The Pokémon cannot use any held items except those that affect experience, EVs, friendship, and other items like Amulet Coin, Soothe Bell, Lucky Egg, Exp. Share, Macho Brace, or Power Items. However, the Pokémon is not really using Amulet Coin, so Amulet Coin’s doubling should still work.
Items that do not directly affect the battle, such as the Exp. Share, the Amulet Coin, or the Soothe Bell, work as usual. All held items work as usual out of battle. Klutz does not negate item effects that affect prize money, experience, effort values, or friendship, such as the Amulet Coin, Lucky Egg, Power Weight, or Soothe Bell.
Until Acrobatics, the Amulet Coin or Lucky Egg is a perfectly legit held item. Klutz does not negate item effects that affect prize money, experience, effort values, or friendship. Once the Pokémon has participated in battle while holding it, it takes effect, even if the holding Pokémon faints or loses its ability to benefit from items during battle.
Klutz prevents the user from using Fling and does not affect items that affect prize money, experience, or effort values, such as the Amulet Coin, Lucky Egg, or Power Items. The ability Klutz does not affect items that affect experience, EVs, friendship, or other items.
In summary, the Pokémon cannot use any held items except those that affect experience, EVs, friendship, and other items. The ability Klutz does not negate item effects that affect these aspects, but it does not affect items that affect these aspects.
📹 Pokemon Scarlet & Violet! “Amulet Coin” How To Get It & Double Your Money TODAY! (Item Guide)
To day i’ll be showing you how to get the “Amulet Coin” in Pokemon Scarlet & Violet, Now this item if held by your pokemon will …
Can klutz use z moves?
Klutz is a powerful Pokémon move that prevents the effects of a Pokémon’s held items, but does not negate items that increase Effort Values, Experience Points, or friendship. It does not affect the speed drop from Macho Brace and Power Items, Fling or Natural Gift moves, Mega Evolve or Primal Reversion, Z-Moves with a Z-Crystal, Judgment, Multi-Attack, or Techno Blast, Everstone, Cleanse Tag, and Soothe Bell effects, and has no effect outside of battle.
Does Amulet Coin work with klutz?
Klutz has no impact on items that influence prize money, experience, or effort values. Examples of such items include the Amulet Coin, Lucky Egg, Power Weight, Iron Ball speed drop, Soothe Bell, and Everstone. Furthermore, it has no effect outside of combat, thus rendering items such as the Cleanse Tag immune to its influence.
Can you buy Amulet Coin?
One may derive remuneration through engagement with the Pokémon Scarlet and Violet content, specifically Ace Academy rematches, and by following additional Pokémon content.
Is Amulet Coin better than luck incense?
The Luck Incense and Amulet Coin do not stack, meaning that if used together, they only double the amount of money you get for beating a trainer. If you have two of these items and use the Pokémon in battles, you will have a 4 times increase. However, the trainer will give the same amount of increased money, so you may receive more money if you use a Luck Incense instead of an Amulet Coin. To access the GameFAQs Message Boards, sign up for free or log in if you already have an account.
Does 2 amulet coins work?
The Amulet Coin is a Pokémon item that serves the purpose of fostering friendship between two characters. Magikarp Jump is a reward obtained upon completion of the Great League. It should be noted that the amulet coin does not stack with other items such as the Luck Incense or other amulets, but rather it does stack with items such as Happy Hour and Prize Money Power. The effect of the Amulet Coin occurs after the conclusion of the battle, is not influenced by the Klutz status, and summons the Pokémon Meowth as an assistant.
Can Lopunny mega evolve with klutz?
It is still possible for the user to Mega Evolve through Mega Stone without encountering any obstacles posed by the Kluutz program.
How is klutz ability useful?
Klutz is a Generation IV Ability that prevents the effects of a Pokémon’s held item from applying. It does not negate item effects affecting prize money, experience, effort values, or friendship. Klutz does not negate the Speed drop from Iron Ball, Macho Brace, and Power items, but it negates the grounding effect of the Iron Ball. It prevents the Pokémon from using Natural Gift but not Fling. Klutz also prevents a Pokémon from using Bug Bite or Pluck, which consumes the target’s Berry without gaining its effects.
How to get Amulet Coin in Pokémon Gold?
The Amulet Coin can be obtained in Pokémon Heart Gold and Soul Silver by undertaking a visit to the Team Rockets base, situated beneath Goldenrod City.
Does klutz affect silk scarf?
Klutz does not affect items such as Everstone, Cleanse Tag, Scarves, or Soothe Bell outside of the context of battle. In Generation III and IV games, it is not affected. However, in the Pokémon Mystery Dungeon series, it prevents item effects from applying.
Is klutz a bad ability?
Klutz, a signature ability of the Lopunny line, prevents Pokémon from using any held items, limiting battle strategy. However, it has a potential strategy of using Klutz and Switcheroo, which allows Pokémon to trade items with opponents, potentially passing off harmful items like Toxic Orbs. Only Buneary and Lopunny have Klutz and can learn Switcheroo through breeding, making it a one-note strategy.
Plusle and Minun, signature abilities of Plusle and Minun, were given to other Pokémon after Generation III, with 12 able to learn either ability. Plus and Minus increase the Special Attack of a Pokémon by 50 if an ally Pokémon has Plus or Minus.
