I'm very surprised you didn't mention Ditto. Being able to copy a sweeper, outspeed it guaranteed, and not be locked in sounds like a fantastic option.
@@axis9038 that is true, but i think ditto shouldnt need the scarf to break the speed tie. speed ties are super unreliable and unpredictable so ditto should either get an added point to speed when it transforms or have an item that boosts its speed when transformed if thats too much.
@@dnys_7827 maybe like an update to quick powder so instead of working on Ditto it only works on transformed pokemon? Probably with some dropped stats too and maybe only a 1.1x speed boost to make it's entire purpose to break the speed tie. Then metal powder could be the opposite - move slightly slower for slightly higher stats, making you lose the speed tie but gaining the benefits of more suitability/power for losing the speed tie. I should suggest something like that for next week...
Considering how broken Max Airstream is in Singles, I would be hesitant to add an item that boost speeds and doesn't choice lock the user. Combined with Other set up movies, Moxie, etc that could easily snowball really easily
@UCILE1XgUJ7Uc_zV4elpRf2A Flying is also like a top 3 offensive type in the game imo. There is a reason why Special flying moves are unreliable, and physical flying moves are not commonly distributed to even flying types like Lando or Gyrados
@@theimpersonator7086 well lando cant really have a good flying type move, cuz otherwise torn would be way weaker. imagine sheer force lo boosted hurricane off of landorus i. or special landorus t with earth power and hurricane, yeah not cool to deal with.
Max air stream is at most 130 base power while max knuckle and max ooze which cap at 90 boosting attack and special attack respectively. Though speed is most likely the most important stat in the game it is more powerful.
Maybe the trade-off of Speed Orb is that when a pokemon switches in with the item, it'd say something like "a strange aura surrounds the enemy pokemon", akin to the Air Balloon saying "the opposing pokemon floats on its air balloon". This allows the item to be impactful in its own right, instead of worrying about mind games. The opponent can see if you have it or not
@Saint of the Honest Another interesting tradeoff could be that damage does not affect only certain moves. Moves that have a set priority (Trick Room, Aqua Jet, or Protect) are not affected by the damage, and neither should healing be affected by the orbs damage. However setup moves, status inflictors, attacks and utility can still be hurt by the orb. That along with your idea of revealing the fact they have the speed orb to begin with COULD (We cant tell until it is seen in action) make speed orb very common, but not broken entirely.
@@theowlogram888 Thats a good point maybe instead of priority as a whole, it can be be separated between priority status and attacks and prankster is a whole other issue that I’m not sure how to really look at.
i feel like another valid mon which would enjoy a speed orb item is Ditto. Considering most of the time the goal is to revenge kill whatever tried to set up in your face, and then reverse sweep, I always find it annoying being locked into one move with 5pp. However being able to change would essentially provide Ditto an easier time to sweep the foes team due to increased coverage, Plus in formats like Vgc where Ditto is used to copy legendaries for the most part, it wouldn't be a death sentence to copy a support legendary, or any support for that fact. Itd basically be better quick powder
Not really, set up sweepers would benefit from it too, so using speed orb would be risking a speed tie if the other Pokémon has one, therefore choice scarf would always be the best.
@@punga6102 well I was thinking no speed orb and just a quick powder buff only working for ditto/ transform mons (maybe 1.1 or 1.2x speed). I think it'd be really strong but a cool catch all check to a lot of mons (and its always gonna be frailer than what it transforms into)
@@punga6102 oh yeah I guess thats true as well, though I guess a lot of it comes down too on whether or not the set up sweeper wants that item over something else. But yeah choice scarf would probs be the way too go I still think in doubles though itd be a good choice as itd give it more options since you can't choose your target
Personally I'd have a Speed Orb only gain the speed boost while using an attacking move. That keeps it as close to the original Life Orb as possible, while also ensuring that you can't use the extra speed for set-up/recovery stuff.
One way I could see it working is if the speed orb only gave a speed boost on offensive moves. That way you couldn't use it to set up, and you wouldn't be able to negate the drawback of it causing recoil by putting it on a pokemon that mostly relies on moves that don't directly damage the opponent.
That'd be broken since you can run 4 offensive moves and boost the speed without any side effect, perfect coverage + 1.3x speed sounds stupid strong. Give it to a moxie Salamence and give it dragon claw and eq + any other 2 moves from your choice and become a late game sweeper
@@shine-ub6eb the life orb-esque recoil is basically not impactful at all on almost every offensive mon that plans to sweep anyways, especially if it doesnt apply on the use of status moves, negating their use entirely is a way worse drawback imo
@@rajkanishu something cool about life orb is that if you use it on dragapult and attack twice (or once under rocks), your put into ohko range by banded weavile ice shard, so life orb does effect sweepers, maybe not all but some, because if you were specs, you wouldn't have this difficulty since if you're at 100% you never die to weavile ice shard (6.3% to kill under rocks). Cool interaction tbh PS: Life orb Latios is my favorite to use in Gen 8 ou, that shit is so fun
I like to think a Speed Orb would have you take damage whenever you move first, because what is the point of increasing speed if you still don't move first.
I think it should deal damage if the wielder moves before an opposing Pokemon moves, because in doubles, if the first Pokemon to move is an ally Pokemon, such as a naturally fast Pokemon or a choice scarfer, and the second Pokemon to move is the Speed Orb wielder, then the Speed Orb would just be a free speed increase in that format with little drawback.
also, Tricking it could be fun. give it to an opponent that's already faster than your whole team and watch it receive damage and get nothing in return, even when they use status moves
@@capeisdead2987 av, chansey line and moonblast/mystical fire keep sp.att in line in singles, currently the meta favors special, especially in vgc, where snarl is your best option to shut down opposing special attackers
Personally I would go for the speed orb compromise, as you pointed out applying it on status moves at 10% makes it too costly but making status moves free gives it too much power. Personally though I think hitting 7% of max HP would be a better range than 5%, generally life orb pokemon want to be spending more turns attacking than setting up so if you want speed orb to also hit a similar niche you don't want to just go at half the recoil of the life orb otherwise you risk the overall damage of the speed orb being *much* less than that of life orb. At roughly 7% damage you're looking at taking about the same amount of recoil over 3 turns as life orb does over 2 turns, and the idea of one status move for every 2 attacks seems a relatively fair trade for the speed orb to help keep a similar mathmatical niche as the life orb, going 5% implies that you're expecting pokemon to use 1 status move for every 1 damaging move, so any pokemon that can consistently get 2 or more attacks off for every 1 status move goes net positive on the recoil damage they take. 1/16th of max HP would also be good, while that does further buff the speed orb potentially above the life orb, it would keep it in line with a lot of other items like leftovers, burn, etc. which would make it a lot easier for people to understand and immediately play around with.
Here's another idea, Reckless Skates: "Physical moves are faster but damage the user" Increases the speed of the pokemon by 20% when using an attack that makes contact. The user takes recoil damage equal to 1/8th the damage dealt, on top of any other recoil damage they would take.
Do they have priority or do you increase your speed only while using physical moves? Cause id expect the first given how these things tend to be implemented but that seems too strong...
@@shiny9690 Lando-I is basically never gonna see serious usage in OU anyway bc it’s too strong anyway. Maybe it could finally find a niche in Ubers with it but I doubt it.
@@Drakorre but you’d lose out on the extra 30% damage from LO which makes wallbreaker Nido viable in the first place. I feel like Nido would miss out on so many 2 or 3HKOs which makes speed orb useless on him
Staraptor would be extremely good, it hits the base 100 speed threshold, benefits massively from not being locked into it's moves, (he learns u-turn) and is generally just strong. The main downside would be that he would be taking even more recoil than Reckless + Brave Bird/Double-Edge already does.
only take the 10% if you outspeed something because of the item, whether it's an attack or status. if you're still slower, or if you'd be faster regardless, no damage after your move.
It really wouldnt be tho, Speed Control is such a prominent part of Vgc that just isnt a part of singles. Especially in Gen 8, with dynamic speed, Fake Out, and Regieleki. Regieleki alone invalidates most potential Speed Orb users, as they would still be slower than Eleki and lose their boost to E-Webs. Dynamic Speed allowing for Prankster/Tailwind is another issue for Speed Orb, since every team basically has the option to give their entire team a Choice Scarf that doesnt move lock, and using a mon slot on your team for a Prankster support mon is a lot more justifyable than using your item slot on your offensive threat for a worse speed boost, when you could instead be using a power or defense boosting item. Reversely, the buffing of Tailwind has also increased the prominence of Trick Room, to counter fast teams, and Speed Orb is a terrible item to have against a Trick Room team, where having a Prankster/Tailwind mon can either not be brought or use its other support options instead, not being able to bring your offensive threat bc its carrying a Speed Orb or being forced to bring a mon with a hindering item for the matchup is really bad.
Imagine if it increases speed by 30% but only on attacking moves, so when a Pokémon sets up after your mon you think you have speed advantage and then you get hit first
i think the optimal way to get the “speed orb” to work would be something along the lines of a power trade off, you can get the speed boost in exchange for having .9 power on all of your attacks instead of a life orb type damage every turn
@GACHI i wholly disagree with that, SD/NP attackers can still fully take advantage of the item, as well as some of the mons with already absurdly high attacking stats…there are still ways to use it that make it a useful item but not a completely meta defining item like some of the other suggestions
Here’s food for thought, what if speed orb sacrificed power for speed, basically giving a 30% boost to speed but a 10% debuff to both attack and special attack
You know what could be cool? An item that switch Attack and Sp attacks stats so basically any pokemon can be a special offensive or a physical offensive, that could put some use to all of those special o physical attacks learn by pokemon that don't have any use for them, like machamp learning focus blast and fire blasts or alakazam learning the punches and zen headbutt
I would make it so you only take recoil when attacking, but you also only get the speed boost when attacking. I think that would be a fair trade off as it's still pretty useful while keeping the recoil from being too overwhelming.
