friendly reminder hitmontop with that triple kick would get STAB + Technician triple kick meaning each triple kicks effective base power would basically be 360 if all 3 hit (480 with tera)
Pikachu having a strangle hold on Volt Tackle so Electric types can't have a 120 base power physical STAB move will always upset me. Well that and physical moves having less access to good ones and generally being worse than special moves. Why do some high base power physical moves have a draw back, like recoil or lowering the user's stats, AND an accuracy penalty??? Not like physical attackers are generally worse in many situations because of how prevalent Intimidate is and the fact Burn exists. At least Legends Arceus changed Freeze to Frostbite and acted as the Special Attack burn that the game desperately needs to rein in special attackers for once.
Since gen 6 special move nerfs I tend to disagree, each category is a mixed bag. Physical gets 100 bp earthquake, 120 bp close combat, 98 bp knock off, 120 bp brave bird, 120 bp megahorn, nearly all priority moves including e-speed and sucker... Special definitely wins out for a handful of types but overall it's actually physical that has some really high power moves.
They went from 95 to 90bp, oh no the horror. The only counter spc. attackers have is Blissey. Close combat drop your stat, megahorn is inaccurate, brave bird does recoil. physical atackers have burn, intimidate.@@hoppers4prez214
purify should heal 1/2 regardless, but it could lowkey work like strength sap and heal full hp if the opponent has a status, as well as removing said status. it’s such a perfect answer to facade mons n gliscor while also still being a slightly better recover
1:20: There's already a move like that in the game. It's called Volt Tackle. You probably never heard of it because it's Pikachu line-exclusive, and I don't know why. IMHO, there IS one good thing about Psywave: what happens when Alakazam uses the move in Pokémon Stadium 1. It flips its spoons, then bobs its head. ^^
Standard moves being so similar to signature moves isn't unheard of. Regigigas' signature Crush Grip is identical to the standard move Wring Out in everything except its damage category. I doubt Volt Tackle will be given to any other Pokemon any time soon, so I think buffing Volt Tackle in the way we suggested is fine. Not the best choice we made in this video, but for the most part we stand by it
They probably made Wild Charge 90 BP because Volt Tackle was already an Electric Double Edge. And they didn't want to just give Pikachu's signature move to a bunch of other Pokemon. But yeah, the move absolutely sucks and it's a shame Electric-types don't have good physical moves.
Wild Charge will always be bad because it was always meant to be budget Volt Tackle. I think we're more likely to get a completely different physical electric move that does good damage then to have Wild Charge out shine Mr. Pokemon's Signature move.
Slam is another early-gen move that needs a massive buff. It has only 80 BP, 75% accuracy, and no added effect. Given its description as hitting the foe with a long appendage, granted, Iron Tail also has 75% accuracy, but Aqua Tail has 90% accuracy. So 75% is too low. I mean, Aqua Tail is another move that probably needs a buff, but they seem to have a rule that "long appendage = inaccurate move", I guess it's unwieldy so it's easy to dodge or something. The description of Slam also mentions vines and Power Whip has 85% accuracy. So I think I'd buff Slam to what Aqua Tail is now--90 BP, 90% accurate--and buff Aqua Tail to be Water-type Power Whip.
The thing is, there are so many normal moves at around Slam's power level. I think what it really needs is some differentiating effect like it grounds the opponent (opponent is slammed to the ground) or it lowers evasion by one stage. Something like that.
Part of me wants to turn Submission into a Head Smash clone: 150 Base Power, but heavy recoil and iffy accuracy. Its Japanese name translates to "Hell Wheel", so making it an incredibly powerful but dangerous technique makes sense.
I don't see hyper beam ever going back to gen 1 mechanics. Just think of the unspeakable things Porygon Z will do. I think the solution to present is make it into ice type magnitude with the side effect of healing teammates.
To be honest, I don't see Porygon-Z with Gen 1 Hyper Beam breaking the meta. It would be strong for sure, but a lot of Ghost and Steel-types naturally wall it, and there are a decent amount of Fighting-types running around in OU that can outspeed and easily OHKO non-Scarf variants (and Scarf loses out on _a lot_ of power). With its variety of sets and potential with Tera, I could see it doing well in OU. But probably nothing too banworthy (unless Agility, Nasty Plot, Hyper Beam, Shadow Ball Tera Ghost goes crazier than I think).