📹 I looked through 300 Pokémon abilities and BUFFED these 12
There’s around 300 abilities in the series. Plenty of abilities in pokémon that aren’t technically useless, but could definitely be …
READ ME: Forgot about Trailblaze for Luxray because I’m old and haven’t used it in Gen 9 or encountered it with Trailblaze ever. Regarding other abilities: There’s certainly other pretty lame abilities, but they actually have specific uses. Some good examples are Stench, Flower Gift, and Wonder Skin. They do a unique thing, and you could certainly buff them, but it might be better to make new abilities instead. Remember, pokémon is not just a competitive game, it’s also a single player experience. We need trash abilities for early game. It’s baby’s first JRPG. It’s a whole franchise. So we have to think about abilities, typings, and other mechanics from the perspective of the whole franchise. If you can’t or don’t want to consider the franchise, then the idea might be better off in a mod or in a new Intellectual Property.
Ive had an idea for Honey Gather, which iirc has no competitive use. In battle, the pokemon gathers honey each turn. This honey is consumed by the pokemon, and heals it by 1/16th each turn, the same as Leftovers If you wanted to add another layer to the ability, you could say that Honey Gather does not activate / does a reduced rate of healing in Rain, Snow or Sandstorm conditions. In Sun, and/or maybe when grassy terrain is active, the healing is upgraded to 1/8th. This ability at the moment is only used by 4 pokemon – Teddiursa, Combee and The Cutiefly line. So the only pokemon that would really see use would be Ribombee (which may prefer any of its other abilities anyways)
Personally, I feel Mycelium Might could play more into the niche it wants instead of being a worse Mold Breaker. It could keep the moving last effect, but cause status moves to ALWAYS work, ignoring ability AND typing. 100% accuracy Poison Powder, Stun Spore, Screech, etc. Any status moves it uses that target itself could additionally have their effects doubled. For example, Growth would be default +2 to Attack and Special Attack, under sun it would be +4 to Attack and Special Attack.
i had a pretty simple change in mind for abilities like Big Pecks and Hyper Cutter. As of right now they only negate the defense/attack drop from an opponent, but still allow for a drop from things like Superpower. Allowing the ability to negate that would give the pokemon using them a “deluxe version” of something like close combat to use, similar to how Lilligant can ignore the Confusion from Petal Dance when it uses Own Tempo as its ability. A lot of the pokemon with this ability would need an adjustment to their moveset to make this work, as most don’t learn moves that self-inflict stat drops. Even with the change most wouldn’t have the proper stat distribution. Even still, I feel like it would make the ability feel a lot more special than it does right now.
Let’s see… Corrosion should also let Poison-type moves hit Steel-type Pokémon. I like your change to Tangled Feet, I’d also add that instead of a Pokémon hurting itself, it uses a random move it knows (unless it’s holding a Choice item, then it just hurts itself like normal) I feel Anticipation could keep its original effect, but with the addition of boosting Speed or Evasion when a “dangerous move” is detected. Finally, one that I’ve seen a lot and agree with is that Emergency Exit should trigger at the end of the turn. Would mean Golisopod still gets to do stuff the turn it goes below 50%, and then bail.
I have an idea for forewarn, make it reveal the strongest move as well as making the Pokémon with forewarn impossible to be crit hit with said move it detected. Thematically it makes sense as since you foresaw the attack so to speak you’d be able to avoid being critically hit as both you & your Pokémon would be expecting the move
Regarding mycelium might, I don’t want its lower priority to be removed, I don’t think it would be healthy. I pkay VGC and the only sleeper is amoonguss, but I don’t wanna risk that a fast sleeper, even less bulky, takes its place. I think that mycelium might not only should let you ignore abilities, but also items and typings, so that you can spore grass types and safety goggles mon. I think it would be better balanced this way.
While i agree with every point you made, i would personally choose some other buffs, like: Iron fist- bonus damage and immunity to contact punishers (rough skin, rock helmet, static, etc) with punches, since they have an IRON fist Anticipation- increased dodge/defense chance to super effective moves (diminishing returns to quad effective moves), since they are aware of the danger they’re facing Forecast- immunity to negative effects from weather (sunny day reducing water moves dmg, for example)
Here’s some ability buffs I’m thinking of: -Iron Fist: Punching moves have their power boosted by 50%. -Filter/Solid Rock/Prism Armor: Halves damage from super effective moves. -Light Metal: Halves weight, boosts Speed by 20%, but lowers defenses by 10%. -Heavy Metal: Doubles weight, boosts defenses by 10%, but lowers Speed by 20%.
The only ability change I don’t like is Mycelium Might’s. I feel like the main purpose of the ability was to nerf toedscruel as to make it decently fast at attacking and slow when using strong status moves and the mold breaker effect was just a slight balance for it without just giving it status move stall. So i think when changing it should still keep the nerf even if a 100 speed spore might not be that game breaking. I would just have it ignore types too.
What if Forewarn doesn’t just trigger once upon coming in, but every single turn like Speed Boost? This would mean that you’d still be able to learn the enemy’s whole moveset, but only if you don’t get repeat triggers and only after you live four turns through the enemy. This could make for interesting stalling tactics where you use turns to buy yourself more chances at forewarning important enemy moves.