I think the speed orb instead of taking health it decreases defences or attack by one stage so it makes the pokemon become glass canons. It would definitely cause an increase in sturdy pokemon
@@NotGord 20% speed could be the difference between living and dying. So getting a speed boost for 4 turns is definitely powerful. Considering how abilities work too, I’d assume it would reset upon switching out unless that gets explicitly mentioned.
The Speed Orb is easily the strongest item in pokemon. Teams often have a designated sticky web setter, just to gain speed control. An item doing that, while not locking you into one move is insane.
My take on a speed orb Speed is 30% higher but if you go faster than any opponent you take 10% max hp of damage. If still get outspeed no damage is taken. Priority doesn’t count unless it wouldn’t change outcome.
An item that’s would be really cool is something that half’s speed of above a certain amount and doubles it if below that same amount so it buffs slow Pokémon and slows more Pokémon to benefit from trick room in doubles Possibly somewhere between base 60-80 Also the name speed orb doesn’t make sense life orb is called that because it gives you recoil so life scarf or boots would make more sense
My suggestion would be to, 1, as some have already suggested, make Speed Orb forecast the item being there, and 2, potentially make the recoil damage based like recoil moves are. It would make the item very high risk because while you will outspeed a lot, you get put on a much more strict timer, making stalling it out or revenging with priority very viable
Here are some ideas I had for items Assault Armor: Assault vest for physical defense Frost orb: attempts to give the user frostbite every turn (only if frostbite replaces freeze) Toxic Vial: If hit by a contact move, both Pokémon are Toxic Poisoned (takes typing into account) Flame Vial:toxic vial but with burn Frost Vial, toxic vial but with frostbite Speeding Ticket: if the opponent has a higher speed, the user’s speed is raised by one stage.(single use) Graceful ribbon: makes secondary effects x1.3 likelier (does not stack with serene grace) Impervious armor: the user cannot be statused, but cannot use status moves Here are some ideas for rebalanced items Berserk Gene: raises attack x2, but leaves the user confused and unable to use status moves (ignores abilities) Light ball attempts to give any non electric type paralysis. On Pikachu, it gives a x2 boost to both attacking stats, on volt absorb mons, it works like regenerator with 1/8 recover instead of 1/3, on lightning rod users, it gives a one time boost to spatk upon entry, and on motor drive users, it gives a one time boost in speed. The effects do not stack.
I would love to see a: *What if **_Stealth Rock_** was Ice-type instead?* Stealth Rock was created as an entry hasard that _Flying-type_ Pokémon and Pokémon with the _Levitate_ ability couldn't ignore. The type effectiveness toward Flying-type was voluntary, so it could have been either Electric, Ice and Rock. Electric-type was the less likely due to Ground-type being immune such as Gliscore or Claydol would have been still completely immune to them. But, how would the meta would have changed? Let's first check how Stealth Rock changed it. Stealth Rock made less common Pokémon with Rock-type weakness like Fire, Ice or Bug-type Pokémon, as well as Rock-type due the meta having less of a use of Rock-type STAB. Since Steel-type Pokémon was the primary type you have to counter, Fighting-type and Ground-type Pokémon also raised to counter them, as well to Pokémon countering the counter of Steel-type like Water or Grass-type against Ground-type Pokémon. Fighting-type Pokémon is a peculiar state: they were not really challenged and peaked in Gen5 where Flying-type couldn't remove entry hasard with Defog and are weak to SR, while the prominence of Sucker Punch and Pursuit made Psychic-type risky to use. That lead to the creation of the Fairy-type in generation 6 as the counter to Fighting-type, as well making Steel-type not having resistance to Ghost and Dark moves. Now, let's imagine how the meta would have went with and Ice-type entry hasard. It would have made Pokémon with Ice-type weakness like common like Dragon, Grass and Ground, as well as Ice-type due to the meta having less of a use of Ice-type STAB. Steel-type resists Ice-type and would still be the primary type to counter, leading the Fire-type and the Fighting-type to raise as well as countering the Steel-type. We would end up with the same scenario for the Fighting-type in generation 5, as well to having Fire-type only being countered by Water-type and potentially Rock-type Pokémon due to Grass and Ground Pokémon would be quite impacted by an Ice-type SR. It would still lead to the creation to the Fairy-type in generation 6 as a way to check the Fighting-type Pokémon, but it is possible that Fairy-type Pokémon wouldn't have a Dragon-type immunity since Dragon-type in Gen5 would have been less of a threat. Instead, Fairy-type might have a Fire-type resistance, completely reversing the current match-up between Fire and Fairy-type.
@@magk2524 You are entirely right: Dragon-type Pokémon went unchallenged leading to the creation of the Fairy-type (and its Dragon immunity) in the 6th generation. But Fairy-type was *also* created to contain Fighting-type Pokémon what were also extremely potent in the gen5 meta, as a way to counter the real imbalanced type: the Steel-type. I should have made this point more clear previously. My bad. If Stealth Rock was Ice-type instead, we could speculate that Dragon-type would might not have been such an unchallenged type since those Pokémon would have been very weak to that entry hasard. For exemple, Dragonite and Garchomp would have taken 50% of their HP when entering, which would lead them in the same place as Volcarona: powerful but tricky to use. This would maybe lead to either the non-creation of Fairy-type (as Dragon would not be such a threat) or having the Fairy-type not being immune to Dragon-type attack. Stealth Rock is now such a staple move nowadays that shaped the meta so much that I think it is interesting to speculate how the game would have evolved if the move didn't exist, worked differently or dealt damage of different type.
I figure if you would have moved first anyway without the orb or if you are still slower then you take the recoil. the top comment said that it should be if you outspeed them, and you either do that or if you would want it to be slightly better you might implement it like this. reason being if I am a lando fighting a ferrothorn and I take damage because I move first then that would be pretty frustrating. removing this feature could be a potentail nerf if it was too strong
It seems to me like the intuitive way to implement this would be basically the same as Life Orb - it only has an effect on attacking moves, by which I mean both the speed upside and the recoil. It's consistent so there's less rules to learn and it makes an otherwise potentially insane item a bit harder to use.
one idea is variable hp cost depending on the type of move used - setup/weather/hazard moves that don't directly affect your opponent would take 10%, while damaging moves take 20%, so the item can't be used for a typical sweep, but if you run a setup + recovery mon you can possibly sweep with a heal in the middle somewhere. Unlike a choice item, orbs work on dynamax, so the 20% base hp cost is effectively cut in half to 10% for those 3 turns of dynamax, making you outspeed without needing to rely on airstream unless you need flying coverage. In the ideal situation where you ohko everything, you have 3 attacks that cost 20% and 3 that cost 10%. you even have room to read a switch for a free setup move once and still have enough hp for a 6-0 sweep, but if you get damaged at all or get stalled or walled, it could cut your sweep short. very quickly and now your sweeper is a liability only worth 1 or 2 more clean hits. another idea is, since life orb only hurts you when you actually deal damage, speed orb only hurts you when you actuall outspeed. If the enemy is faster than you even with your orb, it won't cost you hp, and if you were faster than your enemy even without the orb, it won't cost you. You only lose HP when the boots were necessary for the outspeed. Under this situation I don't know how much hp would be a fair price. Only vaguely related, I thought of a wacky item along similar lines of paying hp for speed. Instead of a persistent item, you could have like a steroid pill held item. The first time you would be outsped in a battle, it activates, consuming 50% of your max hp and raising your speed by 2 stages. A high risk high reward item that benefits middle-speed bulky mons a lot. If you use a setup or recovery move, it becomes functionally similar to just using agility and eating a hit, but is available to everyone, including a lot of mons that don't get access to speed boosting moves. IF you get a good read you could setup to sweep in 1 turn with a swords dance + this item, or you could cut your hp in half and get ohkod.
Since Life Orb exchanges life (aka HP) for damage, I think Speed Orb should exchange speed for damage; now that would be interesting, for already slow mons or those mons in the slow, but not Trick Room slow speed tiers.
Could be interesting if Speed Orb would be 'take 10% HP at switch in', so it's very telegraphed like Life Orb, but at the start of the turn instead of after attacking.
I’d imagine speed orb could deal damage every time you outspeed sometrhing due to the orb, but that might be complicated to implement and/or unbalanced
That would be unbalanced. Because that pretty much guarantees that your item gives you an advantage and benefit. Many or all items take a risk to gain an advantage.
The only items I can think of that has no risk of being useless is muscle band and wise glasses. But the guaranteed boost of 1.1 is so small that it makes sense.
I think the speed orb could be good if the amount of damage was lowered (like said in the video) but only damaged when speed was really needed. Like specialised priority moves (whenever the opponent isn’t using priority)
I think when theorycrafting for this types of things its worth considering that the opponent can also use a speed orb, thus the speed benchmark goes up as many fast pokemon might use it regularly, including Dragapult itself. If base 100 is a good speed orb benchmark, then base 85/90 is a good scarf benchmark to counter it, and if that becomes standard, then suddenly you will need base 110's to outspeed with speed orb. It is a chain effect
I once thought on how to implement strong and agile style in regular pokemon. And agile style looks like speed orb. The idea I got was: you have 3 uses per battle. It consumes 5 PPs each use. Attacking moves only. Bypass protect causing 1/4 damage. Agile style: increase speed by 20%, and reduce 30% power. Strong style: increase power by 30%.
honestly that idea would be genius cause if it was that way you could make stat boost pokemon a.i. blacephalon busted but you would still give mon which have roost in their arsenal or revover a way to keep them longer alive while still getting the speed benefits which is kinda nice
Having higher speed basically means that you get an additional turn, before the opponent does. So, the opponent always has to play catchup. Choice Scarf is already borderline overpowered in many formats, imagine a Scarf that would also lose it's one weakness in it's predictability. It would be a nightmare.