I think submission should be like draco meteor. it should have 130 base power and should lower attack 2 stages instead of attack and defense 1 stage. this would make it stronger than close combat while keeping the burst option functionality. I think if it worked like this in gen 1, it would at least make fighting types more viable seeing as it's a physical move and two of the big 3 are normal type special walls.
Honestly, Wild Charge wouldn't be that bad if an physical electric type pokemon that mainly uses Wild Charge had the Reckless ability which boosts the power of recoil moves. Iron Hands has shown that Wild Charge can be strong but that's helped by the fact that it has an amazing attack stat at base 140 that can be boosted further by Quark Drive if holding a booster energy or being under a electric terrain and a high health stat which makes the recoil damage very negligible on it. No other physical electric types can use Wild Charge to the same extent. They don't have a high health stat to not get hurt by recoil as much or high attack to deal a lot of damage regardless of Wild Charge's quite average base power, not to mention the usual lack of an attack boosting moves like swords dance or bulk up among physical electric types. Currently, no physical electric type pokemon have Reckless as one of their abilities which is bad. I think that Zebstrika would be a good candidate to get Reckless to make its Wild Charges hit harder. It could also use tera normal double edge. The new physical electric type clone of jump kick Supercell Slam is also boosted by Reckless and a bunch of non-electric types with the ability like Emboar and Rhyperior get it. Reckless should also get its power boost increased to 1.3x instead of 1.2x imo. The boost was probably made low because the recoil moves have very diverse base powers that can go up all the way to 150 (head smash), 130 (high jump kick) and 120 (double edge and its elemental clones). Wild Charge with a 1.3x boost would reach 117 base power which is almost as strong as volt tackle which is still hogged by the Pichu line. Supercell Slam will be 130 base power with the Reckless boost and can be used over Wild Charge for slightly more damage on all-or-nothing choice sets or something. Overall, I think that Wild Charge and Supercell Slam can be good if the right tools are given to physical electric types to compliment the use of both moves. Same goes for Thunder Fang and Thunder Punch. Only Boltund used to have a strong jaw boosted Thunder Fang while in Scarlet and Violet only Pawmot has Iron Fist to power up its Thunder Punch. If regular physical electric types lack strong physical electric moves that are not signature moves, then they should get a fitting ability that would help use the existing physical electric moves more effectively like powering them up. Electivire would be much better if it had Iron Fist and Luxray would improve with Strong Jaw.
For Hyperbeam, reverting to old mechanics would probably make it a bit too good, it's basically a stupidly strong sweeping move that would effectively have no drawback for it's high BP. It's theme is being a massive damage spike at the cost of vulnerability, honestly I'd say a better way would be to up it's BP and accuracy a bit, it fulfills a similar role to explosion but has different downsides since rather than a lost pokemon it's a lost turn which opens up different sorts of counterplay.
Normal and Psychic are basically the physical and special side of the same coin. Both effectively have no weaknesses (you know the story about Psychic's weaknesses but Fighting may as well have not been a type in gen 1), both get STAB on the best moves in their respective categories, and both are almost unresisted (Psychic is only resisted by Psychic so that's a point to it, but Normal types only need to slap on Earthquake/Blizzard and they power through everything).
Honestly I'm not a fan of making Purify just a better recover with an extra bonus as by its design its meant to be more of a supporting move in doubles. So I think a good compromise, ontop of increasing the amount of healing from 50% to around 75% to make the niche alot more worth it, is either to have Pyukumuku be able to heal itself along with his teammates/opponents or have it heal both the target and the user at the same time to fully lean into the support angle. As for Submission, since the move is meant to be powerful takedown/grapple, I think it would be more interesting to give the ability to bypass protecting moves ala Feint; and possibly remove the lowered accuracy or recoil. While other common protection bypassing moves take a turn to use or can only activate under certain conditions, it would be interesting to have one you can always use instantly while also having a solid base power at the cost of taking some chip damage or missing.
No spicy extract is a no rng swagger. In double you use spicy then have a partner use foul play or buff a parnter that has a white herb and unburden for 2 dragon dance in one turn
@THGMR-ox7sd I don't think it HAS to be good. It's a niche application that can be great, particularly in a doubles setting. Mirror Herb is also a good use for Spicy Extract in the same way Swagger can be used. If I were to buff it, I would have added either a speed drop or make the foe confused like Swagger, so it can work as intended without changing the entire effect
Because Pikachu needs to be special. Better idea: give Pikachu Electric-type V-Create, and let Volt Tackle be learned by Pokémon that can run riot with it, like Luxray, Electivire, Zebstrika, and Tapu Koko.