Pretty awesome article, I’m loving all theorycrafting on this website! Regarding forewarning I’d make it evade Status moves and debuffs when swithcing it in. Unless they’re caused by an attack. This still might be a bit broken, but as mentioned, all family lines with this ability are not that good, but it’ll certainly make them a bit better.
mycelium might… i’d stay still keep it going last, but have it bypass type and item (ie rage powder/spore ignoring grass/safety goggles). maybe have other offensive powder moves bypass grass/goggles too though i’m not sure if toedscruel would benefit much from that and it may not be worth doing. either way, bypassing goggles alone is incredibly useful as it’s often used to block spore/rage powder, and the ability to sleep/redirect grass types is also super useful, giving it a niche over amoonguss
Run Away – An ability whose main goal is to get you off the field also granting you a stat stage boost seems counterintuitive. If a stat boost is needed, maybe a static damage reduction or evasion buff, to indicate the pokemon’s improved ability to run out of the way. Forecast – Don’t forget Strong Winds. Castform needs more love! Iron Fist – 50% boost. Sharpness affects 23 moves (many of which have an increased crit chance). Iron Fist affects 24 moves, so it can definitely get away with the same power boost as Sharpness. Early Bird – No notes, 10/10. Also, “Being put to sleep with a pokemon move is disruptive”; if I remember nothing else, I will remember these sage words. Anticipation – Revealing one random move is fine, but keep the shudder thing and have it trigger if an opposing pokemon with a certain number of perfect IVs enters battle. Forewarn – At the beginning of each turn, the pokemon “predicts” what move the opponent will use (i.e. it reveals a random move the opponent knows). If the prediction is correct, {insert benefit here}. Tangled Feet – Only Spinda comes close to the drunken boxing idea; other than it and Mr. Rime (a tap dancer), all pokemon that get Tangled Feet are birds. I do like that you increased crit rate instead of increasing Attack, since the hit-yourself damage can’t ever crit but is increased with an increased Attack stat. Klutz – I’m in this post and I don’t like it. Slow Start – Replace it with something better. Regigigas isn’t scary enough anymore to warrant having a downside.
Here are my thoughts on how I would buff some of these abilities: Anticipation: In addition to triggering upon the opponent switching in, while the move itself would not be revealed, if the Pokemon shudders, it gets +1 Speed, to try to knock out the opponent before they can attack. Forewarn: Also triggers upon switch-in. The revealed move deals 33% less damage. Big Pecks: Also ignores the opponent’s Attack boosts. For Slow Start, my “buff” would be more complex: I’d still have it halve Attack and Speed, but the nerf only lasts 3 turns, the turn counter persists even after switching out (so you don’t have to stall 3 turns in one go), and during Slow Start turns, the user taks 20% less damage.
For Forewarn, what you can do is that if it detects the enemy’s move then it could receive 25% reduced damage from said move but only if it’s used on the turn Forewarn announces. This isn’t really super helpful as the Pokémon that have it aren’t super bulky aside from Musharna, though it does help with specific setups against matchups. It’s not an immediate advantage but it does give you a slight edge, plus if you have a premonition of the future chances are you would be more prepared to handle it whether it’d be bracing yourself for it or avoiding it outright (which the opponent can do by just not using that move on the same turn). It helps against Choice’d Pokémon but it can also mess you up against people playing Balance teams as you’d see stuff like “Jynx foresaw the enemy Kommo-O’s Close Combat!” but the enemy could have used iron head on the same turn. It gives a niche advantage but it’s to expected since you do reveal part of a Moveset and I feel anything more would make it overtuned
I feel like your anticipation buff is actually a complete rework. It’s no longer feeling an intense, threatening aura, but rather scouting out the opposition. A new name like Intel Gather or Scout would be better. Personally I would make Anticipation still do the shutter thing, but on entry gain +1 Def or SpD depending on the attack type. It gives more vague information while still fitting thematically; your Pokemon is overwhelmed by the threatening aura and reflexively brings up its defenses in response.
Your humor is my exact cup of tea, and these reworks are very well thought out, would you mind if I borrowed them for my own Pokémon projects? As for Forewarn, I think announcing both opponents’ abilities in doubles (and singles as well) is a good enough ability. Not overpowered, but not useless either.
Normal abilities I would gave a few changes. Defeatist – The stats are reduced by 30-40% instead of 50 % Normalise – Instead of making attacks all normal type, the user (aka Delcatty) gets a stab for any attack plus a unique x2 stab for normal type attacks. Flash Fire – Make it a fire type equivalent of Motor Drive and increase speed Pure Power and Huge Power – Either make them one ability or make Pure Power multiply both attack stats by 1,5 (PP specifically as is original name is “Yoga Power” while Huge Power is “Muscle Man”) Sticky Hold – The next attack of the user will land no matter what if he goes second and is hit by a contact move Plus, Minus, Battery and any abilities that can only work in doubles- In a solo match, if the user is switched out for another pokemon, the one switched in gets the effect of the ability for 3 turns (turns he switched in included). Pick Up & Ball Fetch: just add the effect of the former to the latter and give up on ball fetch. Cute Charm – For it doesn’t need a buff in itself but would be better if the attract status condition was buffed instead, like give the pokemon in love a 20% nerf to both attack stats. New abilities make out of 2 other. Vital Spirit & Inner Focus – Add the effect of the latter to the former and give this rework vital spirit to all Inner Focus user. (and to give purpose to Insomnia, make it so both VT & In. users can use rest, but while VT’s rest is normal, insomnia make it so they only get 75% of their HP back but wake up immediately, PS: i don’t know the PP of rest from the top of my head, so nerf if we have a lot just in case).