How insane. I just started using Opera GX the day this video came out by coincidence. I'm only seeing this video three days later. I just went and downloaded it again from your link, so I hope that helps
My thought on Speed Orb's implementation is that it does 10% recoil only when your speed at the end of your move/switch (after both switches resolve in the case of a double switch) is greater than or equal to the opposing Pokemon, regardless of the move used. The message could be "The Speed Orb drove *Pokemon* into a frenzy." This has several purposes: 1) Telegraphs the item. If the opponent takes Speed Orb damage after switching in a Pokemon that should be slower, you both now know which Pokemon is faster. This information is useful to both players to also scout potential Choice Scarf or other Speed Orb users. 2) Discourages Speed boosting moves/support. Your Pokemon is going to take recoil on switchin if it is faster than the opposing Pokemon. It also puts you on a timer in a way Life Orb doesn't. Think carefully before using a non-damaging move. 3) Doesn't discourage priority (positive or negative). With this mechanic it would still be beneficial to run priority because Speed Orb recoils *when your Pokemon is statistically faster, not when it moves first.* There are other interactions I could mention, like Speed Orb discouraging paralysis support, but I think the general concept is balanced. Essentially if you are benefitting from Speed Orb you take recoil. If you aren't, you don't. It is also implemented to account for switching so you don't get nightmares in the teambuilder wondering if the opponent is using Speed Orb or Scarf. It's really important that you can't bluff Speed Orb. Speed is too powerful to combine with extensive mind games. Just as an example (contrived, sorry) of how this would work, let's say I'm using Adamant Swords Dance/Bullet Punch/Superpower/Roost Scizor with Speed Orb, against Focus Sash Mamoswine, Scarf Rotom-W, and Specs Dragapult. The opponent switches to Rotom-W because Mamoswine isn't in EQ range as Scizor uses Swords Dance. Speed Orb doesn't activate when facing Scarf Rotom because Scarf makes it statistically faster. It Volt Switches out into Dragapult as Scizor uses Superpower. Since Dragapult is faster still, Speed Orb still isn't revealed yet. Scizor Bullet Punches Pult for a KO. No Speed Orb damage so the opponent doesn't quite know what's up yet. Mamoswine comes in. Bullet Punch connects, and Scizor takes Speed Orb recoil as Mamoswine connects with Earthquake. Scizor then can Bullet Punch again or Roost, but would take Speed Orb damage from either. Bullet Punch would move before Ice Shard. Notably if Mamoswine stayed in on the initial Swords Dance, Scizor would have taken Speed Orb damage for being statistically faster.
I had thought of this a while ago but not as an orb. I envisioned something like "Spurred Boots" the spurs are turned inward to spur the Pokemon to move faster at the cost of HP. Also offers a slight boost to kick type attacks. I figured a 25% boost to kicks and speed at the cost of 1/8 HP per turn. I figured you'd lose the hp no matter what even if you didn't use an damage move
Energy orb. Boosts speed 1.3 but end of turn it "steals energy" (5% health). Also recovery moves only heal half their recovered hp, but it does pay for energy cost that turn
if I had to implement it, I'd actually lower it to a 1.25x boost, 12% damage on attacking turns, 6% on non attacking. It'd also be an item limited to Beast Boost/Moxie users for the most part, so it'd put them on more of a timer
@GACHI sorry, I meant those would be the common mons running them! Take something like Rillaboom. It'd benefit from the boost in speed like almost every mon under the sun, but it doesn't quite need it. Not every mon is gonna need a speed item, but something like Kart, Krook, Glastrier, etc would all be even more viable with it because they have snowball abilities that make full use of the item. Even spectrier might become niche in ubers with it
First it cool but second it op and will never work tgink of toxapex\weezing or every bulky poison type can use black sludge and boost the insanly good sludge bomb 30% precent poison will make it gunk shot but flawless
I imagine Speed Orb would cause recoil on everything that isn't a priority move. That seems to make sense, might make speed ties on priority moves difficult though.
here is a way to help with the "when does it activate/lower hp". You could make it activate ONLY when you successfully use a move. So if you flinch or are paralyzed it doesn't take effect, but if its blocked or misses it does. In this way it becomes very similar to the life orb in that its effect only comes into play when used with a move that takes advantage of it. also you may want to up the cost from 10% to something closer around 20%. As others have mentioned speed is THE most important stat in pokemon and i guarantee that even if max airstream wasn't insanely powerful it would still be used (people regularly use icy wind/electro web despite their power for this reason, max air is just a better version of those and not running it when you can is insane. same goes for this item, being guaranteed to outspeed other similar sweepers but still choose your move is invaluable)
I think for a Speed Orb, I would implement to where the HP is effected each turn, but specifically, if the holder goes first, It takes a percent of damage depending to the speed difference (possibly being able to OHKO yourself). But if it is slower, it increases the speed stat by one stage. And in double battles, it would be based on the faster of the opponents Pokémon. It could cause fast Pokémon to take a truck load of damage, allowing trick room teams a bit more viability, and also potentially granting slow but bulky Pokémon to see more use.
Add bulk orb, it improves both defenses by 1.3 while adding 1/10 of your health recoil every time you use a damaging move or non-volatile status move or stat boosting move that buffs a defense which makes bulky pokemon more passive and less likely to spread status in exchange for raising defense
I feel like Speed Orb would be really good on any Pokemon that ever makes use of Icy Wind (or something similar) in its competitive sets. I don't have specific numbers, but I imagine it would make the difference in speed required to outspeed certain threats when they are at -1. Could allow for more bulk or more power on those mons.
My idea would be to make the holder consume double PP on all moves. Balance-wise it forces sweepers to hit the right targets with their limited PP. All the speed and power in the world is pointless when you have no PP left on your big moves, which also tend to have fewer PP. This allows for counterplay by having bulky Pokemon burn the speed orb user's PP. There could also be plays where you trick a speed orb onto a tank to waste their recovery PP. Thematically, consuming PP also fits as a contrast to life orb, which consumers HP. It would also be interesting to introduce more mechanics around PP expenditure. It feels like the most commonly seen mechanic around PP expenditure is pressure stalling, but it feels like there's so much more space to explore PP as a constrained resource in battles. I liked the strong/agile styles in Legends Arceus so it'd be interesting for a hypothetical speed orb to also go in that direction.
If you move first you take 10% dmg. So it makes the orb useful. It can bê really good this way and not compromise if you are slower or with no priority like prankster, aquajet or protect.
An idea I would have for an alternative counterpart of the Speed Orb would be that everytime the Pokemon holding Speed Orb uses a move, all of its moves lose 1 PP (including the one that was used). With that counterpart, you only would be able to use it on Pokemon that you don't plan on keeping alive for too long, such as glass cannons. Stall Pokemons wouldn't be able to make use of them since they'd just PP stall themselves too quickly, while sweepers wouldn't be able to complete their sweep due to running out of PP. It would also give ways for the opponent to counterplay, such as using Protect or double-switching to make them waste more PP.
I could see a speed orb applying the damage conditionally based on if the speed provides any use, namely around stuff like priority. Only giving damage if you and your opponents move's have equal priority would mean you aren't getting damaged every turn but you can't just keep the orb for only if its needed as a get-out-of-being-outspeed-free card. Taking damage for an item that would never have been useful (ie, if you get outsped by priority) would just be annoying more than anything.
If a speed orb were to exist than a suggestion that I could throw is have it be similar to life orb BUT the speed boost only applies to Pokémon with a base speed LESS than 90. The speed increase would varies from 30% (on the higher base speed spectrum) to 50% max (if base speed is 70 or lower). This would prevent the item from being heavily abused by already fast Pokémon (and make speed creep a bigger issue) but also give Pokemon with awkward speed tiers (aka mons that are too slow but also too fast for trick room) like Magmortar or Decidueye to have a solid option to get out of that awkward rut.
You could also make it like a Muscle Band or Wise Glasses, 1.1x Speed (arguably still viable) and there wouldn't be any drawback (name idea: Light Scarf) On the Speed Orb idea, it could only work on moves that try to land on your enemy but would only damage you if it does not miss, so it is still consistent to how Life Orb only damages you when your attack lands and Speed Wise, if you outspeed, you outspeed no matter of your accuracy and for the damage maybe 1/16 (so 6.25%) like a burn
I think that whether a speed orb does damage or not, it needs some drawback that is actually visible to the opponent, like a switch-in-message or a drop in defensive/attacking stats by one stage (or life orb damage). The reason for this is that normally if a pokemon outspeeds you and kills a pokemon although it is slower, you know its scarfed, and as a "comeback" you now know which move the opponent is locked in, which is very useful for revenge killing/strongly chipping the switch-in. With a speed orb, you would often not know if the opponent is really locked into a move or can just kill your switch-in with a different move, which would a pretty uncompetetive 50-50 in a lot of games. If you knew it was a speed orb after the opponent attacks, it would be much fairer. About it affecting status moves, it would consider the speed boost not working on them at all. Things like this have only been done with priority increasing items/abilities (i.e. prankster and triage), but could work here. It would mostly affect healing moves, as you now have to basically tank two attacks before you are allowed to heal, which is a drawback for more bulky set-up-sweepers. This would also mean that if you for example use swords dance, on a mon that can twoshot you, you might be slower than your opponent, forcing them to not switch and get surprise killed by your sweeper. Don't know if this is a good thing though.