I'd personally would like to see Natural Gift get reworked. Currently it only works when you're holding a berry, but only works once because it consumes the berry and its BP is only 80-100 depending on how rare the berry is, with the best ones being the pinch and type resistance berries. So here's how i'd fix it: No longer consumes the user's berry on use, and the damage increased from 80/90/100 to 100/110/120 depending on the berry. If Electric/Grassy/Psychic/Fairy Seed is held, the move is turned into a 100bp move of each respective type. If no berry/seed is held, defaults to a 90 BP normal type move. Maybe change to a special move instead of physical?
Also razor wind does not need the charge turn and should be flying type. Game could stand to have a step between Air slash and Hurricane in Bp and accuracy, like what flamethrower is to fire blast
I had this idea that Volt Tackle could have its recoil be reduced to ¼ to make it into a clone of Head Charge, Bouffalant’s signature move. That way, Wild Charge could be made into an actual Double Edge clone.
i dunno, to me Hyper Beam and its variants are fine as is, sure they aren't the best, but thematically the mon needing to recharge no matter what from these moves makes sense since they used up every ounce of strength they had and need to take a breather
Maybe also turn Egg Bomb into a Special version of Body Press, or bringing Bubblebeam & Hydro Pump closer together in Base Power (like Thunderbolt & Thunder plus elemental counterparts thereof) with the chances of the same chances of same secondary effects included, & making Power Whip a physical version of Psyshock in targeting the foe's Special Defense (should fit the theme, right?)? Also, why not make Psywave always do damage of 1.5x user's level instead of just making it a come of Seismic Toss & Night Shade (like always 75 from level 50 or always 150 from level 100)? There's really alot of wasted move opportunities that could use handy buffs, whether to correspond with forebestanding/preexisting effects or to give some reason to breathe new life into outclassed moves excluding ones that aren't supposed to be good or strong
Wild charge's entire purpose was to be a good coverage option for pokemon that made use of the Reckless and Rock head abilities, while not being Volt tackle
This is how I would buff Present. Make it ICE type. 100% accuracy(Hustle will make it 80%). Then damage depends on what level Delibird is. 1-25=40 26-50=60 51-75=80 76-100=100 Also only heals teammates by ¼ of Max health. I think it makes Delibird a lot better but not broken.
Psywave is better than Seismic Toss/Night Shade, because Psywave at L100 deals 100-150 dmg, but seismic toss and night shade deals always 100 dmg at L100
Why complicate triple kick? Its a signature move not many mons learn it anyways. Just follow the pattern, 30 power X 3 kicks 90 base power but with 95-100 accuracy. Even with technician, it caps out at 135 base power which is just slight better than close combat. Fitting for a signature move and it needs to be on technician mon to even be good.
Am I here. Submission! I wonder about that buff for Submission but whatever. Purify should heal 25% HP if no one is cured and 75% or More if you cure them and max if it's Toxic Poison. Hyper Beam Clones. I personally have a differnt Fix. All Hyper beam Clones will be locked at 6 PP. (Maxed) Accuracy will vary between 85-90% Hyper Beam and Giga Impact will effectively be the same however maybe you could have some mechanic like X2 Damage on Ghost Types if you have an ability or Foresight like effect. Rock Wrecker will have higher Crit Ratio and will Crit on the first shot of the battle but no more. Blast Burn will have a 33-40% Burn Chance depending on which one works better for the series. Hydro Canon will have a 66-70% Confusion Chance. Frenzy Plant witll have a 15% Chance to Sleep and a 15% Chance to Poison both separately. Roar of Time will Flinch 100% Of the time on it's first use and if that use misses or hits then everytime after is a 33-40% Flinch Chance. Other possible future variations would differ and Pressure would be buffed with it's effect becoming a bit more common on other abilties especially immunity abilities. Present. Present should have 200-250 Power. Nah make it worse. Make it have 4 sections. Blessed Present. Present. Coal. Naughty List Coal. The items in Present and Coal are the same as their secondaries but a unique Curse effect that is gone by switching happens or Bless effect if you stay in so say a Sticky Barb has a Curse effect or misfortune could be a name for the sub status anyways that means the damage you take from the Barb would be X2. Or a Lagging Tail would force you to go true last no matter what. While Bless would 25% Boost or double the effect of certain items or abilities. This way you would be gambling in normal battles but you could have a thing where in game playthroughs your chance of getting a good present is based on friendship and then it's just more-so random in 1/4th or a bit less for the higher chances when playing the game and the overwriting Item effect would be so funny as unless you use one use items you just could easily steal an item away from an a target like a Choice item or something and replace it with something just worse even if a good item or heavily worse if a misfortune Toxic Orb. Nah if you gonna do that. Make it do 1.5X the user's level in PSychic terrain. ITS RIGHT DAMN THERE! I like to keep the soul of the move as much as I can. Spicy Extract I would either add confusion or similar to Confusion status to for the foe to be stopped by the Extract or I would make it bypass Protect and give you a Custap Berry like Status I would lower it's PP down to a max of 8 and make it so it's a Sucker Punch Mixup move you could lower the foes Defenses and be prepared to kill them with the for sure going first you would be in your priority bracked unless they are faster with a quick claw but if they do use Priority protect then you bypass it if you keep playing the game and get another Defense Lower. That's just one of my many ideas to fix the move I would like it to still mess with the foe's stats for sure. Nah Either make Hitmontop or the ability have something special or go 25-50-70?-75. Triple Axel has no immunities while Triple Kick would.