Some ideas Corrosion: Can poison target regardless of typing, poison movest affect steel types Supersweet syrup should just activate every time switching in, intimidate does that as well. Honey gather could just lower evasion when the poémon uses moves on target or something. Effects with honey item also could be there? Emergerncy exit: If health drops to half or less switches out after moving, if cant move switches out anyways Defeatist could just boost attack stats when pokémon is confident, but pokémon goes to defeatist mindset when half or less and the stats are cut, could give a message of this when happens and when switching in. Archen and its evolution should in my opinion learn roost if they do not. Illuminate could maybe redirect bug moves and give immunity, or weaken ghost. Both? Too strong? Should have overworld effect it had as well. Flower veil: non-volatile status condition immunity also to fairy types, but not the stat dop immunity. Or the other way around? Water veil: burn immunity 1/3 less damage from special Magma armour: frostbite immunity 1/3 less damage from physical Curious medicine: removes negative stat changes from allies and and cures partys burn when swiching in Run away: Pokémon can always switch out or escape wild battle. Maybe frisk cold give poémon a stat boost if it finds an item, so it would be more useful if you know opponents team. Forewarn could in addion to revealing a move have immunity to hazards, and maybe pursuit. Anticipation could in addition to its revealing super effectiviness also make moves less accurate to the pokémon with the ability.
Castform’s forecast should initiate the weather for whatever weather rock they’re holding. Heat rock for drought, damp rock for drizzle, It’s got awful stats to begin with, icy rock for snow warning, smooth rock for sandstorm. Just give the ability this effect to free up a moveslot. Being able to set up any weather, based on an item slot, doesn’t seem op to me. Other pokemon with other utility to offer are better weather setters. Just give castform something.
I’ll acknowledge that this is really leaning into Anticipation’s inclusion on Whiscash in particular, and it works less-well from a flavor perspective when considering that Absol doesn’t get it, but I had a more aggressive and offensive redesign of Anticipation in mind which I think is actually pretty fun. On the first turn in which the Anticipation user has switched in, it triggers a free activation of Future Sight. Great for building momentum, and helps give Ferrothorn a bit more bite as a pivot, rather than just sitting there and tanking hits. Keep in mind that Ferrothorn would have to give up Iron Barbs in order to use it, which is a pretty substantial commitment. I’m sure it would also be a solid contender for Hatterene’s ability slot, and similar to Ferrothorn, Hatterene would have to give up a VERY good ability in Magic Bounce in order to opt for Anticipation. I would give a very straightforward, slightly boring buff to Big Pecks. However, one would need to keep in mind that any buff given to Big Pecks should also fairly be given to both Hyper Cutter and Keen Eye, as they are ability clones. With that in mind, my thought is to give the user a 1/8th boost in Defense – or a 1/8th boost to Attack for Hyper Cutter or Accuracy, for Keen Eye. Would this be relevant? It mostly wouldn’t, but there’d be 2 exceptions worth mentioning. One would be Mandibuzz in higher tiers, who now acts as if it has effectively base ~125 defense. They’d still probably EV into Special Defense, considering the Dark/Flying typing, but it would now be a stronger mixed defender.
I really like these ideas! For Early Bird, I would personally like to see you always wake up after 1 turn of sleep. I know it’s pretty specific to Smogon Singles but it’s to do with how the randomness of induced sleep affects Sleep Clause. Not knowing when you wake up means you don’t know whether you should burn sleep turns when you have the chance or keep your pokemon asleep to block sleep from your more important pokemon. Knowing after you burn a sleep turn you’ll wake back up while still blocking sleep until you decide to take that 2nd turn where you do wake up would be huge
Rattled is an ability I want to see improved but still niche, as it is super situational, I think on top of the user gaining a speed boost when they get hit by a Bug, Dark, or Ghost attack, I think they should gain a +2 speed boost if they are facing a Bug, Dark, or Ghost-type Pokemon on the battlefield, a bit niche yeah but at least its immediate and would be a nice anti-meta choice. I wonder if there are ways to improve it further though?
Since you metioned Mycelium might’s reason for making you go last, I will just say that Gamefreak really does not want fast spore users: Brute Bonnet was literally statted so that, at level 50, a Min Attack/Max Speed Brute Bonnet has one point of Attack higher than Speed so that it can never get the speed bonus from protosynthesis But yeah, I would personally set it so it keeps moving last when statusing, but It gets to ignore Abilities, Type-Based Immunities, make statuses never self-cleanse (ie, Insomnia with Sleep or Limber with paralysis, or Shed Skin entirely) while a pokemon with this ability is out
Big pecks needs more tweaking in my opinion. It’s basically an inferior version of clear body or white smoke. Perhaps big pecks could increase defense by 1 stage upon switch-in. It’s only ever on bird pokemon. Although, in the case of Pidgeot, it could be problematic as it does have a mega and is already bulkier than other birds.
