly they should come with side debuffs when applicable.
Stealth rock dropping defense as it caught the pokemon off guard. Spikes dropping speed since ir would hurt your feet. Hail giving water moved chance to freeze
Pokemon is one of the better designes rpg games since they does more than average
It's all fun and games until you're up against a Loaded Dice Greninja in hail and you're up against a priority move that has 4-5 seperate chances to freeze you.
We should also get abilities for moves like speed swap that let you take a targets speed stat as your own. This allows for a lot of fun shenanigans in doubles, but it tends to fall short competitively as a whole.
All these comments of 'it saw use!' was versus some whackass unbalanced bullshit lmao.
It’s Gratuity not Gratituity
😂😂😂 big oof on my part
I just learn yesterday that magnet rise doesn’t even support your teammates, crazy