So, normal poison actually does 1/8 each turn, that is why in some scenarios it is better to use normal poison rather than badly or toxic poison because it takes 3 turns for badly to do the same amount of total damage as normal then it does more
No, It takes 2 turns for badly poison/toxic to do the same dmg as poison, but the total dmg only in three turns, but by the fourth turn toxic already does I think double or more than poison... The difference between poison and toxic is that one u can manage around, while the other if u let it for much time you are done for
@@nicholsethanen so, I might say I have a problem and my eyes completely jumped over "total" and I'm not even kidding... I REALLY didn't see that it already have total there lol. But the rest of what I say stands still
I always assumed sleep was the normal type status, due to it being connected to a bunch of normal type Pokemon like Snorlax, Slacking, and jigglypuff. As well as moves like Sleep talk and Yawn. The sleep status icon even shares the same gray color as the normal type. Although the null effect is pretty cool.
Yeah but if you're thinking of INDUCING sleep it's more common to think you need psychic powers for that, as in hypnosis or even rest, or delivering a certain substance, as in sleep powder or spore
@@marcosluismartinmorales5523I always thought of it more as a Bug or Grass status because of spore, but I think Normal still works because "inducing sleep" could also just be knocking them unconscious. I think many moves represent this with some being: Headbutt, Head Charge, Barrage, Bind, Dizzy Punch, Double Hit, Flail, Constrict Guillotine, Hyper Voice, Mega Kick/Punch, Pound, Slam, Stomp, and of course Sing. Then, you have other sleep-related moves like Yawn, Snore, Sleep Talk, Slack Off, and now Smelling Salts. I also think Psychic makes enough sense with Hypnosis, Rest, and even Dream Eater, but Psychic has always seemed more like the type for confusion. Both Psychic and Grass/Bug types induce sleep, but I've always associated confusion with Psychic types, and therfore sleep with the Bugs and Grass . Using similar logic, Grass and Bug types can also induce paralysis, but I associate that with Electric types. Many Bugs and Grass types can cause confusion, paralysis, and sleep, but due to confusion and paralysis being "taken up", I naturally thought of them as the sleep guys. However, seeing how many Normal moves that not only relate to sleep, but also could very well induce sleep or wake, I'm beginning to rethink that Normal types do seem to make a lot of sense.
Honestly though, it should be noted that technically there is no limit to how long frozen can last, so long as you don’t have Flare Blitz or don’t get hit by a fire move or Scald. In a way, that does make it a pretty terrifyingly powerful status condition.
@@ryandennison8754 I'm not even joking I had a round once where I had 1 mon in a doubles match frozen for 11 TURNS that my opponent felt so bad for me that they forfeited the game
I think Piercing/Bleeding for Steel could be changed to something like "Rusting". It fits the "E for Everyone" nature of Pokemon and can still reasonably do the same thing as Bleeding/Poison, taking damage every turn as the Pokemon begins to rust.
@@Xeno_Solarus And rocks don't catch on fire, or get poisoned. I think for Pokemon, with all the shenanigans going on, a Rusting effect isn't too out of the ordinary.
@@Xeno_SolarusThe pokedex literally says Magcargos ambient heat is like 30k Celsius or something, Haunter kills stuff by licking it, Gardevoir can summon black holes etc, Pokemon isn't really known for being true to logic.
Minor correction; burn no longer halves Attack. From Gen 8 onwards, it halves the Base Power of physical moves. This change makes the status ailment more detrimental to have because the damage dealt by Foul Play and hurting oneself in Confusion is no longer reduced.
sooo what's the difference? don't both essentially do same in terms of halving the damage from the physical side? maybe im missing something here but seems like a pointless change.
@@Hugo-MTX96 as hessenic said in his comment, it affects niche interactions like Confusion, which isn't a move, and the damage done by Foul Play, which is calculated based on the opposing pokemon's attack.
For Rock, I'd go with "Broken" - since when you get hit with a rock your bones would get broken. it causes your physical Attack and Defense stats to get dropped by 25% each.
It could also just work as a much better version of paralysis that just halfs your speed without the losing your turn bs. Since you're not gonna be able to move as fast with broken bones.
I say some dark type moves should have a corruption affect similar to confusion but what it does is that it effects the pokemon ability to listen to its trainer, so either it does nothing or uses a move other than the one you asked it to do.
@@mandragorius9637 I agree. There's no reason for the dark type status to be blind. Dark Pokémon aren't literally dark. The Japanese word for the Pokémon is the evil type
One option could be to make so that it is like frozen, but the next move that hits has 33% extra power. The effect is cleared if the next move hits or if the user doesn't attack, so you can't setup or permastun. The ideal usage would be to stun an opponent with petrification (a hypothetical move that has a 100% chance of inflicting the status but has like an 85% accuracy at most) and then use Rock Wrecker or Head Smash for a 200 power attack that can ohko certain pokemon.
Interesting list. On the Ghost type, i particularly think that Cursed should be the type signature status. It's already in the game and resonate well with type.
@@fg009letyrds8Curse does 1/4 HP per turn. If you leave it on while switched out you might as well rename it to "Heart Attack" and have it instantly KO.
Honestly I kinda prefer fear from gen 1 in the Lavender Town Tower, that was associated with ghosts and your Pokémon couldn't do anything due to fear, so perhaps a status where there's no stat drops or health loss but there's a 50%-75% chance your Pokémon won't do anything
Spooked also seems hecka broken. Since it could activate before a Pokémon makes its move, it’s basically a chance to flinch except it also removes boosts, cancels active move effects and potentially (and likely, since you can spam it) switches to a Pokémon with a bad matchup. Could singlehandedly make Ghost the most broken type in the game.
Interestingly, a good number of these status conditions are already a thing in Pokemon Mystery Dungeon, like Blindness, Petrified or Terrified (which works for your Spooked). Might be good to check out for inspiration for new status effects.
Even the normal status condition of “null” is kind of a thing in super mystery dungeon too, with the emera “Type Bulldozer” negating all type interactions for your attacks lol
For Water types, Flooded is great but I also thought of Thirsty. Rather than soaking the target in water, the user absorbs moisture to weaken it. Being thirsty (or dehydrated) causes you to use up energy resources much faster than if you felt normal. Therefore, Thirsty causes all recovery items and recovery moves to heal half the HP/PP they usually do. Another option is make Thirsty like Spite and Pressure: every time you use a recovery item or move, it depletes two items/PP from your resources.
I thought “Curse” was the unique status for ghost. Dealing 1/4 of the target’s hp at the end of every turn, which also can stack with other damaging statuses like poison or burn. Although I would find the Spooked status condition interesting to use I would like to see more moves have the chance to inflict curse personally.
true, and asleep is definitely the normal type associated status condition.. and as much as I liked the concept of null, it just sounds too much like a terrain effect, rather than a status. plain terrain would be nice to apply that null status concept
I was thinking of Cursed reducing the effectiveness of healing. When Cursed, all heal moves and items will restore only half as much HP. So Recover will only restore 1/4, Leftovers 1/32, etc. Would also make Nuzlocke challenges tense
There’s actually a ghost type status effect in Pokémon Shuffle called Spookify. The only effect is multiplying the damage they take from ghost moves by 50% for three turns.
I wonder if that’s based on the Trick or Treat attack 🤔 (adds the ghost type in the main games). In Pokémon masters it also makes the opponent more weak to ghost. But theoretically any type can have a weakness or resistance increased through the “rebuff” Status system in that game.
It would still be easy to kill due to its low health. It'd only be immune to direct damage, but not to weather (Hail and Sandstorm), statuses (Poisoned and Burned) or abilities (Rough Skin and Aftermath)
For rock's petrified, you could make them unable to move for a set number of turns but have it increase their defense. That way, it's a status condition that allows you to set up or forces your opponent to switch out, but doesn't allow you to just get a free kill
0:17 "Jeez I thought these were kids games" Yeah having nightmares by a funny shadow creature is the darkest thing ever man idk how they could've possibly gotten away with that
I actually love this. For grass, maybe like "pollen" or "allergies" where the Pokémon are like sick and their evasiveness dips 25%, basically making moves more accurate.
I think "Allergic" would be great. However, I'd make it so that the chance of a secondary effect from an opponent's move is higher. Like you already have a weakened immune system, so you're more likely to suffer from status conditions and debuffs. So kinda like your Evasion, but for secondary effects only.
I feel like Frostbite and Drowsy would've been good to mention since they technically were status conditions associated with different types, but different versions of existing ones
I honestly like Frostbite a lot more than frozen. Not only is it nice to have a special counterpart to burn, but freeze was always too RNG heavy to be fun (both for the inflictor and the victim) because you can’t rely on it landing or staying/thawing.
@@cristhianmontoya6648 Drowsy works similar to Paralysis only that it takes more damage from attacks. Basically loweing its defensive stats (both) instead of speed
One thing I'd find fun is having both real name and localized names, for example how bleeding and piercing are the real names but they get super family friendly localized names because the localizers are wimps who keep trying to make Pokémon a kid's game despite it's not being a kid's game Edit: Forgot to say but for example blinded's real name coule be "Hallucinating" or "Fooled" or even just "Disoriented" as those well fit the fact that they're the status of the evil type
I think an interesting way to make 'Bleeding' distinct from the two types of Poisons would be for it to deal a higher amount of damage (3/16ths), but only when the affected Pokémon performs a move rather than at the end of each turn.
