Pretty dense for a move effect, but it condenses a few different types of moves while preserving their effect. The UPSIDE of implementing of this effect comes when you use it to slice down and standardize the effect text on switch-forcing moves. Consider:Switching - (Move Effect)
This effect varies depending on the match's switching rules. (Switch=KO or Switch=OK).
The last player to inflict this effect successfully (on any battler) in a round orders first in the following round.
- Switch=KO: Instantly removes all volatile statuses on the subject that would end upon leaving the field; such as stat changes, Confusion, Taunt, and so on. (Including this effect.)
- Switch=OK: Persists on the subject until the end of the round. At the end of the round, subjects with this effect are switched out without starting a Switch Phase. The teammate to be switched in is decided based on which battler inflicted the effect.
- If the subject had this effect inflicted on them by another battler, the switched-in teammate is randomly selected by the ref at end of round.
- If the subject inflicted this effect on themselves, the subject's trainer selects which teammate is switched in.
Roar (Old) | Roar (New) | U-Turn (Old) | U-Turn (New) |
The user's bellows and howls inspire the foe to retreat, phazing the target. Roar's effects change depending on the match's Switch rules.
| The user's bellows and howls inspire the foe to retreat, inflicting Switching on the target if the move succeeds. | The user strikes the opponent before dashing off in a different direction, outpacing even trapping abilities. If the attack hits, two different effects may take depending on the enforced Switch Clause:
| The user strikes the opponent before dashing off in a different direction, outpacing even trapping abilities. If the attack hits, grants Switching (Self) to the user. |
Baton Pass (Old) | Baton Pass (New) |
This move has multiple functions. The user transfers their status changes to an ally. Baton Pass can only target members of the user's team. Baton Pass transfers stage Boosts, Aqua Ring, trapping effects, Ghost-type Curse, Embargo, critical hit rate boosts, Gastro Acid, Ingrain, Leech Seed, Lock-On and Mind Reader, Magnet Rise, Perish Song's counter, Power Trick status, and Substitute decoys.
| The user transfers their status changes to an ally. Baton Pass transfers stage Boosts, Aqua Ring, trapping effects, Ghost-type Curse, Embargo, critical hit rate boosts, Gastro Acid, Ingrain, Leech Seed, Lock-On and Mind Reader, Magnet Rise, Perish Song's counter, Power Trick status, and Substitute decoys. If this move targets an ally on the field, the user passes these effects to that target. If this move targets the user, inflicts Switching (Self) on the user. The user will pass these effects to their replacement when they successfully switch. |
From the gen 8 battle mechanics research thread (emphasis again mine):The user swamps the battlefield with highly acidic gas that melts anything it touches. Targets' held items become unuseable for the rest of the battle (even if switched out). The Pokemon is still treated as holding the item, but the item cannot be used, removed, or replaced. Pokemon with Sticky Hold are unaffected. This move cannot melt an Attachment, Mega Stone, or Z-Crystal, nor can it melt a Memory held by Silvally or a Plate held by Arceus. Melted items are ignored by Knock Off.
Also, the Showdown description reads:If you mean will the item be gone after an in-game battle unlike with Knock Off, I can't really test that. In the battle itself though, the item is destroyed. You can't use Recycle, and you can steal an item using Thief, which I tested in-game with Gengar and Garbodor.
Is BBP Corrosive Gas different on purpose?The target loses its held item. This move cannot cause Pokemon with the Sticky Hold Ability to lose their held item or cause a Kyogre, a Groudon, a Giratina, an Arceus, a Genesect, a Silvally, a Zacian, or a Zamazenta to lose their Blue Orb, Red Orb, Griseous Orb, Plate, Drive, Memory, Rusted Sword, or Rusted Shield respectively. Items lost to this move cannot be regained with Recycle or the Harvest Ability.
