That’s actually a pretty solid change for kingler. Gives it an interesting way to stand out over other water types (multiple ways to punish stuff like defog), and gives its most common set in agility a means to be very solid, nice.Sigh. Hmmm, In that case... fine disregard.
I got some other ideas.
K-Muk
Abilities: Sticky Hold/Gooey (Intimidate)
New Moves: Drain Punch, Recover
Maybe a bit too generous, but Kanto-Muk could use a lot of help. If I only gave it a dark type, (which is a canon decision) it would be stronger, but this is in the spirit of trying to make sure Alolan Muk doesn't completely overshadow his original counterpart.
Kingler
New Moves: Shell Smash, Aqua Jet
Abilities: Defiant/Shell Armor (Sheer Force)
Kingler struggles with needing both Agility and Sword Dance, also that shell looks like it could thematically use a Cracking.
Shell Armor: Defiant but for Defenses. Some Pokemon will really enjoy tanking up in the face of Sticky Webs or an intimidate. For those worried about the loss od Crit Hax prevention, we still have Battle Armor. Or you could swap it around and make Battle Armor the one that boosts defense defiantly. I don't care, I just don't find clone abilities very intriguing.
Stats-
Gallade: 68/165/95/65/115/110
Gardevoir (new): 68/65/95/165/115/110
Abilities-
Gallade (new): Stamina - A Swordsman needs a lot of Stamina in order to keep fighting (have you played Skyward Sword? You should know)
Gardevoir: Pixilate
Moves-
Gallade: Play Rough, Sacred Sword
Gardevoir: ---
New Ability:: Initimidate
New Move: Tail Glow (Rev’s note: I think Ampharos should have gotten this move to begin with.)
Heatproof now provides an immunity to Fire-type moves and burning.
Rivalry now raises Attack and Special Attack by 25% when the Pokemon's type matches the opponent’s.
Pressure now also has Unnerve’s old effect of preventing opponents’ berry use (since Unnerve no longer does that).
Damp - Sunny Inverse of Dry Skin, providing Fire immunity and rain poisoning and slight water weakness but heals during sun.
Bullet Proof/Mega Launcher - Blocks/boosts the power of blast, beam, ball pulse, Pump, and bullet moves.
The list is decent. Besides everything that was currently effected by these 2 abilities, we can add: Ice Beam, Fire Blast, Moon Blast, Signal Beam, Solar Beam, Hydro Pump, Aeroblast, Gunk Blast, Boom Burst, Psybeam, Aurora Beam, Spike Cannon, Pin Missile, Fusion Bolt, Charge Beam, Flame Burst, Flash Cannon and others I’m probably forgetting. (Rev’s Note: Mind Blown and Bullet Punch were removed. The first I didn’t get and Bullet Punch to me was always a Punch at the speed of a bullet.)
Kingler
New Moves: Shell Smash, Aqua Jet
Abilities: Defiant/Shell Armor (Sheer Force)
Approved for both of them. Now, for something different.View attachment 134231
Slowbro-Mega: Shell Armor -> Unaware
You would be Unaware too if you were being eaten alive.
View attachment 134232
Garchomp-Mega: Sand Force -> Mold Breaker
Seems to fit Garchomp's "power" theme while being more useful in general.
I know this was just approved but now I have the chance I want to echo what a couple of others have said regarding this being potentially overpowered. Having Chesnaught and Kommo-o being essentially immune to special Ice, Fairy, and Fire moves, allowing Chesnaught to become an oppressive tank and Kommo-o more than enough opportunities to set up, is asking for trouble.Bullet Proof/Mega Launcher - Blocks/boosts the power of blast, beam, ball pulse, Pump, and bullet moves.
The list is decent. Besides everything that was currently effected by these 2 abilities, we can add: Bullet Punch, Ice Beam, Fire Blast, Moon Blast, Signal Beam, Solar Beam, Hydro Pump, Aeroblast, Gunk Blast, Boom Burst, Psybeam, Aurora Beam, Spike Cannon, Pin Missile, Fusion Bolt, Charge Beam, Flame Burst, Mind Blown and others I’m probably forgetting.
Pickup would probably still suck, except for Pumpkaboo in LC which doesn't have anything else for a good ability anyway.Would these be considered too much?