I think chipped, would be a more friendlier term for the status, since it does imply the wounds but it doesn't outright say something with blood like open wounds/bleeding.
im guessing you mean when performs an attacking move? but yeah, that makes it also more unique and interesting move that way, that way you could still have the pokemon be on the field doing things(possibly) and in double battles still supporting the other mon. i think having it deal damage self while also performing physical attacks would be a neat detail, but that might be too small of a detail
Very neat ideas!! It’s fun to theorize about potential interactions. For Rock, I was thinking of ‘Calcified’, and in a manner similar to Perish Song. Calcified comes in 3 stages, if the third stage is reached, the Pokemon is instantly KOd. However, each stage increases the target’s defense, thus making for rather crazy plays
Yep. I like this. Giving the Pokemon a boost but at a cost of now it's on a timer to win. Now we know why Brock is the first gym leader, cause he's going easy on you. I did like another post's idea about broken too, so maybe calcify does get the buff of instantly KOing flying types.
Wouldn’t that be better for ground types since you could have it as a status effect of quicksand lowering the speed stand by 25%, but make it unable to use physical moves due to not being able to reach.
I just think it'd be completely unimposing in casual playthroughs, because it'd be a free opportunity to just use a full heal right at the end every time
One thing you forgot is that confusion damage bases off the users attack stats, that's why things moves like swagger have a risk reward system where they might hit you for twice the damage, or hit themselves twice the damage instead
Flatter, on the other hand... I wonder how much of an impact it would have if confusion damage could use special attack and special defense when that would deal more damage. It would certainly make Flatter better.
Personally. They should just make confusion use whichever atk stat is higher. Would make flatter useful and not make swagger the default. Always lame making a spatk mon confused doesn't amount to much
The Petrify status was a thing in the Pokemon Mystery Dungeon games and worked pretty much exactly like you put it. It would prevent the one with the status from moving or attacking until they got hit. In those games, it was inflicted by an item, but in the main series, this would force you to have to switch as otherwise the opponent would just get free setup turns
@@shepskydad Wouldn't making infatuation/attract a Fairy status effect, just mean fairy pokemon can't get attracted? You don't need to add more instances of the move, since it's already basically a Fairy move by learn pool. Steel/Poison pokemon don't really use attract anyway. So I don't think this one actually makes Fairy much stronger compared to some of the other status effects.
@@kyleellis1825that is closer to type effect immunity, like fire not getting burned or grass being immune to powder moves. But the video treats these statuses like a secondary effect to moves which would overtune the type... Again. Like imagine moon blast having a 20% to infatuate you, it would be ridiculous.
A rock status I thought of could be something like weighed down, since I think having a ton of rocks on you would weigh you down a bit. Basically it would cause the Pokémon inflicted with it have all their moves get last priority no matter what. This would probably last a limited amount of turns instead of being a switch out thing, but idk.
Well, that’s a spark of inspiration! I am in the process of learning game design, and am now in a game development team. I’d be more than honored to have statuses of the elements in my game! Thanks for making this video. I’m thrilled to see what I can do for the future!
Slight correction for burn: it doesn't cut the Attack stat in half, but rather it halves the power of all physical moves. Might not seem that big a distinction, but this interaction is why Foul Play deals the same damage regardless of it the target is burned or not, as well as a few other niche interactions
I really love these ideas! Some changes I would make would be changing “Spooked” to “Haunt” which would reduce all stats by 1 stage and would last 3 turns or until the user/victim were KO’d/swapped out. I think having grass be the disruption type for switching is cool but forced switches aren’t just disruptive, they *feel* uninteractive. I don’t feel that steel should have damage over time since that isn’t usually how the type acts in Pokémon, it’s usually way more defensive. I think Pierce is definitely the name to stick with and instead of a DoT it instead acts as a psuedo critical hit by ignoring all stat changes made by the opponent (just without the damage boost if a crit)
8:07 honestly, I think “soaked” sounds like a better word than “flooded”. When I hear flooded, I think of an area effect, like the ground or a building, not an opponent.
For bleeding, you should make it so it only procs whenever the pokemon afflicted with it attacks, going under the idea that you’re further opening the wound. Maybe make it so it does a bit more damage to balance it out.
One thing with non volatile status effects is that they’re stackable with each other and on top of other non-volatile status effects. Blind might be objectively better to have than confusion, but i imagine It’d be like hell to have both of them at the same time; and maybe some more (infatuation etc) You’d never be able to move, esp if you’re trapped by a move.
@123495734 Bro what are you even talking about... Why would type statuses only be able to affect one pokemon at a time? You can burn or poison multiple pokemon. IIRC, the only exception to that is sleep clause or freeze clause on Showdown only letting you status one mon, but those aren't even official rules anyway. And why would gliscor be immune to confusion and infatuation? Those statuses can be applied in addition to poison.
@@camtheman399 hypothetically if these statuses in the video would be implemented they would be tied to a type, confusion would be psychic and infatuation would be fairy like in the video.
I might have an idea for Petrified. Keep the immobilization, but it reduces the damage the afflicted takes from attacks as rocks can take some hits. However, the afflicted also takes double damage from critical hits as rocks can break from the one good strike which would also break them out of the state.
I actually didn’t know some of these more subtle details about the effects of these status conditions so thank you for explaining them so in depth and FEEL FREE not to apologize for it in the future😂
For the ghost type I had other idea in mind, the effect of "Haunted". This status effect is similar to taunt, as the user can only use status moves, and if those rise your stats, the opponent gets those buffs intead. If the pokemon does not have status moves, it will act as if it was confused. This only lasts for 2 turns tho, as for example, using more than 2 times dragon dance, swords dance, calm mind would be too much.
funny how he said that bleeding is like poison, then showed Elden Ring where the bleed status just inflicts a massive amount of bonus damage when it procs. I feel like the bleed from Elden Ring would be better than bleed in the traditional sense for all the steel types who are used as brick walls with minimal attack stats. It lets them still do damage in bursts while keeping an iron wall
For rock, I was thinking you could do Concussed, since getting hit hard with a rock would probably give you a concussion. Basing the effects off of the symptoms of an actual concussion is easy, but there’s so many things it could do that you’d just have to pick some. A few idea I had were: chance to hit yourself each turn, reflecting the confusion, lowered accuracy, reflecting the loss of coordination, a higher chance to be put to sleep by sleep-causing moves, reflecting the constant fatigue, or disallow you from using your last used move for the duration of the debuff, reflecting the sometimes severe memory loss of a concussion. You could go with any of these, or a combination, but this makes the most sense to me
That sounds really cool for Rock's status condition, but the name "Concussed" makes me think more of Fighting types. Concussions are much more frequently caused by punching someone than a rock hitting them.
@@theultra5482 I think spite already does that well enough, I more meant something that makes it so you can't use the move in the first slot. But I thought about that and disable does something similar already. So how about a field condition that makes one random move unavailable per turn? Reverse metronome XD
Love this idea! Expanding on it-- I think a super good effect to play with is an inversion of Serene Grace: The affected pokemon will be less likely to activate chance-based secondary effects of their moves. In the hypothetical world where there are all these new status' being applied on hit, seems like it'd be really useful~!
very cool ideas! null and the ground and fyling status conditions are the most interesting to me. every ghost move having a 10% chance of roaring you away seems absolutely broken though^^
Spooked wouldn't be TOO bad if it was an exclusively end of turn effect Like, a pokemon is Spooked, but doesn't switch out until the end of turn, when things like poison damage apply
Such a fascinating analysis on status conditions, as well as being creative with some new ones based on effects in other RPGs. Keep up the great content!
For rock, “Unbalanced” could be a status that prevents the opponent from using its item and perhaps unable to raise stats as it would be crippled from being hit by a rock
i had a concept for a gimmick pokemon that changes type while holding a certain item (like ogerpon and its masks) and it has an ability that inflicts a status depending on its type when hit by a physical move, so more statuses = more pain and variants >:), its based of a poison dart frog btw :3
It would've been cool if you mentioned the Obscured status effect when talking about Blindness. While it only exists in Legends Arceus, it's effectively the same as what you described
I loved these effects, if this had been added earlier it would have added complexity and variety to the games, gameplay and competition but for the rock I think it would be something like stealth rock, a damage calculated by the effectiveness of the rock type on the pokemon, something like ''fragments'', it would be annoying for certain pokemons and for others it would be very lethal
Love these suggestions! Especially what you did with Normal type. Only things I might have changed are 'soaked' for Water status and maybe 'squashed' or 'stuck' for Rock status.
This reminds me a lot of a recent game called Cassette Beasts - in that game, not only did most types have unique status effects, but said status effects were applied via type interactions rather than moves themselves. It’s a really unique and fun type system that adds a layer of strategy to things.