Can we clarify if this is automatic, wording is presently pretty ambiguous. Also if not automatic can we clarify the proper Syntax to synchro moves just to avoid confusion <3Player's Handbook said:[Synchronized Moves]
If two allied Pokemon, consecutively in the same action, use a move in the All Targets category that shares a name the two moves can be synchronized. The users of synchronized moves do not deal damage to each other.
Those are fair points. I will admit that I did not consider many of the uses you've mentioned. While I still think that the new mechanics will be a comparative downgrade, I'll gladly wait to see whether I'm correct.The primary motivation for reworking combos was to reduce their damage. Their high damage has been causing balance issues in smaller and faster-paced formats such as Doubles battles. I believe that the once-per-Pokemon restriction will have little effect on combo availability because under the old system Pokemon often didn't use Combinations more often than that to begin with (and if they did then they usually ended up ENKOing).
The new system encourages players optimize Combos for purposes other than maximizing BAP. Setting two layers of hazards is useful, but so is combining a damaging move with a status-inflicting move, or a low-accuracy move with a perfect-accuracy one. Now that Combos do not inflict Cooldown, disrupting moves such as Hypnosis and Encore can be used in damaging Combos to disrupt the opponent without losing out on damage. Some examples of Combinations that are made more viable by losing Cooldown would be: [Detect + Double Team] as a potent last-resort technique, [Heat Wave + Sunny Day] at the start of the Round to maximize Fire-Type damage, and [Wrap + Giga Impact] a3 to trap the target before initiating a Switch Phase.
If anything, I believe that the removal of Cooldown encourages players to use Combinations sooner in the match rather than later. But there is a case to be made that pressuring the opponent's sub economy for as long as possible is wiser.
I hated to see Combo Interactions such as Hypnosis and Vice Grip go, but now that Cooldown isn't a factor, the extra action denial that these Combos provided seemed a bit excessive.
In the future, the option to revert Combo mechanics will exist, but for now I would like to see how the changes play out before drawing my own conclusions.
Oh, good point. I never stated anything on the forum about what was happening with Chromera, only on Discord. Chromera is going to be treated as a Legendary, i just never got around to sitting down and checking out where I felt it best made sense on the list.On an unrelated note: as long as we're discussing new CAPs, have we decided whether Chromera will be purchasable yet? The CAP project claims it's a "Legendary CAP," but it's not listed with the official Legendaries in the Tier rankings.
I had assumed it was a continuous effect, but you're right that it should be explicit. Are there any objections to making it a continuous effect? Something like: "This Pokemon absorbs rainwater to sustain itself. While the weather is Rain, this Pokemon is continuously healed of all its Major Status Conditions."The text for Hydration is "This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.". It has no mention of if this effect is continuous, end of turn, end of action, or end of round, unlike the similar abilities Shed Skin and Healer (both end of round). Can we explicitly write this into the text of the ability please? And perhaps add it to the list of effect timings in the handbook?
Rest healing is an end-of-Action effect, so making Hydration end-of-Turn would prevent Rest from healing. Shall we make Hydration end-of-Action with the same timing as weather-based damage/healing? I think that would achieve the intended interaction and still nullify Burn/Poison damage.Means they can't Rest, which is its main function in the cart games. Making it end-of-turn means they can at least get 10 HP from it in a pinch.
Good catch! I totally forgot about those. I will make sure to add those moves in with the upcoming movepool update.I propose reintroducing the Pokemon Center New York Event Moves as part of the Gen 8.3 update. Part of BBP's appeal is the ability to use a Pokemon's complete, aggregate movepool from all games in the main cartridge series, including older generations' TM, Tutor, and Event Moves, but this specific selection of legally usable moves was—perhaps mistakenly—cut during the purge of anime- and manga-exclusive moves. The PCNY event moves are obtainable in Generation II and collected in a single list on Bulbapedia, and their existence is verifiable on Smogon's GSC MoveDex as well as Showdown's Teambuilder, so their addition would not be overly difficult.