Leaf guard is a super underwhelming ability as nowadays theres abilitiea that just make you inmune t status. For compensate it should also protect its ally abd give a small resistance boost a kin to Friend guard but too both pokemon and only under sun. Also Gogoat Felt patch that is just a worse fluffy should give the boost to an ally.
Great ideas all around! I especially love the Early Bird one! Though the way I’d impement it would by making the heal happen when the pokemon falls asleep (to keep it in line with rest) and then the speed buff is what happens when the mon wakes up. This way it stays strong but also the heal does get a bit mitigated by the fact that the pokemon will still probably take a hit off that heal before moving again. As for Anticipation, I like the ideas, though personally I think that, especially based on the name, it could be a simple thing like, the pokemon gets +1 priority on their first move after switching in, if the oponent uses a super effective attack on them. So the logic would be that the pokemon switches in and detects that its oponent has a move it is weak to, so it braces itself to act before them, a way to explain it would be that Anticipation gives the Sucker Punch effect to the users first move after switching in (so long as the oponent attacks them with the super effective move). This way it has quite a niche and becomes a pretty decent ability, but it also has counter play and isnt too broken just by the oponent ignoring the pokemon/playing around the ability.
Not only should Iron Fist be buffed to 50%, Poison Jab, Hammer Arm and Needle Arm should be added to the buffed moves. As for some other changes: – Damp should prevent all explosive moves, like say Shell Trap. – Abilities like Static and Flame Body should work both ways, i.e. when attacking and being attacked, but the % chance should be lowered from 30% to 15% – Flash Fire should increase ATK and SP.ATK by 1 stage, instead of an unviewable 50% boost. – Suction Cups and Sticky Hold should make moves like Wrap and Bind last 8 turns, on top of their current effects. – Levitate should give Pokémon the Flying Type as an extra type, with weaknesses and resistances (just like how say Forest’s Curse adds the Grass type). – Chlorophyll, Solar Power, Leaf Guard and Flower Gift should reduce Fire damage taken by 50% while in sunlight. – Illuminate should allow you to hit Pokémon in the middle of Dig, Fly, Phantom Force, etc. – Magma Armor should reduce Water/Ice damage by 50%. – Water Veil should reduce Fire damage by 50% – Magnet Pull should allow you to steal items on contact. – Keen Eye should increase Accuracy every turn (Speed Boost but for Accuracy) – Plus and Minus should boost SP.ATK and ATK, so it’s useful for both types of Pokémon.
I got my insight Run away: guarantee escape and switch out, also gain immunity against entry hazard Forecast: 1) gain additional type according to weather instead of replacing Castform Normal-type, OR 2) replace its type and any normal moves Castform has to match weather Iron Fist: I agree with you in this Early Bird: always wake up on the next turn and regain 1/3 health Anticipation: user detects an status moves from pokemon on switch, also work on newly switched out opposing pokemon Forewarn: same as Anticipation above but for super effective moves against it Tangled Feet: Double it’s evasion and speed if confused Klutz: cannot use hold item, but switch item if makes contact (work both ways, defensively and offensively) Slow start: cannot move in 2 turns, also gain 2 stage increases stats if survived Big Peck: cannot have both Defense and Sp. Defense decreased My honorable mention; Defeatist: All stats dropped one stage if got hit with crit Malice: Intimidate for Sp. Attack Trusty Keeper: holding item boost Defense Sticky Hold: hold item cannot be removed or break Earthbound: similar with Forecast, for terrain This is my opinion, waddaya think?
My notes: -Forecast (Castform ability) should also just change the weather when entering the field, if castform has one of the moves that casts the weather (hail, sunny day, sandstorm, etc). (forecasting using the move in the battle, make castform much more viable, but you have to spend 1 slot) -Iron fist (and abilities that boosts move types), for that, just give another attribute to all pokemon that has strong punches: +20% on punches, (like the ability). Now, if it has also the ability, it increases the damage +30%. Same way sharpness and others. It is given an attribute to all sharp claws, slicing (kabutops, scyther, etc) gain 20% but go to 50% if has sharpness. If it has shapness but not has the attribute, just 30%. Treat all abilities equal, and also dont need to have the ability to gain boosts that are obvious the pokemon would have. Also could provide for types of moves that do not have an ability like that: kicks (tsareena, quaquaval, blaziken, hitmonlee, etc), sound(lapras, exploud family, jigglypuff, maloeta, primarina), etc. -Slow start: randomly half one of the 5 stats for the 5 turns. Would be fun not knowing which stat is halfed.
