Actually, at that rate, every made-up ability's creator could make the ability unswappable if he or she didn't want Pokémon that couldn't naturally get the ability to have the ability.
"By definition, alternative medicine has either not been proven to work, or been proven not to work.
Do you know what they call alternative medicine that's been proven to work?
~Tim Minchin, Storm
RIP Tay 3/23/2016 - 3/23/2016
You will be remembered.
I haven't posted anything new here lately, so here goes:
New Move: Gut Syphon
Type: Dark / Power: 60 / Accuracy: 100 / PP: 15 / Target: Single non-user / Category: Physical / Priority: 0 (Contact: No)
"The user wounds the target, healing itself for half the damage taken by the target."
- It's similar to moves like Mega Drain and Horn Leech, except instead of the target taking damage to their remaining HP, the target takes damage to their maximum HP instead.
Mechanics of maximum HP depletion can be found here.
This signature has been brought to you by Mochi10, thanks a bunch c:
If an Umbreon with Gut Syphon and 100/200 HP (200 base maximum, meaning it hasn't been infected at all) uses Gut Syphon against a Starmie with 200/200 HP and deals 50 damage to the Raticate, the Starmie's new maximum HP would be 150, and Umbreon would be restored for 25 HP (up to 125). If Starmie were to use Recover, it would only recover 75 HP, since 75 is half of 150.
If you still don't get it, I'll try explaining it a bit further with a few examples. The numbers go current/infect max/actual max, where actual max is the amount of maximum HP it regularly has.
200/200/200 is what a Pokémon with 200 HP starts with at the beginning of a battle.
150/200/200 is what that Pokémon has after taking 50 HP damage from Tackle.
150/170/200 is what that Pokémon has after taking 30 iHP damage from Gut Syphon.
140/140/200 is what that Pokémon has after taking 30 more iHP damage from Gut Syphon.
20/140/200 is what that Pokémon has after taking 120 HP damage from Hyper Beam.
90/140/200 is what that Pokémon has after using Recover once.
140/140/200 is what that Pokémon has after using Recover again.
In another scenario, a Pokémon has 200/200/200 HP and is holding a Focus Sash.
Gut Syphon depletes 30 iHP from it, leaving it with 170/170/200.
It's then damaged by Earthquake. It would get KO'd, but its Focus Sash prevents it from being KO'd. This is because it would have gone from its then-maximum HP (170, the second number of the three) to 0 HP if it weren't for the Focus Sash.
Oh yeah, if you're wondering whether or not there's a way to get that second number from 170 back up to 200, then... tough luck, I guess? o:
Metagross learning that Gear Shift move that's exclusive to KlingKlang.
Flareon having a Physically viable moveset
Slacking able to learn Slack Off
That's all I have so far... They better happen!
Venemo Oscuridad - 8 Battles
Play my Mario Maker level! It's a fast-paced and challenging, but it's also short and has generous check points. Just try not to get stomped!
Some new electric-type moves for your amusement:
Electrolysis:(150 BP, 100 Accuracy, 5/8 PP, Special, All adjacent pokemon, 0 priority, Electric type).
Flavour text: "The user draws in as much electricity from the area around it as possible and then releases it in one burst. The less HP the user has, the weaker it becomes."
In-depth effect: The move's Base Power is 1.5x the percentage of HP the user has remaining (maximum of 150 BP).
Distribution: All electric types (including Arceus while holding a Zap Plate) through the same Move Tutor that teaches Frenzy Plant, Blast Burn, Hydro Cannon and Draco Meteor.
Comments: An Electric-typed Water Spout. Nuff said.
Whisker Charge (N/A BP, N/A Accuracy, 15/24 PP, Status, Self, 0 priority, Electric type).
Flavour text: "The user concentrates a large hunk of static electricity in its whiskers to raise its Special Attack and Special Defense. It also increases the power of the next electric type attack it uses."
In-depth effect: Raises the user's Special Attack and Special Defense by 1 stage. If the user uses an electric type move on the next turn, its power will be doubled.
Distribution: Pikachu line, Plusle, Minun, Barboach line (for flavour), Shinx line, Pachirisu, Emolga, Aqumattus (renamed to Oshmcattus).
Comments: Calm Mind and Charge in one. It is like Tail Glow, Quiver Dance and Shell Smash in the fact that it is a great boosting move that has very poor distribution for balancing reasons.
Volt Drain (75 BP, 100 Accuracy, 10/16 PP, Special, any adjacent pokemon, 0 priority, Electric type).
Flavour text: "The user holds the foe in place with a bolt of electricity to drain the foe's HP with. The user restores HP equal to half the amount of damage caused"
In-depth effect: Restores HP equal to half the amount of damage caused to the foe.