I feel like blindness should give your opponent a 2/3 chance to hit nothing rather than a 1/3 chance, that way it’s not objectively worse than confusion
I actually thought about "fear" status condition but being the counterpart of burn by halving special attack instead of attack. It would be a way to counter special attackers as they don't suffer as much with just a burn like physical attacker do
For Rock I would say something like a permanent Salt Cure effect would be the most logical. Though if it is too generic what about treating it as an "entry hazard status condition" where if a Pokemon is inflicted with let's say "Stoned" it will always receive damage upon entering the field as if it would land on Stealth Rocks.
Sandy ghast and lit wig (no i won't search their names to speel them correctly) are actually scarrier than you think. Make fun of the pile of sand all you want but when it controls you and obrigates you to build it a bigger body don't say i din't warned you.
For Rock, the best status would be "stunned" since most rock moves are basically stones being hurled at you or an attack using blunt force (head smash, rollout). Stunned would be similar to sleep but it could be healed by switching out. I think "landed" is also a good option for Rock-Type moves (basically smack down). Since a lot of Pokémon with rock type moves have ground coverage. It could force some Rock Resistant Pokemon (Skarmory, Rotom-Wash) to land and take a hit
@@epicbaconugget704Flinch is an instinctive and immediate physical reaction. It is a natural reflex in which the body involuntarily retracts, tenses muscles and prepares for a possible impact or injury. So just like being shocked at a gruesome scene it's really *really* monetary only lasting a couple seconds at most. While stunned is more long lasting, like being hit in the head by a rock will make you loose conscious at worst or disorient you practically making you lose control over the situation.
Rock type status condition: Entrapped. The opposing pokemon is stuck between large rocks, an entrapped pokemon cannot switch even with pivot moves and cannot use priority moves. Flying and levitating pokemon additionally become grounded. The entrapped condition is cured rapidly, only after 1-2 turns, or upon using a fighting type move, using their immense strength to free themselves instantly.
Or could work the same way as being frozen. The difference is, pokemon struggling inside the rock causes it to "erode away". The pokemon is freed from entrapment if it was hit by a water move. Same way being "thawed out" quickly from a fire move. Also if the pokemon managed to free itself from entrapment this text appears. "The rocks surrounding (pokemon name) eroded away".
This is a really fun thought experiment, and I like the ideas you came up with, as well as many of the ideas here in the comments! I myself wanted to mention that I find it a funny coincidence that you came to the conclusion of Null for the Normal type, because there is a high-end Pokémon-like game (NOT a fan game, but an original game that uses identical mechanics) that has the effect Nullified. The game is called TemTem, and in it, Nullified removes type resistances and weaknesses of the TemTem affected, but it doesn't stop them from taking advantage of enemy weaknesses, which I always found weird because it makes it a status effect that's largely beneficial to be afflicted with the way that it is. Your suggested Null effect definitely feels more like something that's meant to inconvenience the mon affected, so I actually like yours better XD
A portion of what you mentioned is probably something implemented in Casette Beasts with its pretty cool type interactions that temporarily change other players' types.
These are really good! I like how opposing types mirror each other's effects. For rock I'd go with "bruised," because that's what happens when you get hit by a rock. Speed and defense cut, healing moves only heal half as much as normal.
The ghosts that you chose to mock are all capable of killing you in incredibly horrifying ways. Don't drink the tea, be wary of strange lights, and _fear the sands._
I mean, if you wanna be technical. Every pokemon can kill. Even normal types are vastly stronger than humans. Pokemon just never shows that side of things. People and pokemon are killed by pokemon all the time. You think if you run into a random rhyhorn and you piss it off you get away Scott free? No, its gonna gore you and you will die of blood loss, like how a rhino would act. If not be outright stomped.
For grass, I would go with something like "allergy", in reference to urtication from nettles or respiratory allergies from pollen. It would come in two forms, "Itching" and "Sneezing". Both would last up to three turns. Itching has a 50% chance of triggering on the affected Pokémon, causing them to waste a turn scratching themselves and lowering their defense by one stage, due to bruises from scrathing. Sneezing does something similar, with a 50% chance of wasting a turn on a huge sneeze, which breaks their composure and lowers their special defense by one stage
The idea of a bug-type status ailment makes me think of parasites, and now I'm imagining a bug-type equivalent of Future Sight that makes larvae burst out of the target Alien-style. …welp, I'm not sleeping tonight.
I was always curious to hear how a potential Water type status effect would work. Interesting. Side note, I'd love for more RPGs to have water magic like Final Fantasy does.
I love the names you came up with for some of these statues!! Especially Shaken, Flustered, and Null. Those are my favorites. It would be pretty cool to see null in a competitive scene tho
Fear reminded me of when you try to hit "ghost" from gen one without a silph scope giving you the message "your pokemon Was too afraid to move" or something.
Quick note: theres a reason why frozen is the rarest status condition Its the most broken status condition. Id say a "frostbite" condition could work instead of straight up frozen. An in between of burn and paralysis. All offensive stats are reduced by 25% (Attack, sp Attack, and speed) to make it work like Paralysis, but not as debilitating, there's a 25% chance the affected pokemon will move last (or -1 Priority) in Hail (or snow) there is a 25% chance that Frostbite will upgrade to Freeze (only triggers on hit). Frostbitten and frozen pokemon has a 50% chance to lose the status condition when hit with fire move. Now, since the stat condition allows the pokemon to move, this status affects Guts and Facade. Like poison and burn, it now has a "Self harm" item known as the Frost orb.
I think something more interesting would be to make frostbite as common as burn but it only reduces Spa by 25% with the unique effect being that if you're already frostbitten the second frostbite would stack and change to freeze, making it a reactable risk you can play around which would make it more fair and different to the other statuses.
@@jazzmusic9753 interesting tho I was thinking about how this can work in a competitve-viable setting. like, as common as paralyze and burn but not as broken. Why I went with a burn and paralyze? if you ask any ER Doctor, cryo damage to living tissue is similar to burns. and if you are cold enough, some of your skin numbs and nerves begin to shut down. but like freezing, some motor neurons become less effective. so I went with an inbetween.
In my fangame, Blindness is linked with the new Light type, and BTW Flash becomes a status inflicting move. While blind, your accuracy is reduced by 30% and it's unavoidable even with keen eye. The effect lasts differently depending on type and hour/setting. For a Light type in daylight it will last 2 turns, 1 with a sandstorm, for a Dark type at night or in a cave it would last five turns. I also added the Mania status linked to the new Eldritch type. Mania basically gives disobedience to the Pokemon, with a chance of missing and a chance of attacking itself. I also edited statuses from PLA : Frostbite (which does the same thing as your infestation) and Drowsy (which makes it likely to miss a turn) now are ingame and both has 10% chance to turn into Frozen and Sleep. Most moves having 10% chance to freeze now has 30% chance to Frostbite. Yawn gives 100% chance Drowsiness, not its own effect anymore. Notice that Frosbite and Drowsy (and Blind and Mania) are non-volatile statuses, meaning they don't go away with switching, and they stack with volatile statuses like Confusion... Or my new volatile status, Berzerk. It's not linked to a specific type, though it does fit Fighting ; Berzerk makes you gain 2 ATK per turn and forces you to attack, like taunt with no switching, and reaching the end of the third turn you get confused like Swagger. It is overpowered, but the only way to be able to inflict it is with a one-per-battle trainer ability that requires a lvl.-100 battle strategy skill (so it's only available if you always play ruthless, avoid switching and don't inflict statuses. It's more of a bonus skill than a status).
These status conditions are so interesting and well thought out. I would absolutely LOVE to see a rom made featuring these status conditions. That'd be either the easiest or the hardest game depending on what you have access to early game, and how you plan out your party
I feel like the blindness status condition is better suited towards ghost because of the whole mystery quality it would give them and can also be a fun way to prank someone, and the dark type can have a grudge status condition where the opposing Pokémon takes half the damage they deal
Hello! Thank you for taking your time to think out and made this; I appreciate the editing and humor. Your taking inspiration from other RPGs is an interesting direction that I had not previously considered. I do greatly enjoy this kind of discussion, but I would remind you that the Dark type primarily covers rogueish behavior and trick moves (it is called the Evil type in the original Japanese) and may thus be better suited for an effect like your Fluster for flying than something involving literal shadow. Accordingly, I would elect the Blinded effect for Rock type, as you originally did. Also, Normal usually connotates animalism or sound, though it does sometimes denote neutrality. Flying could "pluck" or "blow" away shield effects like Reflect. Furthermore, I would suggest against having all moves of the type in question potentially giving the effect. The types that do this have it worked into their type identity, while the others obviously do not. Also, some effects like Rooted and Spooked are sometimes undesirable. (Also, they might contradict other things like Mega Gengar's Shadow Tag.) Rather, it would work well to introduce several moves that only give the effect (akin to Will-o-Wisp) and others which deal damage but, unlike most damaging moves in that type, have a small chance of triggering the effect (like Ice Beam). A last idea: it would add an interesting layer to these by having a type resist each, or perhaps some of them: as Steel is immune to Poisoning, so Psychic would be immune to Blindness. Other types would get self-immunity, like Electric has for Paralysis; Spooked and Fear, for example. Here is a chain I thought up for this, where the type before the hyphen is immune to the effect of the type after and non-listed types are immune to their own effects, using my suggestions: Psychic-Rock-Fire-Grass-Flying-Ground-Ghost-Fairy-Dragon-Steel-Poison-Bug-Normal-Psychic (Loops) I believe all of those make some degree of sense. I would explain why if not for fear of this getting too long. In that vein, thank you for reading!