Truant: A truant pokemon can use status moves (that don’t do damage) in the truant turn. Recharge moves (Like Hyper beam, Roar of Time, etc.) have no extra recharge turn and is recharged in the truant turn… Two turn moves (Like Solar Beam, Dig, Dive, Meteor Beam or Fly, etc.) become single turn instead of failing… Defeatist: The poekemon gets a double omni boost when entering the field. If it has full health… When less than 1/2 health the boosts get removed automatically. Boosts can be Baton Passed onto another mon…
Could Forewarn perhaps reveal nature, EVs and IVs? It’s not entirely fitting, and would suck in casual play (especially if natures used the standard name instead of +(stat)/-(stat)), but would be really good in competitive and Nuzlockes (when these values aren’t set). This would also make Frisk, Anticipation and Forewarn each reveal a key part of an opponent’s set that may hint at the parts associated with the other two abilities.
I’ve always liked the concept of Truant, but it does suck ass. Since it’s just on Slaking (and one metal ant no one cares about), changing it won’t harm much. I feel like when Slaking is “Just loafing around!”, it should regain HP, since it’s taking a mini rest between turns. It would still do nothing on that turn, but now gain 1/8th HP (basically a free leftovers overall), only if it stays in through its truant turn. So if you switch in, throw off a move, and switch out, you don’t gain any value. I also liked the concept of letting the loafing around turn be used for non-active moves. After all, being lazy isn’t the same as being asleep. I would change the message to “Slaking is loafing around! He’s charged up!” and it would put Slaking into a buffed “charged” state that negates the charging of moves (both before and after, i.e. hyperbeam or solarbeam). The charged up buff would be removed upon switch out. This means its first turn it has to do a Body Slam, but after that it can throw out Giga Impacts all day. The other player has already had ample time to set up and deal with Slaking, so getting a big payoff for staying in (and then having to still waste turns afterwards) I think is fine. It functionally is no different than a regular strong normal type throwing out Giga Impacts, but now it softens the downside of Slaking. As a note, if you used a charge move turn 1, it would operate like it does now, and you’d slack in the middle before unleashing / recharging – it’s only once Slaking has loafed does he become “charged up”.
I think Forewarn should have the buffed Anticipation ability and Anticipation should have some effect that let’s it deal with super effective moves, either reducing the damage taken or slightly lowering the accuracy. Mycelium Might should still make it move last, but only affect Powder moves and also let’s them hit Grass Types
I want to fix Truant to be an interesting downside, after using an Attacking Move not a Status Move, the user slacks off the next turn. While Slacking off, it heals small amount of HP (maybe around 1/8 or 1/4 of HP) & get rid of Status Effects. Also I want Slaking to have unique animation of when it is its Slacking turn it lays down as usual & when it is Active it would stand up like a Gorilla, for indication that it will be ready to use any move. This will make so that after using an attack, it will force the user to have like a 5th move that always activate. You can also use a regular Status Move as you want to not be forced to use its Ability every other turn, since that exploit is gone, you never know when it will hit you hard. Stat changes will not be healed back to normal when Slacking off, that means the user either want to stay in or switches out just by Stat changes purely.
With big pecks I think it would be fair to make it so if the Pokémon’s attack OR defense are attempted to be lowered, it’s attack AND defense are raised instead. I think it fits thematically and even with the buff of not lowering attack it’s still just worse clear body, and only on Pokémon that aren’t very good so it wouldn’t be too broken to give it a significant improvement . It could also give the Pokémon that get it a niche meta use as counter intimidate Pokémon (not like that’s anything new, we already have defiant and competitive, but big pecks has a different enough effect.)
Early Bird is a funny case because on the right pokemon, it would be above the mid-tier ability line, but it’s not too useful on most pokemon that get it. Although nonetheless a niche pick since it’s competing against some of the best abilities of all time, some people have used Early Bird to solid effect in Smogon’s Almost Any Abilities format. It works on pokemon such as Dondozo or something like a defensively invested Eviolite Primeape that stacks Rage Fist boosts from taking hits. In general, when it comes to lesser abulities, there are a decent few abilities where rather than buffing, I just wish we got more pokemon that use them well.
Klutz actually doesn’t prevent negative effects of held items for some reason (at least prior to gen 7). Not sure if this is fixed by now, but It’s been a thing as recent as gen 6. Haven’t seen it past gen 6 though. you won’t believe how many times I’ve seen a Lopunny holding a Toxic orb in a battle facility, only to get poisoned despite it having the klutz ability
Let Forewarn be the new Anticipation, revealing one random move the opponent has. And let Anticipation automatically dodge the first super effective move used by an opponent that targets it. You could still have the flavor text of it shuttering. I think this better aligns with the naming schemes of both abilities. If you’re anticipating something, that means you’re highly expecting said thing to happen are more than likely prepared to deal with it. Whereas forewarning something is a general warning that a certain thing exists and could happen. Edit: Or you could make them have the same effect but Forewarn is when you switch in, and Anticipation happens when the opponent switches in or vice versa.
the klutz you made would be completely insane, free knock off without damage, while eating your berry, imagine the effect that would have combined with the speed boosting berry, or attack boosting if there is one. also, switching in with a klutz pokemon would be insane against choice item mons who you resist. they lose the banded effect before the attack hits since switches always go first in a turn. volt turning with a klutzer would also be completely insane
The mycelium might change would be broken, your change is the equivalent of replacing any of the 3 negative abilities (traunt, slowstart, defeatist) with neutral or even postive abilities. The relavent change mycelium might actually needs is that the speed modification should work dynamically like speed so if the ablity is remove before toadscruel has a turn it then gets to use its high speed to act normally. The alternative is keep it as you always act last, but your status move cannot miss or fail, so you can spore grass types, poison steel and poison types and also you status goes through substitute and protect. Now the abilities effect justifies being forced to go last with the truely mighty status effects.