>buffing wild charge to 120 power with recoil. So you just made volt tackle. Congratulations, I guess? I would have personally just dropped the recoil so there's actually a good physical electric move for more general use, but oh well.
No you suck
Ah yes. Double edged sword knife. One edge sword, one edge knife.
Perfection.
great for spreading butter on your toast during a swordfight
So, a broadsword with the hilt being a knife. Ouchies.
friendly reminder hitmontop with that triple kick would get STAB + Technician triple kick meaning each triple kicks effective base power would basically be 360 if all 3 hit (480 with tera)
Wide lens so it always it’s too
Doesn't really matter honestly, it only has 95 base attack and no one runs TechniTop these days.
Intimidate >> Technician
How did you get 360?
20+40+60=120
*1.5 (Technician)= 180
*1.5 (STAB)= 270 or 360 with Tera Fighting
@@frozenherolp9077 each individual hit would get Technition boost
@hi.5659 Even with that, 30 + 60 + 90 = 180. It doesn't matter where you put the Technician multiplier.
Pikachu having a strangle hold on Volt Tackle so Electric types can't have a 120 base power physical STAB move will always upset me.
Well that and physical moves having less access to good ones and generally being worse than special moves.
Why do some high base power physical moves have a draw back, like recoil or lowering the user's stats, AND an accuracy penalty???
Not like physical attackers are generally worse in many situations because of how prevalent Intimidate is and the fact Burn exists.
At least Legends Arceus changed Freeze to Frostbite and acted as the Special Attack burn that the game desperately needs to rein in special attackers for once.
Since gen 6 special move nerfs I tend to disagree, each category is a mixed bag. Physical gets 100 bp earthquake, 120 bp close combat, 98 bp knock off, 120 bp brave bird, 120 bp megahorn, nearly all priority moves including e-speed and sucker...
Special definitely wins out for a handful of types but overall it's actually physical that has some really high power moves.
Honestly they could’ve just given volt tackle to other Pokémon and just ditch the recoil Wild Charge has.
They went from 95 to 90bp, oh no the horror. The only counter spc. attackers have is Blissey. Close combat drop your stat, megahorn is inaccurate, brave bird does recoil. physical atackers have burn, intimidate.@@hoppers4prez214
if present was an ice type pollen puff - 90 base power against opponents and 1/2 health heal towards allies, it would be good on iron bundle!
I'd like that, but keep the random power. Just for it to keep being quirky.
@@pich1rilo965 Random base power (40, 80, 120) and random healing percent (33%, 66%, 100%)
purify should heal 1/2 regardless, but it could lowkey work like strength sap and heal full hp if the opponent has a status, as well as removing said status. it’s such a perfect answer to facade mons n gliscor while also still being a slightly better recover
Or better yet, have Purify work as the Special version of Strength Sap
1:20: There's already a move like that in the game. It's called Volt Tackle. You probably never heard of it because it's Pikachu line-exclusive, and I don't know why.