I thought of one for Rock, that being called "Crumbling". Crumbling makes all of your attacks have a 1/3 chance of dealing recoil damage. Sort of like how weapons in some RPGs can break when they're at low durability. It only lasts 2-3 turns, and will stack recoil on any moves that already do recoil damage.
This was an extremely interesting concept video and I really like the thought and logic you put into each status. RUclips's recommendations are hitting
Honestly Null sounds like a really cool status condition. Another one that could work, maybe for sound based moves as an honorary type, could be deafness. This condition would be similar to when a pokemon ignores you due to having not enough badges. It has a chance to do nothing at all, a random attack, or use the attack you actually want it to use. Not the sleep effect though, that wouldnt make sense. Speaking of sleep, which typing matches that condition??? I was thinking Grass at first but then you came up with Rooted (which i love! But may be too OP in competitive). I feel like Sleep should break when hit like how you did the Petrify Lite. And instead have Petrify be more like Frozen/Sleep. And change Frozen to Legends Arceus style Frostbite. Lol this post is a lot longer than i thought it would be. TLDR; love the video and the concept!
I really like the Deafened status concept! One because it utilizes the condition of not having enough gym badges in a more competitive sense, two because it serves as a perfect companion to Blinded, and three because while I love the concept of "Null," it honestly feels more like it should be an Ability than a Status condition. I also think Petrify should absolutely work like Frozen, where after a while the opposing Pokemon can break out of it. Otherwise it just gives the opponent too much control over it, and that's never good.
deafness sounds to me a lot like the confusion effect from cassette beasts - in that game, it operates very similarly where it has a chance to use the wrong move or target the wrong opponent makes me wonder if they got the idea from disobedient pokemon, considering how much of the game takes strong inspiration from pokemon
Normal = Sleep A lot of types already have a status condition, just under used. Ghost = Curse Dark = Taunt Grass = Leech Seed Bug = Infestation Water = Soak maybe? Basically obly steel , ground and rock missing something, which kinda make sense I think? They're more physical (in the sense that they're more like real-world attacks)
I think another fun idea is to make it where certain move types will cure statuses similar to fire attacks curing frozen. Ground moves could stabilize a pokemon to cure paralysis, fighting moves could break through petrified, fire could burn away rooted, water could wash away burns, and grass could dry up flooded, so on and so forth. It probably shouldn't work that way with every status and would require more balancing for fire type moves, but I think that it gives a nice layer of tactical depth to type coverage moves.
@@Ryuu15 No, but frozen, even in gen 9, has no hard limit for how long you can be frozen. Could be stuck there, frozen, for over 50 turns if you're unlucky
Thank you so much for this! Was planning on doing this for rhe research stage of my current project, but this makes life so easier! Btw, Petrified could work like Frozen. I incorrectly guessed Fairy.
4:28 I don’t think infatuation is better than paralysis or confusion. In fact, I think it’s moderately worse. The main reason I think this is because paralysis lingers upon switch out, where infatuation doesn’t. While it is true that confusion is also removed on switch out, infatuation is the only one that requires that your opponent stay in, meaning that it is difficult to have a support oriented Pokemon who uses infatuation rather than paralysis or confusion, as infatuation prevents the support Pokemon from switching out if they want to reap the benefits of the status.
Dragon is an amazing offensive type since it hit almost everything for neutral damage. Especially with the strong high base power moves like outrage or draco meteor. Only looking at only effective damage rather than also looking at the types that resist the attacking type makes types like psychic and ghost being bad offensive types well.
He made other statuses that were based off of existing statuses. I had this in mind when I posted this. maybe get off of my *ss, would ya?@@TheXAllosaurus
I really liked the creativity and attempt at balance that was put into these status conditions. Though for Steel's pierced and bleeding I feel like they're too similar to poisoned and badly poisoned, so I think something interesting that could be done for Steel's status is that it lowers any stats currently raised above normal to either back to normal or lowered down to one stage below normal and preventing any stats from being raised, like piercing through one's raised defenses. It could last for a set amount of turns or until the pokemon switches out. You could still have it deal damage over time or have the badly pierced/bleeding do that but if so it'd probably be half of what poison does to keep balance.
So, normal poison actually does 1/8 each turn, that is why in some scenarios it is better to use normal poison rather than badly or toxic poison because it takes 3 turns for badly to do the same amount of total damage as normal then it does more
lol shoutout to me for using Gen 1 Poison mechanics 😂😭
No, It takes 2 turns for badly poison/toxic to do the same dmg as poison, but the total dmg only in three turns, but by the fourth turn toxic already does I think double or more than poison... The difference between poison and toxic is that one u can manage around, while the other if u let it for much time you are done for
@@joseaugustosoriano5094 How is that different then them saying "it takes 3 turns for badly to do the same amount of total damage"
@@nicholsethanen so, I might say I have a problem and my eyes completely jumped over "total" and I'm not even kidding... I REALLY didn't see that it already have total there lol. But the rest of what I say stands still
It’s always better use toxic
I always assumed sleep was the normal type status, due to it being connected to a bunch of normal type Pokemon like Snorlax, Slacking, and jigglypuff. As well as moves like Sleep talk and Yawn. The sleep status icon even shares the same gray color as the normal type. Although the null effect is pretty cool.
And also because everyone sleeps, so is basically something regular(normal)
Did you mean 'Yawn'?
Plus, Normal = boring, and boring things put you to sleep, so it makes sense.
Yeah but if you're thinking of INDUCING sleep it's more common to think you need psychic powers for that, as in hypnosis or even rest, or delivering a certain substance, as in sleep powder or spore
@@marcosluismartinmorales5523I always thought of it more as a Bug or Grass status because of spore, but I think Normal still works because "inducing sleep" could also just be knocking them unconscious. I think many moves represent this with some being: Headbutt, Head Charge, Barrage, Bind, Dizzy Punch, Double Hit, Flail, Constrict Guillotine, Hyper Voice, Mega Kick/Punch, Pound, Slam, Stomp, and of course Sing. Then, you have other sleep-related moves like Yawn, Snore, Sleep Talk, Slack Off, and now Smelling Salts.
I also think Psychic makes enough sense with Hypnosis, Rest, and even Dream Eater, but Psychic has always seemed more like the type for confusion. Both Psychic and Grass/Bug types induce sleep, but I've always associated confusion with Psychic types, and therfore sleep with the Bugs and Grass . Using similar logic, Grass and Bug types can also induce paralysis, but I associate that with Electric types. Many Bugs and Grass types can cause confusion, paralysis, and sleep, but due to confusion and paralysis being "taken up", I naturally thought of them as the sleep guys. However, seeing how many Normal moves that not only relate to sleep, but also could very well induce sleep or wake, I'm beginning to rethink that Normal types do seem to make a lot of sense.
"Petrified would be too strong"
Frozen quietly leaves the room hoping not to be noticed
I mean, frozen is not permanent, you'll eventually thaw out, petrified however, IS permanent, so you're gonna stuck forever
Honestly though, it should be noted that technically there is no limit to how long frozen can last, so long as you don’t have Flare Blitz or don’t get hit by a fire move or Scald. In a way, that does make it a pretty terrifyingly powerful status condition.
That was Gen 1 only. Frozen and by extension Ice moves in general were pretty busted. Did you know Blizzard used to have a 30% chance to freeze?
@@ryandennison8754 I'm not even joking I had a round once where I had 1 mon in a doubles match frozen for 11 TURNS that my opponent felt so bad for me that they forfeited the game
Yeah, but Ice needs the help to not immediately get bodied by half of every usable pokemon.
I think Piercing/Bleeding for Steel could be changed to something like "Rusting". It fits the "E for Everyone" nature of Pokemon and can still reasonably do the same thing as Bleeding/Poison, taking damage every turn as the Pokemon begins to rust.
Great idea. Rusting should also reduce Defense stat like how Burn reduces Attack stat.
But... Skin doesn't rust.
@@Xeno_Solarus And rocks don't catch on fire, or get poisoned. I think for Pokemon, with all the shenanigans going on, a Rusting effect isn't too out of the ordinary.
@@Xeno_SolarusThe pokedex literally says Magcargos ambient heat is like 30k Celsius or something, Haunter kills stuff by licking it, Gardevoir can summon black holes etc, Pokemon isn't really known for being true to logic.
@@onboro7707 coal and sulfur would like a word
Minor correction; burn no longer halves Attack. From Gen 8 onwards, it halves the Base Power of physical moves. This change makes the status ailment more detrimental to have because the damage dealt by Foul Play and hurting oneself in Confusion is no longer reduced.
I didn't know about those minor details! Thanks for the info!
sooo what's the difference? don't both essentially do same in terms of halving the damage from the physical side? maybe im missing something here but seems like a pointless change.
@@Hugo-MTX96 as hessenic said in his comment, it affects niche interactions like Confusion, which isn't a move, and the damage done by Foul Play, which is calculated based on the opposing pokemon's attack.