A bit of a big change but for forewarn. Allows the pokemon to move first when being targeted by a priority move. It fits teh theme and its a much needed safegaurd against priority moves wich the games can defnitly use. but since its only a counter against 1 type of move and easily readable i dont think it will be to strong. Just realy usefull in casual play, extremly usefull in challanges or diffcult mods and while its unlikely anyone would play into it in competive play it would still mean they cant use there priority moves freely
you wanting to keep old klutz (ditz) as is makes me sad. i remember using trick against a difficult battle in Platinum to give the enemy a Toxic orb my friend traded me. My klutz lopunny won me the battle but then after it the toxic orb was gone forever! I do kind of like that it has a niche too but i really wouldve liked to seen it get something else on top of that.
You could even make a article about buffing underwhelming pokémon, I have a couple suggestions you could talk about: Wigglytuff – replace Frisk with Fur Coat, 10+ Sp. Atk (85 > 95), give it Boomburst and Moonblast and either increase it’s Sp. Def by 10-20+ (50 > 60 if not 70) or give it Follow Me Meganium – replace Leaf Guard with either Flower Veil or Triage; either way give it Calm Mind, Earth Power, Dazzling Gleam, and Draining Kiss Typhlosion needs more coverage like Earth Power and Grass Knot Ampharos – either give it Electric Surge or just give or Tail Glow already (maybe even both) Sceptile – Just swap it’s attack stats or give or more special coverage like Earth Power and Nasty Plot Gardevoir – maybe give it Recover and Ice Beam Aggron – take 20 points from it’s Sp. Atk (60 > 40) and move those 20 points to it’s Sp. Def (60 > 80), and not only that give it 10+ Atk (110 > 120) and replace Heavy Metal with Solid Rock/Filter Flygon – Increase it’s Sp. Atk by 20+ (80 > 100) as we could always need more special Ground types, then give it Sand Rush and Tinted Lens for it’s other two abilities. Maybe give it Quiver Dance too? Torterra – The most I got is Shell Smash and maybe replace Shell Armor with Solid Rock Drapion – Just replace Keen Eye with Tough Claws, that’s all I got Electivire – Just give it Iron Fist, Close Combat, Drain Punch, and Bulk Up Magmortar – Just give it Mega Launcher, Aura Sphere, Dark Pulse, Dragon Pulse, and Earth Power Dusknoir – Take 20 points from it’s Sp.
Since all Forewarned Pokémon are pretty weak, I would go with an actual in game effect, but a defensive one to stay in the theme “I know your best move”: It completely evades the first super effective attack dealt to them. They can still be hit by neutral moves (that might be enough to still kill them), but at least it makes them into an interesting switch-in or stalling option.
I don’t like the idea of removing the lowered priority on Mycelium Might, specifically because of why it exists. Despite the fact that Grass-types, Pokémon with Overcoat, and Pokémon with other status-immunity abilities can all switch into Spore with impunity… Spore is still a 100% accurate sleep move. Toedscool… the BASE FORM… speed ties with Breloom, the fastest Pokémon that can learn Spore; and second only to Smeargle, who can sketch it. The evolved form’s 100 base speed could beat or tie a vast majority of the metagame and shred through unprepared teams with a 100% accurate sleep move, and Toedscool would do similar to the niche metagame of Little Cup (Lv 5, only the lowest form of Pokémon that can hatch from an egg). That said, I do agree that it needs work. My suggestion: the user’s volatile status moves still go last… but, instead of simply functioning like Mold Breaker, the ability allows the move to not override type immunities, but also uses Mold Breaker Gastro Acid on the move’s target(s) at the start of the turn, completely suppressing all abilities on all affected Pokémon and preventing them from taking effect until the affected Pokémon switches out. This not only allows Pokémon with Insomnia, Vital Spirit, Sap Sipper, or Overcoat to be hit by Spore… but it also allows you to check other vital abilities in a strange way. (It would not repeat the suppression on already suppressed Pokémon.) Staring down a Guts user? Sporing them won’t put them to sleep, but it will turn the status they have from a 50% increase to ATK to a 50% decrease to ATK, until it switches out.
Definitely agree with the change to castform’s ability. I’ve honestly been thinking that castform should get an evo gets a new ability that combines this buffed forecast with mimicry as while I know castform is a weather pokemon I feel that an incentivized weather and terrain play style would be fun and giving an old gimmick mon new evos and forms would be nice. Also since terrain and weather are possible to be set up at the same time I feel some fun dual type combinations could be added to blend in with the rest of a team
Some Abilities were reworked in Mystery Dungeon spinoff. Forewarn in early games gave you % to dodge an attack, including things that otherwise skip accuracy checks (in a game where Drowzee is the second boss). This was later changed to reveal location of items and Pokemon on the floor when Pokemon was under some sleep-related status. Anticipation in early games… worked the same way. It was later changed to increase evasion against supereffective moves and OHKOs.