IMHO, there IS one good thing about Psywave: what happens when Alakazam uses the move in Pokémon Stadium 1. It flips its spoons, then bobs its head. ^^
Standard moves being so similar to signature moves isn't unheard of. Regigigas' signature Crush Grip is identical to the standard move Wring Out in everything except its damage category. I doubt Volt Tackle will be given to any other Pokemon any time soon, so I think buffing Volt Tackle in the way we suggested is fine. Not the best choice we made in this video, but for the most part we stand by it
They probably made Wild Charge 90 BP because Volt Tackle was already an Electric Double Edge. And they didn't want to just give Pikachu's signature move to a bunch of other Pokemon. But yeah, the move absolutely sucks and it's a shame Electric-types don't have good physical moves.
Wild Charge will always be bad because it was always meant to be budget Volt Tackle. I think we're more likely to get a completely different physical electric move that does good damage then to have Wild Charge out shine Mr. Pokemon's Signature move.
If Wild Charge was buff to the level of Flare Blitz and Wood Hammer wouldn't it just be a clone of Volt Tackle.
they can do a buffaland and make the recoil 1/4 for volt tackle
Just buff volt to 140
Yes, their buffed Wild Charge is literally a re-skinned Volt Tackle
Just give Volt Tackle to more Pokémon. Pikachu has had it for long enough
Wild Charge is Take Down
Volt Tackle is Double-Edge
@@nerddwarf I wonder...
Not sure how I'd do it personally but the move Slam desperately needs a buff. 80 base power Normal type move with *75* accuracy. Just awful.
Honestly Hyper Beam and its variants should just work like Gigaton Hammer so you can’t use it twice in a row unless it fails.
Good idea. I don’t think anyone likes doing nothing for a whole turn.
Or let power herb just negate the need to recharge once like how it negates charge ups
Sound too op they could just use protect to negate that effect, tinkaton has 75 base attack for a reason.
Slam is another early-gen move that needs a massive buff. It has only 80 BP, 75% accuracy, and no added effect. Given its description as hitting the foe with a long appendage, granted, Iron Tail also has 75% accuracy, but Aqua Tail has 90% accuracy. So 75% is too low. I mean, Aqua Tail is another move that probably needs a buff, but they seem to have a rule that "long appendage = inaccurate move", I guess it's unwieldy so it's easy to dodge or something. The description of Slam also mentions vines and Power Whip has 85% accuracy.
So I think I'd buff Slam to what Aqua Tail is now--90 BP, 90% accurate--and buff Aqua Tail to be Water-type Power Whip.
The thing is, there are so many normal moves at around Slam's power level. I think what it really needs is some differentiating effect like it grounds the opponent (opponent is slammed to the ground) or it lowers evasion by one stage. Something like that.
What if spicy extract raises the target speed and burns them? It could be useful for team with guts mons and you can have those mons hold items
Part of me wants to turn Submission into a Head Smash clone: 150 Base Power, but heavy recoil and iffy accuracy.
Its Japanese name translates to "Hell Wheel", so making it an incredibly powerful but dangerous technique makes sense.
9:37 how about this for spicey exstract: lowers defense by 2 stages and inflicts burn.
Drill Peck was actually added to Delibird’s level up moveset in Gen 7 not Gen 6.
I don't see hyper beam ever going back to gen 1 mechanics. Just think of the unspeakable things Porygon Z will do.
I think the solution to present is make it into ice type magnitude with the side effect of healing teammates.
To be honest, I don't see Porygon-Z with Gen 1 Hyper Beam breaking the meta. It would be strong for sure, but a lot of Ghost and Steel-types naturally wall it, and there are a decent amount of Fighting-types running around in OU that can outspeed and easily OHKO non-Scarf variants (and Scarf loses out on _a lot_ of power).
With its variety of sets and potential with Tera, I could see it doing well in OU. But probably nothing too banworthy (unless Agility, Nasty Plot, Hyper Beam, Shadow Ball Tera Ghost goes crazier than I think).
I think submission should be like draco meteor. it should have 130 base power and should lower attack 2 stages instead of attack and defense 1 stage. this would make it stronger than close combat while keeping the burst option functionality. I think if it worked like this in gen 1, it would at least make fighting types more viable seeing as it's a physical move and two of the big 3 are normal type special walls.
Submission? Don't you mean super power?
3:40 What about eternabeam?
160 base power
If we are buffing Wild Chard to 120 BP with 1/3 recoil then let's make Volt Tackle take 1/4 recoil... or just make it more accesible to more pokémon.