What if the speed orb instead of dealing percentage damage itself, gave the speed boost BUT if the holder moves before the opponent, it receives a percentage more damage from the foes attack 👀 (let's say 10% more damage). That could really punish the set up turns and you can play some mind games on wether you want to attack or not
Dragon dance and quiver dance are among the few used moves that boost speed and offense at the same time. Most pokemon have to commit to either choice scarf for speed, or a boosting move for offense. They can't have both. If a Speed Orb existed then a lot of pokemon wouldn't need a scarf and could run an offensive boosting move (noteably SD) at the same time. That sounds like it'd make it too easy to close out games with. Especially with those 100 base speed mon, a lot of which can be bulky too. A tornadus outspeeding a +1 volcarona and then setting up Nasty Plot or a speedy Garchomp that can setup sounds absolutely dreadful.
You could make the recoil only apply when the speed boost from the orb makes the Pokemon out speed a pokemon it would otherwise move slower than. So if a Charizard uses a speed orb, it would not take damage from outspeeding dunsparce, but it would take damage from outspeeding crobat. This makes it so you don't take damage every turn, but it isn't only for attacking moves. It's a good mix imo
i think it should apply to all moves but deal 1/16th, so it's less punishing and you can tell that it's speed orb due to the lower damage. but what i'd also like to see is a speed version of eviolite. i'd slap that thing on haunter in a second. p.s. maybe it could be called haste orb? or rush orb? i just feel like speed orb doesn't fit too well. it's not like life orb boosts your hp stat.
i think the best way to implement it would be either a 5-7% cost a turn or only taking away 10% health when using a damaging move and if you don’t use a damaging move you don’t get the added speed
How about damage only on non-priority moves? That way Pokemon that are low can still use Protect to chip some more damage on a status opponent, or something like Mach Punch when the enemy outspeeds anyways, without having to worry about consistent damage.
A possible compromise that may work is a flat 10-25% hp reduction upon switch in. That way, you would know if the opponent has the speed orb and you can play around it instead of getting surprised by it and it doesn't get chipped every turn or chipped by using attacking moves. 25% if max hp might be too high of a price to pay but 10% feels too low so maybe 12.5%?
I think the coolest and unique downside to a speed orb would be depleting the users PP by 5 instead of 1, so you really have to think about what you are doing before you start flailing around helplessly. Especially in Dittos case where it has a choice between using any move but only 1 time each or using a move 5 times but is locked into that move. I would name this "Energy Orb" that costs your energy (aka PP) for your speed, akin to Life Orb that costs your Life (aka health) for more power.
This is a neat idea. It would really bring some new life into mid speed tier mons with already adequate breaking power. Heracross and Nidoking jump to mind, as 85 speed isn’t too terrible, and Nidoking’s Sheer Force already nullifies recoil from Life Orb, assuming Speed Orb would work the same way. In the instance of Alakazam, I think its items of choice would still be Life Orb and Focus Sash. Sashzam doesn’t really care if one threat on the opposite team can outspeed it, if it can always live the hit and KO in kind.
I think that the speed orb should function like the toxic orb and flame orb where at the end of turn one the status takes effect. Rather than giving it a speed boost it could make its speed +1 at the end of the first turn. The item only activates on the first turn it’s in battle so if it switches out it’s stats gets reset, but it would make it powerful upon switching in. It could function more like a one time “speed boost ability” rather than being a carbon copy of life orb
Speed Orb would need to have a massive tradeoff to be balanced. It might even need 12.5% damage in addition to damaging the user after ANY move. Compared to life orb, the difference in power + speed changes too much of the game for it to be a balanced item
I think the coolest and unique downside to a speed orb would be depleting the users PP by 5 instead of 1, so you really have to think about what you are doing before your start flailing around helplessly. Especially in Dittos case where it has a choice between using any move but only 1 time each or using a move 5 times but is locked into that move. I would name this "Energy Orb" that costs your energy (aka PP) for your speed, akin to Life Orb that costs your Life (aka health) for more power
I would implement the speed orb so that if you outspeed something without using priority, that would trigger damage, as opposed to just every turn or on attack. Life orb damage being on attack makes sense because that's when you get the benefit, so speed orb should also only trigger when you get the benefit
one way it could work is if the speed orb only increased speed and recoil on turns you attack. that way support pokémon can't abuse, but offensive mons that want to set up, heal, or protect will actually be able to use the orb effectively
Maybe a better handicap for speed orb would be locking them into attacking moves only while this seems like a minor downside think about it that means you'd need moxie or beast boost to really get buffs up and would basically force the mon into a specific role or maybe make it even reduce def and sp def by a maybe 20% to force a role into a glass cannon sweeper
I think it would be very cool to have an item which lets Trick Room stay active for 8 turns, so basically like the weather rocks but for Trick Room. Because in the current meta Trick Room is not relevant at all, even though it is such an interesting move and I would really like it to be useful in singles. A problem might be doubles though, because there it is already a really good and viable strategy and with the item it might be overpowered. So I think it would be a good topic for a video, I hope there will be one ^^
I'd add the speed orb so if you use a status move, your speed is normal and you take no recoil, but if you input an attacking move then you get the speed boost and take recoil
I think a more balanced, but still interesting take on this item would be not an Life Orb clone at all, but a speed-boosting item more similar to Muscle Band or Wise Glasses, in that it boosts the stat by 10%, with no drawback. This would serve a valuable niche for Pokemon who need to outspeed specific threats, and don't get as much benefit from Leftovers or a boosting item, but who find the drawback of Choice Scarf to be too severe.
I would make a speed orb like assault vest because fast set up moves are overpowered. Only making it so that you can do attacking moves with it help sweepers have move variety while also not invalidating choice scarf
I think it would work like: speed boost is only applied when using a damaging attack, and is not applied when using a passive attack. Then the damage recoil would work like LO
I think sacrificing another stat other than hp for this item would be good, like evasion it would mean unsure attacks from your opponent would hit more frequently but you would be faster
It'd be hilarious to have the defence/special defence orbs, if you get hit by attack, that the orb gives defence against, you get 1,3 less damage, if by another attack you lose additional hp(flat)
first thing that came to my mind was how modest alakazam with speed orb would be a top tier threat. then i realized it would still need to run timid to outspeed adamant weavile with speed orb :D
Interesting pint about Alakazam: if it runs a modest nature it still has an effective base speed of 105, making it still outspeed base 100s, garchomp and thundy-t; being modest would make it so much stronger it'd be much more threatening, even if it's not by as much as a life orb
If there was a speed orb it would probably actually be a 1.3 boost to attack, except every time you attack you get slower. Thatd definetly be an interesting item since unlike health loss, you can switch and gain your original speed back after the debuffs.
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Came for Speed Orb, stayed for Opera GX.
it should be you only get the damage if you outspeed so then if you dont outspeed then you dont take recoil
W
@@allentsai9182 this is how I think prankster should work with dark types, i.e. if you're already naturally faster it isn't blocked
I'm very surprised you didn't mention Ditto. Being able to copy a sweeper, outspeed it guaranteed, and not be locked in sounds like a fantastic option.
the fact they went out of their way to make the ditto powder items and then made them not work during transform is a crime
@@dnys_7827 wasn’t it made before the ability imposter? The extra speed was to transform first
@@axis9038 that is true, but i think ditto shouldnt need the scarf to break the speed tie. speed ties are super unreliable and unpredictable so ditto should either get an added point to speed when it transforms or have an item that boosts its speed when transformed if thats too much.
@@dnys_7827 maybe like an update to quick powder so instead of working on Ditto it only works on transformed pokemon? Probably with some dropped stats too and maybe only a 1.1x speed boost to make it's entire purpose to break the speed tie. Then metal powder could be the opposite - move slightly slower for slightly higher stats, making you lose the speed tie but gaining the benefits of more suitability/power for losing the speed tie. I should suggest something like that for next week...
I think ditto would be send to uber of even higher
Considering how broken Max Airstream is in Singles, I would be hesitant to add an item that boost speeds and doesn't choice lock the user. Combined with Other set up movies, Moxie, etc that could easily snowball really easily
Not just singles. Because of the dynamic speed changes, Tailwind and Max Airstream are THE best options for sapped control in doubles.
@@turtlenator6249 I dont play or watch doubles so I didn't know. In singles, Max Airstream helped break any remotely good mon with flying coverage
@UCILE1XgUJ7Uc_zV4elpRf2A Flying is also like a top 3 offensive type in the game imo. There is a reason why Special flying moves are unreliable, and physical flying moves are not commonly distributed to even flying types like Lando or Gyrados
@@theimpersonator7086 well lando cant really have a good flying type move, cuz otherwise torn would be way weaker. imagine sheer force lo boosted hurricane off of landorus i. or special landorus t with earth power and hurricane, yeah not cool to deal with.
Max air stream is at most 130 base power while max knuckle and max ooze which cap at 90 boosting attack and special attack respectively. Though speed is most likely the most important stat in the game it is more powerful.
Maybe the trade-off of Speed Orb is that when a pokemon switches in with the item, it'd say something like "a strange aura surrounds the enemy pokemon", akin to the Air Balloon saying "the opposing pokemon floats on its air balloon". This allows the item to be impactful in its own right, instead of worrying about mind games. The opponent can see if you have it or not
I think focus sash should do the same for balancing in doubles too
@Saint of the Honest Another interesting tradeoff could be that damage does not affect only certain moves. Moves that have a set priority (Trick Room, Aqua Jet, or Protect) are not affected by the damage, and neither should healing be affected by the orbs damage. However setup moves, status inflictors, attacks and utility can still be hurt by the orb. That along with your idea of revealing the fact they have the speed orb to begin with COULD (We cant tell until it is seen in action) make speed orb very common, but not broken entirely.