If a Pokemon with Pickup holds a one-time use item and consumes it, there is a 30% chance that on a subsequent turn its item will be recovered. Pickup cannot recover items that have been removed via Knock Off, Magician, or Pickpocket, or berries eaten by Bug Bite, Pluck, or destroyed by Incinerate. It also cannot recover items that, when consumed by Fling, have a secondary effect (e.g. King’s Rock, Flame/Toxic Orb, Light Ball)
Pickup has really poor distribution, the most viable users of it would likely be Ambipom and Gourgeist. Assuming that an LC tier will exist for this pet mod I can’t say how much this affects Pickup mons in terms of viability as I don’t play, but if anyone here does play LC I’d appreciate your feedback.
Useful items: Absorb Bulb, Berry Juice, Cell Battery, Eject Button, Red Card, Gems, Mental Herb, Power Herb, White Herb, Weakness Policy, Terrain Seeds.
All attacking moves of a Pokemon with Stakeout have the same properties as Pursuit, i.e. they go before the opponent switches out and their damage is increased by 1.5x. If the Stakeout Pokemon uses U-turn or Volt Switch, the opponent’s switch is cancelled (similar to U-turn/Volt Switch’s interactions with the Eject Button).
AFAIK, the only Pokemon with access to Stakeout are Yungoos and Gumshoos. This gives Gunshoos a great edge in putting a lot of pressure on the opponent as nothing can switch out safely without taking damage. Again I’m not an avid player of LC but I would expect Yungoos to have a more significant impact on the meta because of this buff.
Stakeout could be good for but as said above Gumshoos doesn't exactly scare anything out.Would these be considered too much?
Poison Fang, while underutilized, had that nice 50% toxic chance, Not sure I'd want to further make it undesirable by lowering it to 10%, even with the damage boost.Elemental Fang moves (Ice, Electric, Fire + Poison ): Increase power to 75 to match Elemental Punches. Lower accuracy to 90% to compensate for 10% chance to flinch. Poison Fang now has matching effect. I believe the only relevant Pokemon with access to both are Feraligatr and Tyranitar.
I think underutilised is a bit of an understatement. Even though the only Pokemon that would use it are A-Muk, Crobat, and Drapion I can see 50% being a bit much with the buffs. It becomes a similar problem to Scald where your best move is to hope you don't get burned in some cases. Maybe 30% just because it has low availability?Poison Fang, while underutilized, had that nice 50% toxic chance, Not sure I'd want to further make it undesirable by lowering it to 10%, even with the damage boost.
It could be argued that Will-O-Wisp is moreso a Ghost-type move than a Fire-type move with its obviously supernatural undertones and wide availability to Ghost-types. Maybe Fire- and Ghost-types can get it?Make Will-O-Wisp available only to Fire types and always hits when used by a Fire type to match the Toxic changes. Clicking Will-O-Wisp often has very few drawbacks dealing residual damage and crippling physical attackers.
Isn't Tapu Koko run on the vast majority of rain teams?R
Blizzard: Base Power 110 > 120
Thunder: Base Power 110 > 120
There is little reason to use either these moves, especially with 70% accuracy. Thunder might be a little too strong in Rain, but it doesn't look like the best Rain abusers would be using Thunder anyways.
I was thinking more of the Swift Swim abusers (Kingdra, Mega-Swampert, etc.). Either way, I see your point, and changed it so the accuracy is buffed (this shouldn't affect rain).Isn't Tapu Koko run on the vast majority of rain teams?
Any particular reason why tauros shouldn’t be faster than it is strong or stronger than stoutland and dodrio? You should have a sensible reason/ evidence to back up a change.Really excited about this new mod (wanted to join on the original CFM, but felt it was too far along)!
Ideas:
U-turn: Base Power 70 > 50
Volt Switch: Base Power 70 > 50
The ability to scout for potential switch-ins while also having a moderately powerful STAB makes these two moves amazing. In particular Choice Scarf users with high Attack can use this move to gain a lot of momentum for little risk (most prominently Landorus-T). Nerfing their Base Power makes prediction more of a necessity, although the moves still retain their effectiveness.
Blizzard: Accuracy 70% > 80%
Thunder: Accuracy 70% > 80%
There is little reason to use either these moves, especially with 70% accuracy.
Tauros: Base Attack 100 > 115
There is no reason Tauros should have a higher Speed stat than Attack, nor should it be weaker than Dodrio and Stoutland,.
Hustle: Increases Speed by 50% at the cost of 20% accuracy. Increases wild encounter rate with higher level Pokemon.
It never made sense to me why an ability called Hustle had nothing to do with speed but instead raised the power of physical moves. This change helps a lot of LC Pokémon, as Speed is vitally important in that tier. Plus, Togekiss might actually get some use out of this.
Also, as a question, are the Gardevior/Gallade changes for the Mega Evolutions (judging from the stats)?