Or we can turn Volt Tackle into a Head Smash clone
Honestly, Wild Charge wouldn't be that bad if an physical electric type pokemon that mainly uses Wild Charge had the Reckless ability which boosts the power of recoil moves. Iron Hands has shown that Wild Charge can be strong but that's helped by the fact that it has an amazing attack stat at base 140 that can be boosted further by Quark Drive if holding a booster energy or being under a electric terrain and a high health stat which makes the recoil damage very negligible on it. No other physical electric types can use Wild Charge to the same extent. They don't have a high health stat to not get hurt by recoil as much or high attack to deal a lot of damage regardless of Wild Charge's quite average base power, not to mention the usual lack of an attack boosting moves like swords dance or bulk up among physical electric types.
Currently, no physical electric type pokemon have Reckless as one of their abilities which is bad. I think that Zebstrika would be a good candidate to get Reckless to make its Wild Charges hit harder. It could also use tera normal double edge. The new physical electric type clone of jump kick Supercell Slam is also boosted by Reckless and a bunch of non-electric types with the ability like Emboar and Rhyperior get it. Reckless should also get its power boost increased to 1.3x instead of 1.2x imo. The boost was probably made low because the recoil moves have very diverse base powers that can go up all the way to 150 (head smash), 130 (high jump kick) and 120 (double edge and its elemental clones). Wild Charge with a 1.3x boost would reach 117 base power which is almost as strong as volt tackle which is still hogged by the Pichu line. Supercell Slam will be 130 base power with the Reckless boost and can be used over Wild Charge for slightly more damage on all-or-nothing choice sets or something.
Overall, I think that Wild Charge and Supercell Slam can be good if the right tools are given to physical electric types to compliment the use of both moves. Same goes for Thunder Fang and Thunder Punch. Only Boltund used to have a strong jaw boosted Thunder Fang while in Scarlet and Violet only Pawmot has Iron Fist to power up its Thunder Punch. If regular physical electric types lack strong physical electric moves that are not signature moves, then they should get a fitting ability that would help use the existing physical electric moves more effectively like powering them up. Electivire would be much better if it had Iron Fist and Luxray would improve with Strong Jaw.
For Hyperbeam, reverting to old mechanics would probably make it a bit too good, it's basically a stupidly strong sweeping move that would effectively have no drawback for it's high BP. It's theme is being a massive damage spike at the cost of vulnerability, honestly I'd say a better way would be to up it's BP and accuracy a bit, it fulfills a similar role to explosion but has different downsides since rather than a lost pokemon it's a lost turn which opens up different sorts of counterplay.
1:57 Normal, arguably the best type in the gen
Pyschic:Am i a joke to you
i think the most dominant type would've made more sense
tauros, snorlax and chansey are pretty much required on all gen 1 OU teams
Normal and Psychic are basically the physical and special side of the same coin. Both effectively have no weaknesses (you know the story about Psychic's weaknesses but Fighting may as well have not been a type in gen 1), both get STAB on the best moves in their respective categories, and both are almost unresisted (Psychic is only resisted by Psychic so that's a point to it, but Normal types only need to slap on Earthquake/Blizzard and they power through everything).
You are so good and deserve so much more ❤
There is a rom hack that makes Present an Ice Type Pollen Puff and i think that'd be the best idea
The other option for Psywave is basically to copy Magnitude - therefore, it has the chance to do low damage, big damage, but mostly middling damage
Triple kick would hopefully still get boosted by technician since that’s how Hitmontop gets good use out of it.
Double kick also gets boosted by technician
Honestly, I feel Delibird was MEANT to be weak... it was a fun gimmick Pokemon... you use it BECAUSE of it's weakness, not in spite of it.....
Honestly I'm not a fan of making Purify just a better recover with an extra bonus as by its design its meant to be more of a supporting move in doubles. So I think a good compromise, ontop of increasing the amount of healing from 50% to around 75% to make the niche alot more worth it, is either to have Pyukumuku be able to heal itself along with his teammates/opponents or have it heal both the target and the user at the same time to fully lean into the support angle.
As for Submission, since the move is meant to be powerful takedown/grapple, I think it would be more interesting to give the ability to bypass protecting moves ala Feint; and possibly remove the lowered accuracy or recoil. While other common protection bypassing moves take a turn to use or can only activate under certain conditions, it would be interesting to have one you can always use instantly while also having a solid base power at the cost of taking some chip damage or missing.