I don’t think your anticipation buff is very useful. Im sure you already know it’s useless in open team sheet but the core of it is your opponent also knows that you know what moves it has. It leaves the anticipation user with no real advantage. But I’d probably change it by after they shudder w/ anticipation that the Pokémon gains a 1.3xs defense/sp D boost in whichever super effective move the opponent has. It’d be once per switch in and doesn’t stack.
Shell Armor needs to also grant 25% damage reduction from physical attacks. It’s so ass JUST negating crits Also for Early Bird, I have a better idea I think. What if, on switch-in, Early Bird Pokémon have + 1 priority on any move, but only for the first turn. Like Fake Out, except it wouldn’t make Fake Out obsolete since it’s only +1
Personally, I think it’d be more neat if — rather than the speed boost — Early Bird restored some of the user’s PP upon waking. Make it kinda like a mini-Pokecenter effect and make some situations where you’d actually want to be put to sleep. Then of course, if Snore or Sleep Talk are used, they’ll reduce this effect if not outright negate it, due to the implication that the sleep is less than restful
Forewarn might be interesting if it was immune to moves that required a charge up phase. Solar Beam for example, could be avoided completely with Forewarn. Not sure how this would work if Sunny Day was out and Solar Beam went turn 1 though. It could also be good to avoid other weird moves like Future Sight.
the thing with castform is that its supposed to be the 3 states of matter. hail is solid (cuz ice), rain is liquid (obviously), and sun is gas (the sun is made of hydrogen gas(and helium too i guess)) then i would give the others some more unique aspects. first, id make iron fist also add fighting type to all non-fighting punch moves, creating a dual-type move that works similarly to flying press. for early bird i’d replace the speed buff with a 2 or 3 turn sleep immunity with the unique property that rest can bypass it. for forewarn, id leave the original effect unchanged but also make it so the revealed move will always miss until it is used once or the forewarn pokemon switches, so it can also help protect an ally from a really big move. as for victory star, i’d make it more than just accuracy and make it work more like a 57-leaf clover from risk of rain 2, having all random effects regarding your allies be rerolled once in your favor, so it also buff things like crits and on hit effects. i dont know if it should also reroll enemy effects against your allies for a negative outcome because that might be a little strong
Slow start is made to keep in check a legendary that isn’t even that good stat wise. But, what if every other turn, or maybe three, it gives an omni boost. So now we have a bulky legendary that if given enough time can finally live to his legendary status. It would still be destroyed with stab cc but if you dont get rid of it or phase it out in time you are in deep trouble.
Run away: You did it damn perfectly. Forecast: I mean part of me wants that one modded buff where Castform makes the weather of the rock upon switch in but yeah Castform they could even just make some lore that it’s Rockyform was Man-made if they wanted to keep their whole thing and they avoid making a whole new mon Buff CASTFORM and it’s use of Weather Ball should be buffed with it’s forecast ability giving the more +50 Power or a 100% Boost whichever one would be more beneficial in most situations and should allow it’s variant Weather Balls to have special effects Fire having a 30-50% Burn Chance, Water maybe Trapping or Confusing or maybe both like 20% Chance confuse or 10% Trap only one can activate it chooses 50/50 and then rolls. And Snowy having Freeze of course but also maybe Frostbite if they ever do the perfect answer to Freeze that being making both statuses Co-exist but actually maybe a more useful thing would actually just be to be better no miss Icy Wind and Lower Speed by 1 Stage with a 10% Chance to lower by an additional stage of speed. Sandy could be a Crit Boost for self, who ally team, or something defensive or trap based I’m not that creative maybe it sets up Stealth Rock. Iron Fist: I agree cuz I really think they were scared early on but these days so much in the series can use buffs and they never really do it I see them nerf so much instead of correctly buff the right things and see where it goes. Early Bird: The only thing I felt was maybe that the Increase could be chance based on like waking up Early could have the chance to put a special counter/status where they get a permanent Attack increase and Once Per Battle Priority on the first attack they use after waking up on this and if they switch out they lose that or I guess their switch has priority which I think it already does but maybe the Anime can do something with that and the status would be like “Well Rested” besides that this is perfect.
Original Defeatist halves its stats if HP is half or less than the max. Japanese is translated as Timid. By using this as basis, it should still halve the stats except for its Speed and Evasion, where it is doubled, as well as completely shrugging off status moves. They became timid so they try to avoid as much of the stress as possible. EDIT: The status moves here also include volatile status moves like confusion and infatuation. What timid person wants to be confused and be infatuated with someone, the focus is avoiding the awkwardness as much as possible.
I actually think Slow Start can stay the way it is; they just need to give Regigigas better stats. I was thinking about improving his Atk and Speed to 230 and 140 respectively. With this change, Gigas is an extreme terror when Slow Start wears off, and his attack is even somewhat usable beforehand. For Big Pecks, it’d be cool if it became a Rock Head clone, so the users could have a recoilless Brave Bird and Double Edge.
For Regigigas, an ability that lowers the stage of its speed and defense for one turn every other turn, with a stage increase on the alternate interval for its speed or something. Give it a name like “low power”, or “low energy”, where it can only use its full power for one turn before having to power up again. Could play with how it works, changing the effects on intervals or increasing the tradeoffs, etc.