@@michaelkarim57 could just assume the frail Pokémon always have it and double up
@@ESUS_IILIC Why not include priority? If two mons use prio moves against each other speed orb would have an effect.
@@theowlogram888 Thats a good point maybe instead of priority as a whole, it can be be separated between priority status and attacks and prankster is a whole other issue that I’m not sure how to really look at.
i feel like another valid mon which would enjoy a speed orb item is Ditto. Considering most of the time the goal is to revenge kill whatever tried to set up in your face, and then reverse sweep, I always find it annoying being locked into one move with 5pp. However being able to change would essentially provide Ditto an easier time to sweep the foes team due to increased coverage,
Plus in formats like Vgc where Ditto is used to copy legendaries for the most part, it wouldn't be a death sentence to copy a support legendary, or any support for that fact. Itd basically be better quick powder
Maybe rework Quick Powder to work when Ditto is transformed, but nerf its speed increase?
@@유-k6f this is a fire suggestion
Maybe a little broken, but sounds so fun
Not really, set up sweepers would benefit from it too, so using speed orb would be risking a speed tie if the other Pokémon has one, therefore choice scarf would always be the best.
@@punga6102 well I was thinking no speed orb and just a quick powder buff only working for ditto/ transform mons (maybe 1.1 or 1.2x speed). I think it'd be really strong but a cool catch all check to a lot of mons (and its always gonna be frailer than what it transforms into)
@@punga6102 oh yeah I guess thats true as well, though I guess a lot of it comes down too on whether or not the set up sweeper wants that item over something else. But yeah choice scarf would probs be the way too go
I still think in doubles though itd be a good choice as itd give it more options since you can't choose your target
Personally I'd have a Speed Orb only gain the speed boost while using an attacking move. That keeps it as close to the original Life Orb as possible, while also ensuring that you can't use the extra speed for set-up/recovery stuff.
I was thinking the same thing. It is most likely only going to be used on offensive Pokemon anyway, so it wouldn't affect its usability that much
One way I could see it working is if the speed orb only gave a speed boost on offensive moves. That way you couldn't use it to set up, and you wouldn't be able to negate the drawback of it causing recoil by putting it on a pokemon that mostly relies on moves that don't directly damage the opponent.
I also thought about this
Seems like the most balanced option for me in terms of seeing use without being overpowered.
Just what I thought
An Assault Scarf might be an interesting variant where you can't use status moves but your speed is increased by 1.3x like Assault Vest.
That'd be broken since you can run 4 offensive moves and boost the speed without any side effect, perfect coverage + 1.3x speed sounds stupid strong. Give it to a moxie Salamence and give it dragon claw and eq + any other 2 moves from your choice and become a late game sweeper
@@shine-ub6eb the life orb-esque recoil is basically not impactful at all on almost every offensive mon that plans to sweep anyways, especially if it doesnt apply on the use of status moves, negating their use entirely is a way worse drawback imo
@@rajkanishu pokeaim literally made a don't use life orb video about how detrimental that chip is
@@rajkanishu something cool about life orb is that if you use it on dragapult and attack twice (or once under rocks), your put into ohko range by banded weavile ice shard, so life orb does effect sweepers, maybe not all but some, because if you were specs, you wouldn't have this difficulty since if you're at 100% you never die to weavile ice shard (6.3% to kill under rocks). Cool interaction tbh
PS: Life orb Latios is my favorite to use in Gen 8 ou, that shit is so fun
@@shine-ub6eb Why do you have all this knowledge, lol
I like to think a Speed Orb would have you take damage whenever you move first, because what is the point of increasing speed if you still don't move first.
What is the point of taking damage if you don't kill/2HKO with life orb?
@@mort3562 could impact other calcs later on with other mons
I think it should deal damage if the wielder moves before an opposing Pokemon moves, because in doubles, if the first Pokemon to move is an ally Pokemon, such as a naturally fast Pokemon or a choice scarfer, and the second Pokemon to move is the Speed Orb wielder, then the Speed Orb would just be a free speed increase in that format with little drawback.
I think this could work. "Boosts the user's speed by 30%, but if the user moves first, it receives recoil damage equal to 10% of its max HP"
also, Tricking it could be fun. give it to an opponent that's already faster than your whole team and watch it receive damage and get nothing in return, even when they use status moves
Suggestion: What if there was a Physically Defensive variant of Assault Vest? Would it harm the balance of the game?
@@capeisdead2987 av, chansey line and moonblast/mystical fire keep sp.att in line in singles, currently the meta favors special, especially in vgc, where snarl is your best option to shut down opposing special attackers
@@capeisdead2987 which is why Special is considered better in singles and doubles currently
It would be disgusting in singles but probably wouldn't see doubles or vgc play
Since speed is so capital of a stat, maybe a balanced item would only raise a mon's speed by 20%, or even just 10%.
Personally I would go for the speed orb compromise, as you pointed out applying it on status moves at 10% makes it too costly but making status moves free gives it too much power. Personally though I think hitting 7% of max HP would be a better range than 5%, generally life orb pokemon want to be spending more turns attacking than setting up so if you want speed orb to also hit a similar niche you don't want to just go at half the recoil of the life orb otherwise you risk the overall damage of the speed orb being *much* less than that of life orb. At roughly 7% damage you're looking at taking about the same amount of recoil over 3 turns as life orb does over 2 turns, and the idea of one status move for every 2 attacks seems a relatively fair trade for the speed orb to help keep a similar mathmatical niche as the life orb, going 5% implies that you're expecting pokemon to use 1 status move for every 1 damaging move, so any pokemon that can consistently get 2 or more attacks off for every 1 status move goes net positive on the recoil damage they take. 1/16th of max HP would also be good, while that does further buff the speed orb potentially above the life orb, it would keep it in line with a lot of other items like leftovers, burn, etc. which would make it a lot easier for people to understand and immediately play around with.
Here's another idea,
Reckless Skates:
"Physical moves are faster but damage the user"
Increases the speed of the pokemon by 20% when using an attack that makes contact.
The user takes recoil damage equal to 1/8th the damage dealt, on top of any other recoil damage they would take.
Do they have priority or do you increase your speed only while using physical moves?
Cause id expect the first given how these things tend to be implemented but that seems too strong...
Cool
@@jamalsachleben3026 priority would be op, i think just speed
just use a life orb at that point
How would Sheer Force Speed Orb work? Same as Life Orb? If so, I think you'd probably see a lot of Speed Orb Nidos, maybe Tauros, Darmanitan, Kingler
Speed Orb Lando Incarnate sounds way too powerful tbh
Speed Orb Kingler instantly banned to Ubers
Nidoking only major issue would be fixed and would probabily assure his ou place
@@shiny9690
Lando-I is basically never gonna see serious usage in OU anyway bc it’s too strong anyway. Maybe it could finally find a niche in Ubers with it but I doubt it.
@@Drakorre but you’d lose out on the extra 30% damage from LO which makes wallbreaker Nido viable in the first place. I feel like Nido would miss out on so many 2 or 3HKOs which makes speed orb useless on him
Staraptor would be extremely good, it hits the base 100 speed threshold, benefits massively from not being locked into it's moves, (he learns u-turn) and is generally just strong. The main downside would be that he would be taking even more recoil than Reckless + Brave Bird/Double-Edge already does.
only take the 10% if you outspeed something because of the item, whether it's an attack or status. if you're still slower, or if you'd be faster regardless, no damage after your move.
The impact this would make in VGC would be terrifying
It really wouldnt be tho, Speed Control is such a prominent part of Vgc that just isnt a part of singles. Especially in Gen 8, with dynamic speed, Fake Out, and Regieleki. Regieleki alone invalidates most potential Speed Orb users, as they would still be slower than Eleki and lose their boost to E-Webs. Dynamic Speed allowing for Prankster/Tailwind is another issue for Speed Orb, since every team basically has the option to give their entire team a Choice Scarf that doesnt move lock, and using a mon slot on your team for a Prankster support mon is a lot more justifyable than using your item slot on your offensive threat for a worse speed boost, when you could instead be using a power or defense boosting item. Reversely, the buffing of Tailwind has also increased the prominence of Trick Room, to counter fast teams, and Speed Orb is a terrible item to have against a Trick Room team, where having a Prankster/Tailwind mon can either not be brought or use its other support options instead, not being able to bring your offensive threat bc its carrying a Speed Orb or being forced to bring a mon with a hindering item for the matchup is really bad.
@@SatanicWren bro wrote a thesis on a 27 like comment
Imagine if it increases speed by 30% but only on attacking moves, so when a Pokémon sets up after your mon you think you have speed advantage and then you get hit first
i think the optimal way to get the “speed orb” to work would be something along the lines of a power trade off, you can get the speed boost in exchange for having .9 power on all of your attacks instead of a life orb type damage every turn
@GACHI i wholly disagree with that, SD/NP attackers can still fully take advantage of the item, as well as some of the mons with already absurdly high attacking stats…there are still ways to use it that make it a useful item but not a completely meta defining item like some of the other suggestions
Here’s food for thought, what if speed orb sacrificed power for speed, basically giving a 30% boost to speed but a 10% debuff to both attack and special attack
That'd make it good for speedy support or faster defensive mons like milo
kartana with swords dance
@@oscaralonso4699 this is the biggest problem with items, any mon can use them
@@aetherius6221 maybe if the item had a certain restriction like the pokemon needs to be below 100 base speed.