No spicy extract is a no rng swagger. In double you use spicy then have a partner use foul play or buff a parnter that has a white herb and unburden for 2 dragon dance in one turn
That’s true but does that make it a good move?
@THGMR-ox7sd I don't think it HAS to be good. It's a niche application that can be great, particularly in a doubles setting. Mirror Herb is also a good use for Spicy Extract in the same way Swagger can be used. If I were to buff it, I would have added either a speed drop or make the foe confused like Swagger, so it can work as intended without changing the entire effect
Volt tackle is literally what wild charge was meant to be.
It is an electric type flare blitz.
I don’t get why wild charge is done so dirty.
Because Pikachu needs to be special.
Better idea: give Pikachu Electric-type V-Create, and let Volt Tackle be learned by Pokémon that can run riot with it, like Luxray, Electivire, Zebstrika, and Tapu Koko.
terrible ideas. congrats on turning wild charge into volt tackle i guess
9:16 - 9:40 You talk so fast, I have no idea what you're saying, it just gives me anxiety xD
I feel Purify should also be priority on teammate pokemon in doubles. That would make him an interesting healer to deal with.
I'd personally would like to see Natural Gift get reworked.
Currently it only works when you're holding a berry, but only works once because it consumes the berry and its BP is only 80-100 depending on how rare the berry is, with the best ones being the pinch and type resistance berries.
So here's how i'd fix it:
No longer consumes the user's berry on use, and the damage increased from 80/90/100 to 100/110/120 depending on the berry.
If Electric/Grassy/Psychic/Fairy Seed is held, the move is turned into a 100bp move of each respective type.
If no berry/seed is held, defaults to a 90 BP normal type move.
Maybe change to a special move instead of physical?
Also razor wind does not need the charge turn and should be flying type. Game could stand to have a step between Air slash and Hurricane in Bp and accuracy, like what flamethrower is to fire blast
I always tell my Friends how stupid It is that Wild charge isn't 120 base power
I had this idea that Volt Tackle could have its recoil be reduced to ¼ to make it into a clone of Head Charge, Bouffalant’s signature move. That way, Wild Charge could be made into an actual Double Edge clone.
But volt tackle does the same as some recoil moves.Thats why.
i dunno, to me Hyper Beam and its variants are fine as is, sure they aren't the best, but thematically the mon needing to recharge no matter what from these moves makes sense since they used up every ounce of strength they had and need to take a breather
Maybe also turn Egg Bomb into a Special version of Body Press, or bringing Bubblebeam & Hydro Pump closer together in Base Power (like Thunderbolt & Thunder plus elemental counterparts thereof) with the chances of the same chances of same secondary effects included, & making Power Whip a physical version of Psyshock in targeting the foe's Special Defense (should fit the theme, right?)? Also, why not make Psywave always do damage of 1.5x user's level instead of just making it a come of Seismic Toss & Night Shade (like always 75 from level 50 or always 150 from level 100)? There's really alot of wasted move opportunities that could use handy buffs, whether to correspond with forebestanding/preexisting effects or to give some reason to breathe new life into outclassed moves excluding ones that aren't supposed to be good or strong
I'd make submission a fighting type trapping move. Thematically, it makes more sense.
Wild charge's entire purpose was to be a good coverage option for pokemon that made use of the Reckless and Rock head abilities, while not being Volt tackle
This is how I would buff Present. Make it ICE type. 100% accuracy(Hustle will make it 80%). Then damage depends on what level Delibird is.
1-25=40
26-50=60
51-75=80
76-100=100
Also only heals teammates by ¼ of Max health. I think it makes Delibird a lot better but not broken.
I saw a thread on reddit and they said that they should buff wild charge to 120 and buff volt tackle to 140
Psywave is better than Seismic Toss/Night Shade, because Psywave at L100 deals 100-150 dmg, but seismic toss and night shade deals always 100 dmg at L100
spicy extract was definitely made with mirror herb in mind
actually love the present fix
oh hey what's good my guy
@@MEPlaysGames wassup man. Good content
Electric type Double Edge? You mean like Volt Tackle, a Pikachu signature move?
I was thinking buffing Hyper Beam and its clones to work more like Meteor Beam or Electro Shot.
Why complicate triple kick? Its a signature move not many mons learn it anyways. Just follow the pattern, 30 power X 3 kicks 90 base power but with 95-100 accuracy. Even with technician, it caps out at 135 base power which is just slight better than close combat. Fitting for a signature move and it needs to be on technician mon to even be good.