I'm pretty sure Body Press is affected too
@@DekuLordBody Press is quite common
For Rock, I'd go with "Broken" - since when you get hit with a rock your bones would get broken. it causes your physical Attack and Defense stats to get dropped by 25% each.
This condition will instantly kill flying type pokemon
Should be called vulnerable
It could also just work as a much better version of paralysis that just halfs your speed without the losing your turn bs. Since you're not gonna be able to move as fast with broken bones.
Broken is a great name, but make it remove the pokemon's ability.
@@Peeliokayes I agree
I'd argue dark has its perfect status condition
Taunt
It fits perfectly for the 'sneaky' and 'evil' type to Gaud the opponent into a blind rage
I say some dark type moves should have a corruption affect similar to confusion but what it does is that it effects the pokemon ability to listen to its trainer, so either it does nothing or uses a move other than the one you asked it to do.
@@foxalive1772 lowkey I'd love the idea but replace confusion with it
'Loose a turn' is such a boring mechanic and stacks with paralysis
@@mandragorius9637 I agree. There's no reason for the dark type status to be blind. Dark Pokémon aren't literally dark. The Japanese word for the Pokémon is the evil type
i can see Petrified being more like a Rock-Type's variation of Frozen, but instead of Fire moves instantly removing it, it'd be Fighting moves
I'd say any physical move breaks it, but make it more likely to happen than Frozen, if Ice beam has a 10% chance, then lets say rock blast has 20%
@@therranolleo468 I was thinking more under the "Contact" umbrella, but that might be too broad.
I think it should be unable to be removed via switching but last for up to 8 turns. If not it is set up fodder
One option could be to make so that it is like frozen, but the next move that hits has 33% extra power. The effect is cleared if the next move hits or if the user doesn't attack, so you can't setup or permastun.
The ideal usage would be to stun an opponent with petrification (a hypothetical move that has a 100% chance of inflicting the status but has like an 85% accuracy at most) and then use Rock Wrecker or Head Smash for a 200 power attack that can ohko certain pokemon.
Should ghost types be unable to be petrified then?
"Null" sounds cool, until you face a shadinja with safety goggles that has been made null, causing it to be nearly unkillable
Interesting list. On the Ghost type, i particularly think that Cursed should be the type signature status. It's already in the game and resonate well with type.
A great way to make it different from other DoT status effects is that Cursed should also take damage even when switched out. 😂
@@fg009letyrds8Curse does 1/4 HP per turn. If you leave it on while switched out you might as well rename it to "Heart Attack" and have it instantly KO.
Honestly I kinda prefer fear from gen 1 in the Lavender Town Tower, that was associated with ghosts and your Pokémon couldn't do anything due to fear, so perhaps a status where there's no stat drops or health loss but there's a 50%-75% chance your Pokémon won't do anything
Spooked also seems hecka broken. Since it could activate before a Pokémon makes its move, it’s basically a chance to flinch except it also removes boosts, cancels active move effects and potentially (and likely, since you can spam it) switches to a Pokémon with a bad matchup.
Could singlehandedly make Ghost the most broken type in the game.
Yeah I thought they were gonna go with haunted/cursed
Interestingly, a good number of these status conditions are already a thing in Pokemon Mystery Dungeon, like Blindness, Petrified or Terrified (which works for your Spooked). Might be good to check out for inspiration for new status effects.
Glad to see that I was not the only one who was gonna mention this.
Rooted was also basically already around in gen 1 with moves like wrap and bind
Even the normal status condition of “null” is kind of a thing in super mystery dungeon too, with the emera “Type Bulldozer” negating all type interactions for your attacks lol
For Water types, Flooded is great but I also thought of Thirsty. Rather than soaking the target in water, the user absorbs moisture to weaken it. Being thirsty (or dehydrated) causes you to use up energy resources much faster than if you felt normal. Therefore, Thirsty causes all recovery items and recovery moves to heal half the HP/PP they usually do. Another option is make Thirsty like Spite and Pressure: every time you use a recovery item or move, it depletes two items/PP from your resources.
"SOAKED" would be a perfect water-type status, and it would work just like the move "Soak"...changes the afflicted Pokemon's typing to the Water type.
That would nerf a lot of water type moves because they would now be not very effective since water resists water@@djublonskopf
Maybe it could also have a similar effect to dry skin where it would increase the damage dealt by fire type moves
Drink water
That could be nice for plants too as they absorb the nutrients in your body 😉💚
I thought “Curse” was the unique status for ghost. Dealing 1/4 of the target’s hp at the end of every turn, which also can stack with other damaging statuses like poison or burn. Although I would find the Spooked status condition interesting to use I would like to see more moves have the chance to inflict curse personally.
true, and asleep is definitely the normal type associated status condition.. and as much as I liked the concept of null, it just sounds too much like a terrain effect, rather than a status. plain terrain would be nice to apply that null status concept
@@jplveigamost of sleep moves are grass and psychic, and the first sleep themed pokemon was psychic type
@icedragon7347 While that is true, when I think of sleep (when referring to the status effect), I think of Snorlax, yawn, or sleep talk
@@icedragon7347jiglypuff's sing is normal type
I was thinking of Cursed reducing the effectiveness of healing. When Cursed, all heal moves and items will restore only half as much HP. So Recover will only restore 1/4, Leftovers 1/32, etc.
Would also make Nuzlocke challenges tense
There’s actually a ghost type status effect in Pokémon Shuffle called Spookify. The only effect is multiplying the damage they take from ghost moves by 50% for three turns.
Damn. Spookify is WAY cooler than Spooked 😔
I wonder if that’s based on the Trick or Treat attack 🤔 (adds the ghost type in the main games). In Pokémon masters it also makes the opponent more weak to ghost. But theoretically any type can have a weakness or resistance increased through the “rebuff”
Status system in that game.
@@shepskydadalso isnt cursed ( from the curse move ) a status effect?
@@Jet-planedont think so since it could stack with other status conditions
@@shepskydadbut spooked is more fun to say
a shedinja with i move that nullifies would be absolutly BROKEN
It would still be easy to kill due to its low health. It'd only be immune to direct damage, but not to weather (Hail and Sandstorm), statuses (Poisoned and Burned) or abilities (Rough Skin and Aftermath)
@@gergelyapro1946 true sadly but he will wipe teams without that
had the same thought after i heard that
For the infest status we could still have infestation as a move, it just changes to a status setter like willow wisp or confuse ray
Or it could be like Scald, where Infestation damages AND has a chance to inflict Infest.
@@lunalgaleo1991 very true
@@lunalgaleo1991 Nuzzle has a guaranteed para chance tho
@@idosomethingiguess3680 Oh, it does? That's on me, sorry.
For rock's petrified, you could make them unable to move for a set number of turns but have it increase their defense. That way, it's a status condition that allows you to set up or forces your opponent to switch out, but doesn't allow you to just get a free kill
And call it Pinned condition
Ooh, that sounds fun to play around with.
0:17 "Jeez I thought these were kids games" Yeah having nightmares by a funny shadow creature is the darkest thing ever man idk how they could've possibly gotten away with that
I actually love this. For grass, maybe like "pollen" or "allergies" where the Pokémon are like sick and their evasiveness dips 25%, basically making moves more accurate.
I think "Allergic" would be great. However, I'd make it so that the chance of a secondary effect from an opponent's move is higher. Like you already have a weakened immune system, so you're more likely to suffer from status conditions and debuffs. So kinda like your Evasion, but for secondary effects only.
this would be way too underwhelming
@@Qyubij I don't know, I think a hydro pump or fire blast going from 80 percent accuracy to 85 or 90 would be pretty cool.
@paulcaridi4964 also, the water type already reduced evasion. I don't feel like another one to do that is needed
@@Qyubij is that in a newer generation? Because I've never heard that. But I also don't know anything past the fifth generation.
I feel like Frostbite and Drowsy would've been good to mention since they technically were status conditions associated with different types, but different versions of existing ones
Drousy sounds great for Normal Type attacks
I honestly like Frostbite a lot more than frozen. Not only is it nice to have a special counterpart to burn, but freeze was always too RNG heavy to be fun (both for the inflictor and the victim) because you can’t rely on it landing or staying/thawing.
What does drowsy do
@@cristhianmontoya6648 it causes there to be a chance that a Pokémon doesn't act at all during its turn in Legends: Arceus.
@@cristhianmontoya6648 Drowsy works similar to Paralysis only that it takes more damage from attacks. Basically loweing its defensive stats (both) instead of speed
One thing I'd find fun is having both real name and localized names, for example how bleeding and piercing are the real names but they get super family friendly localized names because the localizers are wimps who keep trying to make Pokémon a kid's game despite it's not being a kid's game
Edit: Forgot to say but for example blinded's real name coule be "Hallucinating" or "Fooled" or even just "Disoriented" as those well fit the fact that they're the status of the evil type
I think an interesting way to make 'Bleeding' distinct from the two types of Poisons would be for it to deal a higher amount of damage (3/16ths), but only when the affected Pokémon performs a move rather than at the end of each turn.