@@oscaralonso4699 yeah but gf doesn't make extremely specific items, but theoretically that'd be cool
Goddamn your taste of music is awesome!! Love me some BMTH and Youngblood
You know what could be cool? An item that switch Attack and Sp attacks stats so basically any pokemon can be a special offensive or a physical offensive, that could put some use to all of those special o physical attacks learn by pokemon that don't have any use for them, like machamp learning focus blast and fire blasts or alakazam learning the punches and zen headbutt
I would make it so you only take recoil when attacking, but you also only get the speed boost when attacking. I think that would be a fair trade off as it's still pretty useful while keeping the recoil from being too overwhelming.
I think the speed orb instead of taking health it decreases defences or attack by one stage so it makes the pokemon become glass canons. It would definitely cause an increase in sturdy pokemon
I think they should make it a 20% speed boost instead and have it lose 5% every turn. Does that sound balanced?
@@NotGord 20% speed could be the difference between living and dying. So getting a speed boost for 4 turns is definitely powerful.
Considering how abilities work too, I’d assume it would reset upon switching out unless that gets explicitly mentioned.
The Speed Orb is easily the strongest item in pokemon. Teams often have a designated sticky web setter, just to gain speed control. An item doing that, while not locking you into one move is insane.
My take on a speed orb
Speed is 30% higher but if you go faster than any opponent you take 10% max hp of damage. If still get outspeed no damage is taken. Priority doesn’t count unless it wouldn’t change outcome.
I think if a "speed orb" like item were to be added it would probably decrease defences instead of damaging the user
An item that’s would be really cool is something that half’s speed of above a certain amount and doubles it if below that same amount so it buffs slow Pokémon and slows more Pokémon to benefit from trick room in doubles
Possibly somewhere between base 60-80
Also the name speed orb doesn’t make sense life orb is called that because it gives you recoil so life scarf or boots would make more sense
Inb4 the switcheroo meta where you nerf Thier sweeper with a speed orb
@@cikadaau5614 that’s hilarious and makes it better
My suggestion would be to, 1, as some have already suggested, make Speed Orb forecast the item being there, and 2, potentially make the recoil damage based like recoil moves are. It would make the item very high risk because while you will outspeed a lot, you get put on a much more strict timer, making stalling it out or revenging with priority very viable
I've had the thought of a speed item similar to wise glasses. 10% boost with no drawback. I think that would be interesting
Adrenaline Orb: “Am I a joke to you”?
I was looking for this comment, thank you ^^
Have a nice day bud
Here are some ideas I had for items
Assault Armor: Assault vest for physical defense
Frost orb: attempts to give the user frostbite every turn (only if frostbite replaces freeze)
Toxic Vial: If hit by a contact move, both Pokémon are Toxic Poisoned (takes typing into account)
Flame Vial:toxic vial but with burn
Frost Vial, toxic vial but with frostbite
Speeding Ticket: if the opponent has a higher speed, the user’s speed is raised by one stage.(single use)
Graceful ribbon: makes secondary effects x1.3 likelier (does not stack with serene grace)
Impervious armor: the user cannot be statused, but cannot use status moves
Here are some ideas for rebalanced items
Berserk Gene: raises attack x2, but leaves the user confused and unable to use status
moves (ignores abilities)
Light ball attempts to give any non electric type paralysis. On Pikachu, it gives a x2 boost to both attacking stats, on volt absorb mons, it works like regenerator with 1/8 recover instead of 1/3, on lightning rod users, it gives a one time boost to spatk upon entry, and on motor drive users, it gives a one time boost in speed. The effects do not stack.
I would love to see a: *What if **_Stealth Rock_** was Ice-type instead?*
Stealth Rock was created as an entry hasard that _Flying-type_ Pokémon and Pokémon with the _Levitate_ ability couldn't ignore. The type effectiveness toward Flying-type was voluntary, so it could have been either Electric, Ice and Rock. Electric-type was the less likely due to Ground-type being immune such as Gliscore or Claydol would have been still completely immune to them.
But, how would the meta would have changed? Let's first check how Stealth Rock changed it.
Stealth Rock made less common Pokémon with Rock-type weakness like Fire, Ice or Bug-type Pokémon, as well as Rock-type due the meta having less of a use of Rock-type STAB. Since Steel-type Pokémon was the primary type you have to counter, Fighting-type and Ground-type Pokémon also raised to counter them, as well to Pokémon countering the counter of Steel-type like Water or Grass-type against Ground-type Pokémon. Fighting-type Pokémon is a peculiar state: they were not really challenged and peaked in Gen5 where Flying-type couldn't remove entry hasard with Defog and are weak to SR, while the prominence of Sucker Punch and Pursuit made Psychic-type risky to use. That lead to the creation of the Fairy-type in generation 6 as the counter to Fighting-type, as well making Steel-type not having resistance to Ghost and Dark moves.
Now, let's imagine how the meta would have went with and Ice-type entry hasard. It would have made Pokémon with Ice-type weakness like common like Dragon, Grass and Ground, as well as Ice-type due to the meta having less of a use of Ice-type STAB. Steel-type resists Ice-type and would still be the primary type to counter, leading the Fire-type and the Fighting-type to raise as well as countering the Steel-type. We would end up with the same scenario for the Fighting-type in generation 5, as well to having Fire-type only being countered by Water-type and potentially Rock-type Pokémon due to Grass and Ground Pokémon would be quite impacted by an Ice-type SR. It would still lead to the creation to the Fairy-type in generation 6 as a way to check the Fighting-type Pokémon, but it is possible that Fairy-type Pokémon wouldn't have a Dragon-type immunity since Dragon-type in Gen5 would have been less of a threat. Instead, Fairy-type might have a Fire-type resistance, completely reversing the current match-up between Fire and Fairy-type.
fairy type was created to counter dragons, not fighting types
@@magk2524 You are entirely right: Dragon-type Pokémon went unchallenged leading to the creation of the Fairy-type (and its Dragon immunity) in the 6th generation. But Fairy-type was *also* created to contain Fighting-type Pokémon what were also extremely potent in the gen5 meta, as a way to counter the real imbalanced type: the Steel-type. I should have made this point more clear previously. My bad.
If Stealth Rock was Ice-type instead, we could speculate that Dragon-type would might not have been such an unchallenged type since those Pokémon would have been very weak to that entry hasard. For exemple, Dragonite and Garchomp would have taken 50% of their HP when entering, which would lead them in the same place as Volcarona: powerful but tricky to use. This would maybe lead to either the non-creation of Fairy-type (as Dragon would not be such a threat) or having the Fairy-type not being immune to Dragon-type attack.
Stealth Rock is now such a staple move nowadays that shaped the meta so much that I think it is interesting to speculate how the game would have evolved if the move didn't exist, worked differently or dealt damage of different type.
Just only give the speed boost or damage if using an attacking move. With status moves, no speed boost or recoil
I figure if you would have moved first anyway without the orb or if you are still slower then you take the recoil. the top comment said that it should be if you outspeed them, and you either do that or if you would want it to be slightly better you might implement it like this. reason being if I am a lando fighting a ferrothorn and I take damage because I move first then that would be pretty frustrating. removing this feature could be a potentail nerf if it was too strong
It seems to me like the intuitive way to implement this would be basically the same as Life Orb - it only has an effect on attacking moves, by which I mean both the speed upside and the recoil. It's consistent so there's less rules to learn and it makes an otherwise potentially insane item a bit harder to use.
What if there was an entry hazard that burns Pokémon, for example hot coals. That would probably be OP has heck
Clefable with a speed orb sound terrifying
one idea is variable hp cost depending on the type of move used - setup/weather/hazard moves that don't directly affect your opponent would take 10%, while damaging moves take 20%, so the item can't be used for a typical sweep, but if you run a setup + recovery mon you can possibly sweep with a heal in the middle somewhere. Unlike a choice item, orbs work on dynamax, so the 20% base hp cost is effectively cut in half to 10% for those 3 turns of dynamax, making you outspeed without needing to rely on airstream unless you need flying coverage. In the ideal situation where you ohko everything, you have 3 attacks that cost 20% and 3 that cost 10%. you even have room to read a switch for a free setup move once and still have enough hp for a 6-0 sweep, but if you get damaged at all or get stalled or walled, it could cut your sweep short. very quickly and now your sweeper is a liability only worth 1 or 2 more clean hits.
another idea is, since life orb only hurts you when you actually deal damage, speed orb only hurts you when you actuall outspeed. If the enemy is faster than you even with your orb, it won't cost you hp, and if you were faster than your enemy even without the orb, it won't cost you. You only lose HP when the boots were necessary for the outspeed. Under this situation I don't know how much hp would be a fair price.
Only vaguely related, I thought of a wacky item along similar lines of paying hp for speed. Instead of a persistent item, you could have like a steroid pill held item. The first time you would be outsped in a battle, it activates, consuming 50% of your max hp and raising your speed by 2 stages. A high risk high reward item that benefits middle-speed bulky mons a lot. If you use a setup or recovery move, it becomes functionally similar to just using agility and eating a hit, but is available to everyone, including a lot of mons that don't get access to speed boosting moves. IF you get a good read you could setup to sweep in 1 turn with a swords dance + this item, or you could cut your hp in half and get ohkod.
What about speed orb sheer force nidoking? Anything with sheer force comes to mind as a good potential abuser, since they wouldn’t take recoil
Since Life Orb exchanges life (aka HP) for damage, I think Speed Orb should exchange speed for damage; now that would be interesting, for already slow mons or those mons in the slow, but not Trick Room slow speed tiers.