I think cut should have been made a normal type clone of seismic toss
Strenght could be better, as it is on hackroms, 100 bp rock type, but WITHOUT LOWERING DEFENSES
Am I here.
Submission!
I wonder about that buff for Submission but whatever.
Purify should heal 25% HP if no one is cured and 75% or More if you cure them and max if it's Toxic Poison.
Hyper Beam Clones.
I personally have a differnt Fix.
All Hyper beam Clones will be locked at 6 PP. (Maxed)
Accuracy will vary between 85-90%
Hyper Beam and Giga Impact will effectively be the same however maybe you could have some mechanic like X2 Damage on Ghost Types if you have an ability or Foresight like effect.
Rock Wrecker will have higher Crit Ratio and will Crit on the first shot of the battle but no more.
Blast Burn will have a 33-40% Burn Chance depending on which one works better for the series.
Hydro Canon will have a 66-70% Confusion Chance.
Frenzy Plant witll have a 15% Chance to Sleep and a 15% Chance to Poison both separately.
Roar of Time will Flinch 100% Of the time on it's first use and if that use misses or hits then everytime after is a 33-40% Flinch Chance.
Other possible future variations would differ and Pressure would be buffed with it's effect becoming a bit more common on other abilties especially immunity abilities.
Present.
Present should have 200-250 Power.
Nah make it worse.
Make it have 4 sections.
Blessed Present.
Present.
Coal.
Naughty List Coal.
The items in Present and Coal are the same as their secondaries but a unique Curse effect that is gone by switching happens or Bless effect if you stay in so say a Sticky Barb has a Curse effect or misfortune could be a name for the sub status anyways that means the damage you take from the Barb would be X2. Or a Lagging Tail would force you to go true last no matter what.
While Bless would 25% Boost or double the effect of certain items or abilities.
This way you would be gambling in normal battles but you could have a thing where in game playthroughs your chance of getting a good present is based on friendship and then it's just more-so random in 1/4th or a bit less for the higher chances when playing the game and the overwriting Item effect would be so funny as unless you use one use items you just could easily steal an item away from an a target like a Choice item or something and replace it with something just worse even if a good item or heavily worse if a misfortune Toxic Orb.
Nah if you gonna do that. Make it do 1.5X the user's level in PSychic terrain. ITS RIGHT DAMN THERE!
I like to keep the soul of the move as much as I can.
Spicy Extract I would either add confusion or similar to Confusion status to for the foe to be stopped by the Extract or I would make it bypass Protect and give you a Custap Berry like Status I would lower it's PP down to a max of 8 and make it so it's a Sucker Punch Mixup move you could lower the foes Defenses and be prepared to kill them with the for sure going first you would be in your priority bracked unless they are faster with a quick claw but if they do use Priority protect then you bypass it if you keep playing the game and get another Defense Lower.
That's just one of my many ideas to fix the move I would like it to still mess with the foe's stats for sure.
Nah Either make Hitmontop or the ability have something special or go 25-50-70?-75.
Triple Axel has no immunities while Triple Kick would.
>buffing wild charge to 120 power with recoil.
So you just made volt tackle. Congratulations, I guess? I would have personally just dropped the recoil so there's actually a good physical electric move for more general use, but oh well.
Focus Blast is too accurate. Make it 1% accurate
Gen 1 normal was good, but gen 1 psychic types were legitimately busted.
I think i would buff the hyperbeam clones to 180 bp, 20% more dmg.
I wonder if you'll even mess up the intro as "What's up matts, my name is Fella."
Would your new Psywave work on Dark types?
does night shade work on normal types?
That's a lot of evidence that the devs behind the games aren't so much good at keepingthe game balanced
Fix dragon rage
He talks wayyyy too fast
G9od to see yall again
New move: gedagadegedagado 999bp 101+ac 100% to flinch and freeze.
Literal Brainrot Comment
No. The name is too long, it won't fit in the character limit
Sometimes i think GF do that on purpose.
new ME upload lets GOOOOOOOOOO
how about Sand Tomb, Tri Attack & Pursuit?
Tri Attack should be Electric, Fire or Ice depending on the opponent's type
Y'all are sooooo funny 🤣 youre a great duo 👏
U RUINED PSYWAVE
My man, slow the talking down..
The 1.5x speed on the guy’s voice sounds horrible. Please don’t speed up your dialog in post.
That's his normal voice. Stop playing your videos on 1.5X speed