I think chipped, would be a more friendlier term for the status, since it does imply the wounds but it doesn't outright say something with blood like open wounds/bleeding.
im guessing you mean when performs an attacking move? but yeah, that makes it also more unique and interesting move that way, that way you could still have the pokemon be on the field doing things(possibly) and in double battles still supporting the other mon. i think having it deal damage self while also performing physical attacks would be a neat detail, but that might be too small of a detail
@@viiranen Isn't that the same as adding recoil? or is it because it's constant damage vs. a fraction?
Maybe it increases each time the affected Pokemon takes damage from a move,
Damn, Limbus Bleed (real)
Very neat ideas!! It’s fun to theorize about potential interactions.
For Rock, I was thinking of ‘Calcified’, and in a manner similar to Perish Song. Calcified comes in 3 stages, if the third stage is reached, the Pokemon is instantly KOd. However, each stage increases the target’s defense, thus making for rather crazy plays
This is awesome
I like this
That sounds interesting. Like a double-edged-sword thing, it can be very powerful, but also very risky.
Yep. I like this. Giving the Pokemon a boost but at a cost of now it's on a timer to win. Now we know why Brock is the first gym leader, cause he's going easy on you. I did like another post's idea about broken too, so maybe calcify does get the buff of instantly KOing flying types.
Wouldn’t that be better for ground types since you could have it as a status effect of quicksand lowering the speed stand by 25%, but make it unable to use physical moves due to not being able to reach.
I just think it'd be completely unimposing in casual playthroughs, because it'd be a free opportunity to just use a full heal right at the end every time
Rock should have been called stoned, and it lowers accuracy since you are hallucinating
One thing you forgot is that confusion damage bases off the users attack stats, that's why things moves like swagger have a risk reward system where they might hit you for twice the damage, or hit themselves twice the damage instead
Flatter, on the other hand...
I wonder how much of an impact it would have if confusion damage could use special attack and special defense when that would deal more damage.
It would certainly make Flatter better.
Personally. They should just make confusion use whichever atk stat is higher. Would make flatter useful and not make swagger the default. Always lame making a spatk mon confused doesn't amount to much
The Petrify status was a thing in the Pokemon Mystery Dungeon games and worked pretty much exactly like you put it. It would prevent the one with the status from moving or attacking until they got hit. In those games, it was inflicted by an item, but in the main series, this would force you to have to switch as otherwise the opponent would just get free setup turns
10:58 I feel like you could've just made prettified like frozen or sleep and it would've been fine.
Love this concept, your ideas were great! For water I think "drenched" is a good name too
Drenched is a much better name
Yeah your suggestion is cooler! 👏👏 I like it.
There are some neat ideas, but these statuses will make strong types like Water and Fairy even stronger and more unbalanced
Yeah… I can admit that Infatuation would be HORRIBLE 😅
@@shepskydad Wouldn't making infatuation/attract a Fairy status effect, just mean fairy pokemon can't get attracted? You don't need to add more instances of the move, since it's already basically a Fairy move by learn pool.
Steel/Poison pokemon don't really use attract anyway. So I don't think this one actually makes Fairy much stronger compared to some of the other status effects.
@@kyleellis1825that is closer to type effect immunity, like fire not getting burned or grass being immune to powder moves.
But the video treats these statuses like a secondary effect to moves which would overtune the type... Again.
Like imagine moon blast having a 20% to infatuate you, it would be ridiculous.
I'd say on stronger types, making the chance to apply these statuses FAR less... Like 5% or 10% on MOST moves.
Or just give to moves with no secondary. Just like not every fire move burns. Or every poison poisons
A rock status I thought of could be something like weighed down, since I think having a ton of rocks on you would weigh you down a bit. Basically it would cause the Pokémon inflicted with it have all their moves get last priority no matter what. This would probably last a limited amount of turns instead of being a switch out thing, but idk.
Well, that’s a spark of inspiration! I am in the process of learning game design, and am now in a game development team. I’d be more than honored to have statuses of the elements in my game! Thanks for making this video. I’m thrilled to see what I can do for the future!
That’s awesome! Take whatever ideas you like and run with them! Best of luck 😁
Likewise, these are great to consider for a Table Top RPG etc.
Interesting...
Slight correction for burn: it doesn't cut the Attack stat in half, but rather it halves the power of all physical moves. Might not seem that big a distinction, but this interaction is why Foul Play deals the same damage regardless of it the target is burned or not, as well as a few other niche interactions
Rock could be: abraded, you revive damage with physical hits, like a rocky helmet effect.
I really love these ideas!
Some changes I would make would be changing “Spooked” to “Haunt” which would reduce all stats by 1 stage and would last 3 turns or until the user/victim were KO’d/swapped out.
I think having grass be the disruption type for switching is cool but forced switches aren’t just disruptive, they *feel* uninteractive.
I don’t feel that steel should have damage over time since that isn’t usually how the type acts in Pokémon, it’s usually way more defensive. I think Pierce is definitely the name to stick with and instead of a DoT it instead acts as a psuedo critical hit by ignoring all stat changes made by the opponent (just without the damage boost if a crit)
8:07 honestly, I think “soaked” sounds like a better word than “flooded”. When I hear flooded, I think of an area effect, like the ground or a building, not an opponent.
For the petrified thing you could make it so that attack that breaks you out does more damage like you are smashing the stone
6:47 - If you know their pokedex descript, you DO get spooked
Bro litwik and it’s evolutions are a how diffrent type of demon
Never fuck with a Chandelure line mon
For bleeding, you should make it so it only procs whenever the pokemon afflicted with it attacks, going under the idea that you’re further opening the wound. Maybe make it so it does a bit more damage to balance it out.
5:16 why this dragonite so angy
One thing with non volatile status effects is that they’re stackable with each other and on top of other non-volatile status effects. Blind might be objectively better to have than confusion, but i imagine It’d be like hell to have both of them at the same time; and maybe some more (infatuation etc) You’d never be able to move, esp if you’re trapped by a move.
Imagine Infuatiation + blind + confusion + paralysis. Maybe throw in some accuracy drops or evasion boosts too.
Since they would all be tied to a type and type statuses can only affect one pockét monster at a time it would work, only confusion, blindness etc..
Just like how poison heal gliscor is immune to status, except he would also bw immune to confusion and infatuation since they'd be type specific
@123495734 Bro what are you even talking about... Why would type statuses only be able to affect one pokemon at a time? You can burn or poison multiple pokemon. IIRC, the only exception to that is sleep clause or freeze clause on Showdown only letting you status one mon, but those aren't even official rules anyway.
And why would gliscor be immune to confusion and infatuation? Those statuses can be applied in addition to poison.
@@camtheman399 hypothetically if these statuses in the video would be implemented they would be tied to a type, confusion would be psychic and infatuation would be fairy like in the video.
I might have an idea for Petrified. Keep the immobilization, but it reduces the damage the afflicted takes from attacks as rocks can take some hits. However, the afflicted also takes double damage from critical hits as rocks can break from the one good strike which would also break them out of the state.
I actually didn’t know some of these more subtle details about the effects of these status conditions so thank you for explaining them so in depth and FEEL FREE not to apologize for it in the future😂
5:07 dragon is one of those good "neutral" types.
in fact in gen 5 it was so good offensively that gamefreak had to nerf it by introducing fairies.
For the ghost type I had other idea in mind, the effect of "Haunted".
This status effect is similar to taunt, as the user can only use status moves, and if those rise your stats, the opponent gets those buffs intead. If the pokemon does not have status moves, it will act as if it was confused.
This only lasts for 2 turns tho, as for example, using more than 2 times dragon dance, swords dance, calm mind would be too much.
maybe disabling a random move for one turn every turn, meaning only 3 moves will be available to select, but they change every turn
@@aonirnolaloth The Disabling idea is PRETTY cool
funny how he said that bleeding is like poison, then showed Elden Ring where the bleed status just inflicts a massive amount of bonus damage when it procs. I feel like the bleed from Elden Ring would be better than bleed in the traditional sense for all the steel types who are used as brick walls with minimal attack stats. It lets them still do damage in bursts while keeping an iron wall
For rock, I was thinking you could do Concussed, since getting hit hard with a rock would probably give you a concussion. Basing the effects off of the symptoms of an actual concussion is easy, but there’s so many things it could do that you’d just have to pick some. A few idea I had were: chance to hit yourself each turn, reflecting the confusion, lowered accuracy, reflecting the loss of coordination, a higher chance to be put to sleep by sleep-causing moves, reflecting the constant fatigue, or disallow you from using your last used move for the duration of the debuff, reflecting the sometimes severe memory loss of a concussion. You could go with any of these, or a combination, but this makes the most sense to me
I love the last one, I've also been hoping that one day we'd get slot based move restrictions!
That sounds really cool for Rock's status condition, but the name "Concussed" makes me think more of Fighting types. Concussions are much more frequently caused by punching someone than a rock hitting them.
@@tentiapoeoooo Like a Status Condition that lowers move PP?