Distribution: Most electric types.
Comments: An electric typed Giga Drain. Electric types need reliable recovery outside of Volt Absorb.
It would be nice if Gamefreak changed Masquerain's type to Water/ Bug like Surskit
It would be a lot more useful with a few more resistances. it could even be used to counter Scizor as long as it did not have any Flying moves in its set!
Whisker Charge - One thing I don't like about this move is that it makes the next Electric-type move used by the user of this move have triple power, and then the power of the remaining Electric-type moves it uses is dumbed down to x1.5. At that rate, it wouldn't be unwise to just make the move sharply raise Sp. Atk and raise Sp. Def, but decrease its distribution slightly more than what you have right now.
Edit: A move that I couldn't post due to time constraints:
Triple Bolt (20 BP, 100 Accuracy, 15/24 PP, Special, Any Adjacent Pokemon, 0 priority, Electric type):
Flavour text: "The user shoots three weak thunderbolts at the foe in a quick succession. Its power increases on the third strike. Each bolt may also cause paralysis."
In-Depth effect: The user attacks the foe three times. The move's Base Power doubles on the third strike. Each strike has a 10% chance of causing paralysis.
Notable users: Hydregion, Alakazam, Togekiss, Zapdos, Porygon line, Deoxys (all forms), Mr. Mime (only pokemon with Technician that gets it), Castform, Electrivire.
Comments: A utility attack learned by many pokemon that don't get many other Electric-type moves. Togekiss now has an alternate way to hax the opponent with paralysis and/or sweep after a Nasty Plot boost. It also gets the added bonus of breaking through Substitute boost.
Current IV hunt:
- Perfect IV w/ Anticipation. Current progress: 31/31/31/??/31/31 IV w/ Anticipation.
- 31/31/31/??/31/31 IV w/ Huge Power and Adamant Nature.
Haven't posted in a while so here I go:
"All Pokemon move at the same speed"
-Basically, when a Pokemon with Equalize is sent out all pokemon out will have the same speed as them a.k.a speed tied. They will have the same speed even if prior to the pokemon being sent out they had a boost or a drop in their speed. This is a static ability, so it will remain that way until the pokemon with the ability is switched out or fainted. If another pokemon with Equalize as it's ability comes in while one is already out the one that was sent in is now the new speed. Keep in mind the speed that is being used is one without boosts. So if the one with the ability has even +1 in their speed they will now be faster than any Pokemon that comes in with the exception of priority moves of course.
Distribution: Klingklang line
I'm biased toward Togekiss, and giving Togekiss another way to induce paralysis on its foes is always a good thing. (:
Turn 0: Trainer A sends out Pikachu (200 Speed) and Mewtwo (300 Speed); Trainer B sends out Shedinja (100 Speed) and Tyrogue.
Turn 1: Mewtwo uses Psychic on Tyrogue, fainting it. Pikachu uses Agility (now 400). Shedinja uses Agility (now 200).
[indent]Between turn 1 and turn 2: Trainer B replaces his Tyrogue with his Klinklang with Equalize (150 Speed). Klinklang's Equalize becomes active, setting Shedinja's, Pikachu's, and Mewtwo's Speed all to 150.
Turn 2: Mewtwo does something. Shedinja does something. Klinklang uses Autotomize.
Essentially, I interpret the ability as just equalizing every Pokémon's Speed for as long as a Pokémon with Equalize is out.
To avoid weird interactions with Speed boosts and drops, I'd just make it so that no matter how much a Pokémon's Speed stat is dropped or raised, it won't actually have any effect as long as the Pokémon with Equalize is out. It'd make for a much less confusing mechanic to boot.
Old Charge Beam: Has a chance of raising sp attack.
New Charge Beam: Raises sp Attack 100% of the time.
Like Flame Charge.
Right, some stuff
Snow Charge (Ice)
PP: 20/Power: 50/Accuracy: 100/Category: Physical/Target: Single Adjacent Foe/Priority: 0
Flavour Text: Crashes at the foe with heightened spirit. Raises attack if the attack hits.
- Attack variant, Ice type variant for Flame Charge.
- Could possibly see a Sub Snow Charge Mamoswine set going on there!
Neutralise: Removes any status at the end of the second turn.
Turn 1: Liepard uses Thunder Wave, Porygon-Z is unable to move, Porygon-Z is paralysed!
Turn 2: Liepard uses Attract, but it failed, Porygon-Z uses Tri Attack! Porygon-Z's Ability Neutralise is activated, Porygon-Z's paralysis faded!
Distribution: Porygon line, Klinklang line, Magnemite line
Credits to Sworn Metalhead
The poison & steel type moves being super effective to a new type. yeah, I know it'll never happen but it'd be a great concept