Interesing, kinda like Analitic, would be fun in Trick Room
@@malakimphoros2164 And there are probably others even in singles without TR that would not mind sacrificing speed for more power.
Could be interesting if Speed Orb would be 'take 10% HP at switch in', so it's very telegraphed like Life Orb, but at the start of the turn instead of after attacking.
I’d imagine speed orb could deal damage every time you outspeed sometrhing due to the orb, but that might be complicated to implement and/or unbalanced
That would be unbalanced. Because that pretty much guarantees that your item gives you an advantage and benefit. Many or all items take a risk to gain an advantage.
The only items I can think of that has no risk of being useless is muscle band and wise glasses. But the guaranteed boost of 1.1 is so small that it makes sense.
I think the speed orb could be good if the amount of damage was lowered (like said in the video) but only damaged when speed was really needed. Like specialised priority moves (whenever the opponent isn’t using priority)
I think when theorycrafting for this types of things its worth considering that the opponent can also use a speed orb, thus the speed benchmark goes up as many fast pokemon might use it regularly, including Dragapult itself. If base 100 is a good speed orb benchmark, then base 85/90 is a good scarf benchmark to counter it, and if that becomes standard, then suddenly you will need base 110's to outspeed with speed orb. It is a chain effect
I once thought on how to implement strong and agile style in regular pokemon. And agile style looks like speed orb.
The idea I got was: you have 3 uses per battle. It consumes 5 PPs each use. Attacking moves only. Bypass protect causing 1/4 damage.
Agile style: increase speed by 20%, and reduce 30% power.
Strong style: increase power by 30%.
I’d make it deal 10% recoil damage every turn, better a niche item than a broken one, and even so it would probably still be widely used.
honestly that idea would be genius cause if it was that way you could make stat boost pokemon a.i. blacephalon busted but you would still give mon which have roost in their arsenal or revover a way to keep them longer alive while still getting the speed benefits which is kinda nice
Having higher speed basically means that you get an additional turn, before the opponent does.
So, the opponent always has to play catchup.
Choice Scarf is already borderline overpowered in many formats, imagine a Scarf that would also lose it's one weakness in it's predictability.
It would be a nightmare.
How insane. I just started using Opera GX the day this video came out by coincidence. I'm only seeing this video three days later. I just went and downloaded it again from your link, so I hope that helps
My thought on Speed Orb's implementation is that it does 10% recoil only when your speed at the end of your move/switch (after both switches resolve in the case of a double switch) is greater than or equal to the opposing Pokemon, regardless of the move used. The message could be "The Speed Orb drove *Pokemon* into a frenzy."
This has several purposes:
1) Telegraphs the item. If the opponent takes Speed Orb damage after switching in a Pokemon that should be slower, you both now know which Pokemon is faster. This information is useful to both players to also scout potential Choice Scarf or other Speed Orb users.
2) Discourages Speed boosting moves/support. Your Pokemon is going to take recoil on switchin if it is faster than the opposing Pokemon. It also puts you on a timer in a way Life Orb doesn't. Think carefully before using a non-damaging move.
3) Doesn't discourage priority (positive or negative). With this mechanic it would still be beneficial to run priority because Speed Orb recoils *when your Pokemon is statistically faster, not when it moves first.*
There are other interactions I could mention, like Speed Orb discouraging paralysis support, but I think the general concept is balanced. Essentially if you are benefitting from Speed Orb you take recoil. If you aren't, you don't. It is also implemented to account for switching so you don't get nightmares in the teambuilder wondering if the opponent is using Speed Orb or Scarf. It's really important that you can't bluff Speed Orb. Speed is too powerful to combine with extensive mind games.
Just as an example (contrived, sorry) of how this would work, let's say I'm using Adamant Swords Dance/Bullet Punch/Superpower/Roost Scizor with Speed Orb, against Focus Sash Mamoswine, Scarf Rotom-W, and Specs Dragapult.
The opponent switches to Rotom-W because Mamoswine isn't in EQ range as Scizor uses Swords Dance. Speed Orb doesn't activate when facing Scarf Rotom because Scarf makes it statistically faster. It Volt Switches out into Dragapult as Scizor uses Superpower. Since Dragapult is faster still, Speed Orb still isn't revealed yet. Scizor Bullet Punches Pult for a KO. No Speed Orb damage so the opponent doesn't quite know what's up yet.
Mamoswine comes in. Bullet Punch connects, and Scizor takes Speed Orb recoil as Mamoswine connects with Earthquake. Scizor then can Bullet Punch again or Roost, but would take Speed Orb damage from either. Bullet Punch would move before Ice Shard.
Notably if Mamoswine stayed in on the initial Swords Dance, Scizor would have taken Speed Orb damage for being statistically faster.
I had thought of this a while ago but not as an orb. I envisioned something like "Spurred Boots" the spurs are turned inward to spur the Pokemon to move faster at the cost of HP. Also offers a slight boost to kick type attacks. I figured a 25% boost to kicks and speed at the cost of 1/8 HP per turn. I figured you'd lose the hp no matter what even if you didn't use an damage move
Energy orb. Boosts speed 1.3 but end of turn it "steals energy" (5% health). Also recovery moves only heal half their recovered hp, but it does pay for energy cost that turn
if I had to implement it, I'd actually lower it to a 1.25x boost, 12% damage on attacking turns, 6% on non attacking. It'd also be an item limited to Beast Boost/Moxie users for the most part, so it'd put them on more of a timer
@GACHI sorry, I meant those would be the common mons running them! Take something like Rillaboom. It'd benefit from the boost in speed like almost every mon under the sun, but it doesn't quite need it. Not every mon is gonna need a speed item, but something like Kart, Krook, Glastrier, etc would all be even more viable with it because they have snowball abilities that make full use of the item. Even spectrier might become niche in ubers with it
What if they had Acid Rain as a new weather conditions. Boosts poison moves 30% but recovers an extra 10% hp on poison mons
Toxapex would like to have a word with you
10% would be too much, maybe 1/16th of max like leftovers or black sludge
Toxapex would go crazier than they are rn lmao
First it cool but second it op and will never work tgink of toxapex\weezing or every bulky poison type can use black sludge and boost the insanly good sludge bomb 30% precent poison will make it gunk shot but flawless
I want a speed equivalent of muscle band that just gives a 1.1x at no cost or something like that.
I imagine Speed Orb would cause recoil on everything that isn't a priority move. That seems to make sense, might make speed ties on priority moves difficult though.
here is a way to help with the "when does it activate/lower hp".
You could make it activate ONLY when you successfully use a move. So if you flinch or are paralyzed it doesn't take effect, but if its blocked or misses it does.
In this way it becomes very similar to the life orb in that its effect only comes into play when used with a move that takes advantage of it.
also you may want to up the cost from 10% to something closer around 20%. As others have mentioned speed is THE most important stat in pokemon and i guarantee that even if max airstream wasn't insanely powerful it would still be used (people regularly use icy wind/electro web despite their power for this reason, max air is just a better version of those and not running it when you can is insane. same goes for this item, being guaranteed to outspeed other similar sweepers but still choose your move is invaluable)
I think for a Speed Orb, I would implement to where the HP is effected each turn, but specifically, if the holder goes first, It takes a percent of damage depending to the speed difference (possibly being able to OHKO yourself). But if it is slower, it increases the speed stat by one stage. And in double battles, it would be based on the faster of the opponents Pokémon. It could cause fast Pokémon to take a truck load of damage, allowing trick room teams a bit more viability, and also potentially granting slow but bulky Pokémon to see more use.
Would be funny using that orb on ninjask just like scarf ninjask
Add bulk orb, it improves both defenses by 1.3 while adding 1/10 of your health recoil every time you use a damaging move or non-volatile status move or stat boosting move that buffs a defense which makes bulky pokemon more passive and less likely to spread status in exchange for raising defense
I feel like Speed Orb would be really good on any Pokemon that ever makes use of Icy Wind (or something similar) in its competitive sets. I don't have specific numbers, but I imagine it would make the difference in speed required to outspeed certain threats when they are at -1. Could allow for more bulk or more power on those mons.
My idea would be to make the holder consume double PP on all moves. Balance-wise it forces sweepers to hit the right targets with their limited PP. All the speed and power in the world is pointless when you have no PP left on your big moves, which also tend to have fewer PP. This allows for counterplay by having bulky Pokemon burn the speed orb user's PP. There could also be plays where you trick a speed orb onto a tank to waste their recovery PP.
Thematically, consuming PP also fits as a contrast to life orb, which consumers HP.
It would also be interesting to introduce more mechanics around PP expenditure. It feels like the most commonly seen mechanic around PP expenditure is pressure stalling, but it feels like there's so much more space to explore PP as a constrained resource in battles. I liked the strong/agile styles in Legends Arceus so it'd be interesting for a hypothetical speed orb to also go in that direction.
I would much rather a steel chestplate, a physical version of assault vest
If you move first you take 10% dmg. So it makes the orb useful. It can bê really good this way and not compromise if you are slower or with no priority like prankster, aquajet or protect.
An idea I would have for an alternative counterpart of the Speed Orb would be that everytime the Pokemon holding Speed Orb uses a move, all of its moves lose 1 PP (including the one that was used). With that counterpart, you only would be able to use it on Pokemon that you don't plan on keeping alive for too long, such as glass cannons. Stall Pokemons wouldn't be able to make use of them since they'd just PP stall themselves too quickly, while sweepers wouldn't be able to complete their sweep due to running out of PP. It would also give ways for the opponent to counterplay, such as using Protect or double-switching to make them waste more PP.