@@theultra5482 I think spite already does that well enough, I more meant something that makes it so you can't use the move in the first slot. But I thought about that and disable does something similar already. So how about a field condition that makes one random move unavailable per turn? Reverse metronome XD
Love this idea! Expanding on it-- I think a super good effect to play with is an inversion of Serene Grace: The affected pokemon will be less likely to activate chance-based secondary effects of their moves. In the hypothetical world where there are all these new status' being applied on hit, seems like it'd be really useful~!
very cool ideas! null and the ground and fyling status conditions are the most interesting to me.
every ghost move having a 10% chance of roaring you away seems absolutely broken though^^
Spooked wouldn't be TOO bad if it was an exclusively end of turn effect
Like, a pokemon is Spooked, but doesn't switch out until the end of turn, when things like poison damage apply
Well they'll have a chance to spooke you, and spook might have its own chance to force a switch on attacking, that way it would be interesting
For rock types:
Concussion, causes your pokemon to choose one of its moves at random (similar to traded pokemon) and halves the pokemon's speed.
Such a fascinating analysis on status conditions, as well as being creative with some new ones based on effects in other RPGs. Keep up the great content!
For rock, “Unbalanced” could be a status that prevents the opponent from using its item and perhaps unable to raise stats as it would be crippled from being hit by a rock
i had a concept for a gimmick pokemon that changes type while holding a certain item (like ogerpon and its masks) and it has an ability that inflicts a status depending on its type when hit by a physical move, so more statuses = more pain and variants >:), its based of a poison dart frog btw :3
It would've been cool if you mentioned the Obscured status effect when talking about Blindness. While it only exists in Legends Arceus, it's effectively the same as what you described
I loved these effects, if this had been added earlier it would have added complexity and variety to the games, gameplay and competition
but for the rock I think it would be something like stealth rock, a damage calculated by the effectiveness of the rock type on the pokemon, something like ''fragments'', it would be annoying for certain pokemons and for others it would be very lethal
For Rock type you get the effect : Stoned. (Joking )
ok but sleep is definitely just the normal type status effect already
Love these suggestions! Especially what you did with Normal type. Only things I might have changed are 'soaked' for Water status and maybe 'squashed' or 'stuck' for Rock status.
This reminds me a lot of a recent game called Cassette Beasts - in that game, not only did most types have unique status effects, but said status effects were applied via type interactions rather than moves themselves. It’s a really unique and fun type system that adds a layer of strategy to things.
I feel like blindness should give your opponent a 2/3 chance to hit nothing rather than a 1/3 chance, that way it’s not objectively worse than confusion
I actually thought about "fear" status condition but being the counterpart of burn by halving special attack instead of attack. It would be a way to counter special attackers as they don't suffer as much with just a burn like physical attacker do
Doesn't frostbite do the same thing?
Frostbite is exclusive to Legends Arceus@@akianmitra5742
@@akianmitra5742yes, so it should probably be Special Defense instead as it can allude to being Mentally vulnerable when you're under Fear.
@@akianmitra5742 Isnt frostbite only in legends arceus?
For Rock I would say something like a permanent Salt Cure effect would be the most logical. Though if it is too generic what about treating it as an "entry hazard status condition" where if a Pokemon is inflicted with let's say "Stoned" it will always receive damage upon entering the field as if it would land on Stealth Rocks.
no way would pokemon call an effect "stoned"
What about the opponent gets a piece of cheese?
Stunned could work since getting hit in the head by a rock would probably give you head trauma.
Sandy ghast and lit wig (no i won't search their names to speel them correctly) are actually scarrier than you think. Make fun of the pile of sand all you want but when it controls you and obrigates you to build it a bigger body don't say i din't warned you.
For Rock, the best status would be "stunned" since most rock moves are basically stones being hurled at you or an attack using blunt force (head smash, rollout). Stunned would be similar to sleep but it could be healed by switching out.
I think "landed" is also a good option for Rock-Type moves (basically smack down). Since a lot of Pokémon with rock type moves have ground coverage. It could force some Rock Resistant Pokemon (Skarmory, Rotom-Wash) to land and take a hit
We already have flinch
@@epicbaconugget704Flinch is an instinctive and immediate physical reaction. It is a natural reflex in which the body involuntarily retracts, tenses muscles and prepares for a possible impact or injury.
So just like being shocked at a gruesome scene it's really *really* monetary only lasting a couple seconds at most.
While stunned is more long lasting, like being hit in the head by a rock will make you loose conscious at worst or disorient you practically making you lose control over the situation.
@@Nitosa stunned is so similar
Stunned was the status from my card game I made in 5th grade for earth element.
Rock type status condition: Entrapped. The opposing pokemon is stuck between large rocks, an entrapped pokemon cannot switch even with pivot moves and cannot use priority moves. Flying and levitating pokemon additionally become grounded.
The entrapped condition is cured rapidly, only after 1-2 turns, or upon using a fighting type move, using their immense strength to free themselves instantly.
Or could work the same way as being frozen. The difference is, pokemon struggling inside the rock causes it to "erode away". The pokemon is freed from entrapment if it was hit by a water move. Same way being "thawed out" quickly from a fire move. Also if the pokemon managed to free itself from entrapment this text appears.
"The rocks surrounding (pokemon name) eroded away".
This is a really fun thought experiment, and I like the ideas you came up with, as well as many of the ideas here in the comments! I myself wanted to mention that I find it a funny coincidence that you came to the conclusion of Null for the Normal type, because there is a high-end Pokémon-like game (NOT a fan game, but an original game that uses identical mechanics) that has the effect Nullified. The game is called TemTem, and in it, Nullified removes type resistances and weaknesses of the TemTem affected, but it doesn't stop them from taking advantage of enemy weaknesses, which I always found weird because it makes it a status effect that's largely beneficial to be afflicted with the way that it is. Your suggested Null effect definitely feels more like something that's meant to inconvenience the mon affected, so I actually like yours better XD
A portion of what you mentioned is probably something implemented in Casette Beasts with its pretty cool type interactions that temporarily change other players' types.
Almost all of them are indeed in Cassette Beasts
technically there already is soak, but yes.
These are really good! I like how opposing types mirror each other's effects.
For rock I'd go with "bruised," because that's what happens when you get hit by a rock. Speed and defense cut, healing moves only heal half as much as normal.
The ghosts that you chose to mock are all capable of killing you in incredibly horrifying ways.
Don't drink the tea, be wary of strange lights, and _fear the sands._
I mean, if you wanna be technical. Every pokemon can kill. Even normal types are vastly stronger than humans. Pokemon just never shows that side of things. People and pokemon are killed by pokemon all the time. You think if you run into a random rhyhorn and you piss it off you get away Scott free? No, its gonna gore you and you will die of blood loss, like how a rhino would act. If not be outright stomped.
Love how chill your videos are 👌
For grass, I would go with something like "allergy", in reference to urtication from nettles or respiratory allergies from pollen.
It would come in two forms, "Itching" and "Sneezing". Both would last up to three turns.
Itching has a 50% chance of triggering on the affected Pokémon, causing them to waste a turn scratching themselves and lowering their defense by one stage, due to bruises from scrathing.
Sneezing does something similar, with a 50% chance of wasting a turn on a huge sneeze, which breaks their composure and lowers their special defense by one stage
The idea of a bug-type status ailment makes me think of parasites, and now I'm imagining a bug-type equivalent of Future Sight that makes larvae burst out of the target Alien-style.
…welp, I'm not sleeping tonight.
I was always curious to hear how a potential Water type status effect would work. Interesting. Side note, I'd love for more RPGs to have water magic like Final Fantasy does.
I love the names you came up with for some of these statues!! Especially Shaken, Flustered, and Null. Those are my favorites. It would be pretty cool to see null in a competitive scene tho
Fear reminded me of when you try to hit "ghost" from gen one without a silph scope giving you the message "your pokemon Was too afraid to move" or something.
7:36 "for some this could be an underpowered status". My immediate thought when you said it was "that's an overpowered status"
Quick note: theres a reason why frozen is the rarest status condition
Its the most broken status condition.
Id say a "frostbite" condition could work instead of straight up frozen.
An in between of burn and paralysis.
All offensive stats are reduced by 25% (Attack, sp Attack, and speed)
to make it work like Paralysis, but not as debilitating, there's a 25% chance the affected pokemon will move last (or -1 Priority)
in Hail (or snow) there is a 25% chance that Frostbite will upgrade to Freeze (only triggers on hit).
Frostbitten and frozen pokemon has a 50% chance to lose the status condition when hit with fire move.
Now, since the stat condition allows the pokemon to move, this status affects Guts and Facade.
Like poison and burn, it now has a "Self harm" item known as the Frost orb.
Frostbite already exists in Legends Arceus, it’s the special equivalent of a burn
I think something more interesting would be to make frostbite as common as burn but it only reduces Spa by 25% with the unique effect being that if you're already frostbitten the second frostbite would stack and change to freeze, making it a reactable risk you can play around which would make it more fair and different to the other statuses.
@@jazzmusic9753 interesting
tho I was thinking about how this can work in a competitve-viable setting.
like, as common as paralyze and burn
but not as broken.
Why I went with a burn and paralyze? if you ask any ER Doctor, cryo damage to living tissue is similar to burns.
and if you are cold enough, some of your skin numbs and nerves begin to shut down.
but like freezing, some motor neurons become less effective.
so I went with an inbetween.
In my fangame, Blindness is linked with the new Light type, and BTW Flash becomes a status inflicting move. While blind, your accuracy is reduced by 30% and it's unavoidable even with keen eye. The effect lasts differently depending on type and hour/setting. For a Light type in daylight it will last 2 turns, 1 with a sandstorm, for a Dark type at night or in a cave it would last five turns.
I also added the Mania status linked to the new Eldritch type. Mania basically gives disobedience to the Pokemon, with a chance of missing and a chance of attacking itself.
I also edited statuses from PLA : Frostbite (which does the same thing as your infestation) and Drowsy (which makes it likely to miss a turn) now are ingame and both has 10% chance to turn into Frozen and Sleep. Most moves having 10% chance to freeze now has 30% chance to Frostbite. Yawn gives 100% chance Drowsiness, not its own effect anymore.
Notice that Frosbite and Drowsy (and Blind and Mania) are non-volatile statuses, meaning they don't go away with switching, and they stack with volatile statuses like Confusion...
Or my new volatile status, Berzerk. It's not linked to a specific type, though it does fit Fighting ; Berzerk makes you gain 2 ATK per turn and forces you to attack, like taunt with no switching, and reaching the end of the third turn you get confused like Swagger. It is overpowered, but the only way to be able to inflict it is with a one-per-battle trainer ability that requires a lvl.-100 battle strategy skill (so it's only available if you always play ruthless, avoid switching and don't inflict statuses. It's more of a bonus skill than a status).
Berzerk actually reminds me of the gen 2 item Berserk Gene which raises your attack by two but confuses you
@@saphirestorm7952 it's not a coincidence! I wanted to find a purpose to this abandoned item, and ended up making it a status equivalent of Swagger.
11:29 Null would break Shedinja with the Wonder guard
These status conditions are so interesting and well thought out. I would absolutely LOVE to see a rom made featuring these status conditions. That'd be either the easiest or the hardest game depending on what you have access to early game, and how you plan out your party
Bro imagine tryna have choice specs and focus blast....
Then the opponent uses blindness
I feel like the blindness status condition is better suited towards ghost because of the whole mystery quality it would give them and can also be a fun way to prank someone, and the dark type can have a grudge status condition where the opposing Pokémon takes half the damage they deal
Hello! Thank you for taking your time to think out and made this; I appreciate the editing and humor. Your taking inspiration from other RPGs is an interesting direction that I had not previously considered.
I do greatly enjoy this kind of discussion, but I would remind you that the Dark type primarily covers rogueish behavior and trick moves (it is called the Evil type in the original Japanese) and may thus be better suited for an effect like your Fluster for flying than something involving literal shadow. Accordingly, I would elect the Blinded effect for Rock type, as you originally did. Also, Normal usually connotates animalism or sound, though it does sometimes denote neutrality. Flying could "pluck" or "blow" away shield effects like Reflect.
Furthermore, I would suggest against having all moves of the type in question potentially giving the effect. The types that do this have it worked into their type identity, while the others obviously do not. Also, some effects like Rooted and Spooked are sometimes undesirable. (Also, they might contradict other things like Mega Gengar's Shadow Tag.) Rather, it would work well to introduce several moves that only give the effect (akin to Will-o-Wisp) and others which deal damage but, unlike most damaging moves in that type, have a small chance of triggering the effect (like Ice Beam).
A last idea: it would add an interesting layer to these by having a type resist each, or perhaps some of them: as Steel is immune to Poisoning, so Psychic would be immune to Blindness. Other types would get self-immunity, like Electric has for Paralysis; Spooked and Fear, for example. Here is a chain I thought up for this, where the type before the hyphen is immune to the effect of the type after and non-listed types are immune to their own effects, using my suggestions:
Psychic-Rock-Fire-Grass-Flying-Ground-Ghost-Fairy-Dragon-Steel-Poison-Bug-Normal-Psychic (Loops)
I believe all of those make some degree of sense. I would explain why if not for fear of this getting too long. In that vein, thank you for reading!
5:02 "... dragon moves, which are arguably the least useful for offense"
**Laughs in two resistances**
I thought of one for Rock, that being called "Crumbling". Crumbling makes all of your attacks have a 1/3 chance of dealing recoil damage. Sort of like how weapons in some RPGs can break when they're at low durability. It only lasts 2-3 turns, and will stack recoil on any moves that already do recoil damage.
Hm, your metaphor seemed to compare better with PP, as in lowering that moves PP by alot instead of the normal one per move
This was an extremely interesting concept video and I really like the thought and logic you put into each status. RUclips's recommendations are hitting
5:59 Man, rock head go crazy there
5:33 It's funny because Reckless is an already existing Ability
Honestly Null sounds like a really cool status condition.
Another one that could work, maybe for sound based moves as an honorary type, could be deafness.
This condition would be similar to when a pokemon ignores you due to having not enough badges. It has a chance to do nothing at all, a random attack, or use the attack you actually want it to use. Not the sleep effect though, that wouldnt make sense.
Speaking of sleep, which typing matches that condition??? I was thinking Grass at first but then you came up with Rooted (which i love! But may be too OP in competitive). I feel like Sleep should break when hit like how you did the Petrify Lite.
And instead have Petrify be more like Frozen/Sleep.
And change Frozen to Legends Arceus style Frostbite.
Lol this post is a lot longer than i thought it would be.
TLDR; love the video and the concept!
honestly sleep felt more like a psychic status to me than confusion.
I really like the Deafened status concept! One because it utilizes the condition of not having enough gym badges in a more competitive sense, two because it serves as a perfect companion to Blinded, and three because while I love the concept of "Null," it honestly feels more like it should be an Ability than a Status condition.
I also think Petrify should absolutely work like Frozen, where after a while the opposing Pokemon can break out of it. Otherwise it just gives the opponent too much control over it, and that's never good.
Nulled shedinja
deafness sounds to me a lot like the confusion effect from cassette beasts - in that game, it operates very similarly where it has a chance to use the wrong move or target the wrong opponent
makes me wonder if they got the idea from disobedient pokemon, considering how much of the game takes strong inspiration from pokemon
@@gabegomez205I was literally about to comment that. A new scourge for Showdown players everywhere
Normal = Sleep
A lot of types already have a status condition, just under used.
Ghost = Curse
Dark = Taunt
Grass = Leech Seed
Bug = Infestation
Water = Soak maybe?
Basically obly steel , ground and rock missing something, which kinda make sense I think? They're more physical (in the sense that they're more like real-world attacks)
I think another fun idea is to make it where certain move types will cure statuses similar to fire attacks curing frozen. Ground moves could stabilize a pokemon to cure paralysis, fighting moves could break through petrified, fire could burn away rooted, water could wash away burns, and grass could dry up flooded, so on and so forth. It probably shouldn't work that way with every status and would require more balancing for fire type moves, but I think that it gives a nice layer of tactical depth to type coverage moves.
10:30 Frozen be like: *Completely immobilizes the inflicted pokemon, and doesn't have a turn limit*
Are you still stuck in gen 1?
@@Ryuu15 No, but frozen, even in gen 9, has no hard limit for how long you can be frozen. Could be stuck there, frozen, for over 50 turns if you're unlucky
Thank you so much for this! Was planning on doing this for rhe research stage of my current project, but this makes life so easier!
Btw, Petrified could work like Frozen.
I incorrectly guessed Fairy.
2:36 Golbat's dex entries also talk about it drinking blood.
4:28
I don’t think infatuation is better than paralysis or confusion. In fact, I think it’s moderately worse. The main reason I think this is because paralysis lingers upon switch out, where infatuation doesn’t. While it is true that confusion is also removed on switch out, infatuation is the only one that requires that your opponent stay in, meaning that it is difficult to have a support oriented Pokemon who uses infatuation rather than paralysis or confusion, as infatuation prevents the support Pokemon from switching out if they want to reap the benefits of the status.
Okay, I love this and am definitely subscribing.
Dragon is an amazing offensive type since it hit almost everything for neutral damage. Especially with the strong high base power moves like outrage or draco meteor. Only looking at only effective damage rather than also looking at the types that resist the attacking type makes types like psychic and ghost being bad offensive types well.
9:29
Accuracy: none(im not a monster)
Me: oh yeah then whay about the blind status for dark? Basically 50% accuracy.
for rock, you could go with a crystalized status condition that makes the opponent always move last
That will overlap with "flooded", think of different effect, would ya?
He made other statuses that were based off of existing statuses. I had this in mind when I posted this. maybe get off of my *ss, would ya?@@TheXAllosaurus
I really liked the creativity and attempt at balance that was put into these status conditions. Though for Steel's pierced and bleeding I feel like they're too similar to poisoned and badly poisoned, so I think something interesting that could be done for Steel's status is that it lowers any stats currently raised above normal to either back to normal or lowered down to one stage below normal and preventing any stats from being raised, like piercing through one's raised defenses. It could last for a set amount of turns or until the pokemon switches out. You could still have it deal damage over time or have the badly pierced/bleeding do that but if so it'd probably be half of what poison does to keep balance.
It would be fun if petrified also gave you every rock type weakness, and/or made you twice as vulnerable to moves you're weak against.
I mean, rock can be ‘broozed’ reversing any healing the target may get, and deals damage instead. Great against leftovers or leech seed effect
6:35 "Possessed" and "Haunted" also work.
Spooked is superior
In this explanation, "Spooked" works best