I could see a speed orb applying the damage conditionally based on if the speed provides any use, namely around stuff like priority. Only giving damage if you and your opponents move's have equal priority would mean you aren't getting damaged every turn but you can't just keep the orb for only if its needed as a get-out-of-being-outspeed-free card. Taking damage for an item that would never have been useful (ie, if you get outsped by priority) would just be annoying more than anything.
If a speed orb were to exist than a suggestion that I could throw is have it be similar to life orb BUT the speed boost only applies to Pokémon with a base speed LESS than 90. The speed increase would varies from 30% (on the higher base speed spectrum) to 50% max (if base speed is 70 or lower). This would prevent the item from being heavily abused by already fast Pokémon (and make speed creep a bigger issue) but also give Pokemon with awkward speed tiers (aka mons that are too slow but also too fast for trick room) like Magmortar or Decidueye to have a solid option to get out of that awkward rut.
You could also make it like a Muscle Band or Wise Glasses, 1.1x Speed (arguably still viable) and there wouldn't be any drawback (name idea: Light Scarf)
On the Speed Orb idea, it could only work on moves that try to land on your enemy but would only damage you if it does not miss, so it is still consistent to how Life Orb only damages you when your attack lands and Speed Wise, if you outspeed, you outspeed no matter of your accuracy and for the damage maybe 1/16 (so 6.25%) like a burn
I think that whether a speed orb does damage or not, it needs some drawback that is actually visible to the opponent, like a switch-in-message or a drop in defensive/attacking stats by one stage (or life orb damage). The reason for this is that normally if a pokemon outspeeds you and kills a pokemon although it is slower, you know its scarfed, and as a "comeback" you now know which move the opponent is locked in, which is very useful for revenge killing/strongly chipping the switch-in. With a speed orb, you would often not know if the opponent is really locked into a move or can just kill your switch-in with a different move, which would a pretty uncompetetive 50-50 in a lot of games. If you knew it was a speed orb after the opponent attacks, it would be much fairer.
About it affecting status moves, it would consider the speed boost not working on them at all. Things like this have only been done with priority increasing items/abilities (i.e. prankster and triage), but could work here. It would mostly affect healing moves, as you now have to basically tank two attacks before you are allowed to heal, which is a drawback for more bulky set-up-sweepers.
This would also mean that if you for example use swords dance, on a mon that can twoshot you, you might be slower than your opponent, forcing them to not switch and get surprise killed by your sweeper. Don't know if this is a good thing though.
What if the speed orb instead of dealing percentage damage itself, gave the speed boost BUT if the holder moves before the opponent, it receives a percentage more damage from the foes attack 👀 (let's say 10% more damage).
That could really punish the set up turns and you can play some mind games on wether you want to attack or not
Dragon dance and quiver dance are among the few used moves that boost speed and offense at the same time. Most pokemon have to commit to either choice scarf for speed, or a boosting move for offense. They can't have both. If a Speed Orb existed then a lot of pokemon wouldn't need a scarf and could run an offensive boosting move (noteably SD) at the same time. That sounds like it'd make it too easy to close out games with. Especially with those 100 base speed mon, a lot of which can be bulky too.
A tornadus outspeeding a +1 volcarona and then setting up Nasty Plot or a speedy Garchomp that can setup sounds absolutely dreadful.
You could make the recoil only apply when the speed boost from the orb makes the Pokemon out speed a pokemon it would otherwise move slower than. So if a Charizard uses a speed orb, it would not take damage from outspeeding dunsparce, but it would take damage from outspeeding crobat. This makes it so you don't take damage every turn, but it isn't only for attacking moves. It's a good mix imo
i think it should apply to all moves but deal 1/16th, so it's less punishing and you can tell that it's speed orb due to the lower damage. but what i'd also like to see is a speed version of eviolite. i'd slap that thing on haunter in a second.
p.s. maybe it could be called haste orb? or rush orb? i just feel like speed orb doesn't fit too well. it's not like life orb boosts your hp stat.
i think the best way to implement it would be either a 5-7% cost a turn or only taking away 10% health when using a damaging move and if you don’t use a damaging move you don’t get the added speed
How about damage only on non-priority moves? That way Pokemon that are low can still use Protect to chip some more damage on a status opponent, or something like Mach Punch when the enemy outspeeds anyways, without having to worry about consistent damage.
A possible compromise that may work is a flat 10-25% hp reduction upon switch in. That way, you would know if the opponent has the speed orb and you can play around it instead of getting surprised by it and it doesn't get chipped every turn or chipped by using attacking moves. 25% if max hp might be too high of a price to pay but 10% feels too low so maybe 12.5%?
I think the coolest and unique downside to a speed orb would be depleting the users PP by 5 instead of 1, so you really have to think about what you are doing before you start flailing around helplessly. Especially in Dittos case where it has a choice between using any move but only 1 time each or using a move 5 times but is locked into that move. I would name this "Energy Orb" that costs your energy (aka PP) for your speed, akin to Life Orb that costs your Life (aka health) for more power.
This is a neat idea. It would really bring some new life into mid speed tier mons with already adequate breaking power. Heracross and Nidoking jump to mind, as 85 speed isn’t too terrible, and Nidoking’s Sheer Force already nullifies recoil from Life Orb, assuming Speed Orb would work the same way.
In the instance of Alakazam, I think its items of choice would still be Life Orb and Focus Sash. Sashzam doesn’t really care if one threat on the opposite team can outspeed it, if it can always live the hit and KO in kind.
I think that the speed orb should function like the toxic orb and flame orb where at the end of turn one the status takes effect. Rather than giving it a speed boost it could make its speed +1 at the end of the first turn. The item only activates on the first turn it’s in battle so if it switches out it’s stats gets reset, but it would make it powerful upon switching in. It could function more like a one time “speed boost ability” rather than being a carbon copy of life orb
Speed Orb would need to have a massive tradeoff to be balanced. It might even need 12.5% damage in addition to damaging the user after ANY move. Compared to life orb, the difference in power + speed changes too much of the game for it to be a balanced item
I think the coolest and unique downside to a speed orb would be depleting the users PP by 5 instead of 1, so you really have to think about what you are doing before your start flailing around helplessly. Especially in Dittos case where it has a choice between using any move but only 1 time each or using a move 5 times but is locked into that move. I would name this "Energy Orb" that costs your energy (aka PP) for your speed, akin to Life Orb that costs your Life (aka health) for more power
It would be overpowered
I would implement the speed orb so that if you outspeed something without using priority, that would trigger damage, as opposed to just every turn or on attack. Life orb damage being on attack makes sense because that's when you get the benefit, so speed orb should also only trigger when you get the benefit
one way it could work is if the speed orb only increased speed and recoil on turns you attack. that way support pokémon can't abuse, but offensive mons that want to set up, heal, or protect will actually be able to use the orb effectively
Very much had Krookodile and Blacephalon in mind when I thought of the speed orb. They're 2 if my top 10 favorites.
I would make it so it takes 10% from attacking moves and 5-8% from any other move
Maybe a better handicap for speed orb would be locking them into attacking moves only while this seems like a minor downside think about it that means you'd need moxie or beast boost to really get buffs up and would basically force the mon into a specific role or maybe make it even reduce def and sp def by a maybe 20% to force a role into a glass cannon sweeper
Maybe make it like the muscle band/wise glasses and make it a 1.1x boost. Idk about the drawback
I think it would be very cool to have an item which lets Trick Room stay active for 8 turns, so basically like the weather rocks but for Trick Room. Because in the current meta Trick Room is not relevant at all, even though it is such an interesting move and I would really like it to be useful in singles. A problem might be doubles though, because there it is already a really good and viable strategy and with the item it might be overpowered. So I think it would be a good topic for a video, I hope there will be one ^^
Make it running shoes that give you 1.2x speed boost but in exchange the Pokémon holding the item takes 2x hazard damage and makes you grounded
I'd add the speed orb so if you use a status move, your speed is normal and you take no recoil, but if you input an attacking move then you get the speed boost and take recoil
I think a more balanced, but still interesting take on this item would be not an Life Orb clone at all, but a speed-boosting item more similar to Muscle Band or Wise Glasses, in that it boosts the stat by 10%, with no drawback. This would serve a valuable niche for Pokemon who need to outspeed specific threats, and don't get as much benefit from Leftovers or a boosting item, but who find the drawback of Choice Scarf to be too severe.
I would make a speed orb like assault vest because fast set up moves are overpowered. Only making it so that you can do attacking moves with it help sweepers have move variety while also not invalidating choice scarf
Love your videos freezai keep up the good work
I think it would work like: speed boost is only applied when using a damaging attack, and is not applied when using a passive attack. Then the damage recoil would work like LO
I think sacrificing another stat other than hp for this item would be good, like evasion
it would mean unsure attacks from your opponent would hit more frequently but you would be faster
It'd be hilarious to have the defence/special defence orbs, if you get hit by attack, that the orb gives defence against, you get 1,3 less damage, if by another attack you lose additional hp(flat)
Wowow freezai congo for the sponsor my guy came a long way
first thing that came to my mind was how modest alakazam with speed orb would be a top tier threat. then i realized it would still need to run timid to outspeed adamant weavile with speed orb :D
Interesting pint about Alakazam: if it runs a modest nature it still has an effective base speed of 105, making it still outspeed base 100s, garchomp and thundy-t; being modest would make it so much stronger it'd be much more threatening, even if it's not by as much as a life orb
If there was a speed orb it would probably actually be a 1.3 boost to attack, except every time you attack you get slower. Thatd definetly be an interesting item since unlike health loss, you can switch and gain your original speed back after the debuffs.