Fun Fact: shedinja's defenses arent useless, if Shedinja has a Substitute passed to it with Baton Pass(a reasonable strategy to block burn or toxic) its defenses get used in those calculations and the Substitute can survive a hit if it had enough HP
@@HailToLuxeYou only need a pokemon with decent HP you don't need Blissey to do it, but if you're just asking then no, Blissey can't learn baton pass
Cyclizar and Orthworm has Shed Tail to do that in one turn. There's a reason why it is not in SV, besides Tera Electric + Air Balloon (ok, it's mostly that)
Forever will I be dumbfounded by the fact that Castform doesn’t have a Sand form. It also could’ve gotten a Fog form and a Wind form one generation after its origin.
Technically sandstorm isn’t a real weather. It’s considered a weather In pokemon but in reality a sandstorm is just mildly strong winds carrying sand around. And not a specific weather it’s more of an environment thing
Interesting... When I saw Unown listed I just thought it needed an ability that always turns Hidden Power into a super effective type without losing STAB. So I guess this was actually a thing somewhere then, neat.
I like his ideas for unown very interesting. Especially the power learnset thing I thought of that too..each letter having a unique psychic moves is dynamic I like it!
Shedinja really should have a stat total similar to ninjask but keep the 1 hp Edit: unown should learn moves that begin with their respective letter, such as A learning moves that start with A
@@yaz6133 theyre based off the english alphabet so it should follow the english move names reguardless in my oppinion (competative S unknown swords dance sweepers)
Unown did get somewhat of a cool gimmick in Legends: Arceus. It gains access to Hidden Power again, but this time Hidden Power is its _signature move._ This let them play around with the gimmick a lot more, and they ended up making it so that Hidden Power always becomes a type that is super-effective against the targeted mon (even prioritizing double weaknesses). So to redux that, they could turn Hidden Power into a 50 bp Psychic-type signature move for Unown that will always hit the opponent super-effectively (even Dark-type mons). Giving it essentially a STAB 100 bp move that hits all Pokemon regardless of typing. Additionally, they could have its bp be raised by 25 for each other Unown letter in your party, with a full Unown team throwing out STAB, 350 bp attacks every turn. That way, it at least has a big number gimmick going for it, while retaining its low stats and having a defensive trade-off for the extra power (any somewhat fast Dark, Bug, or Ghost type mon can tear through a whole mono Unown team). I could see triple Unown teams being the go-to gimmick, where there are three other mons playing support (Sticky Webs, defensive momentum, setting up screens, spreading statuses, Wish support, etc) while the Unowns unleash 200 bp STAB attacks to bash in the enemy team. Not exactly an unstoppable gimmick, but still would be a fun team to experiment with now and again, especially in lower power level formats (think: NU or PU in Smogon Singles).
Eh, I don't really like that change. For one thing, the whole point of Hidden Power was that every Pokémon had access to it, and it could be any type - an idea that later evolved into Tera types. And making Hidden Power always super effective is basically the same mechanically as just doubling its power and making it NEVER super effective. It doesn't improve Hidden Power, it just makes it a boring powerful attack. I do like the idea of having multiple Unown in your party being able to team up, but I think that should be a different attack, not a change to Hidden Power.
@@indigofenix00I think the fact that it evolved into terra types is a reason to let unown have fun with the move. Especially because not only was getting a specific HP very annoying, but the inclusion of the fairy type kinda complicated the equation. There's a reason they cut the move after all, and I'm not really expecting it to make a return. So, why not let unown turn it into a signature move? And while always being super effective is similar to effectively doubling BP there are some differences. First of all, the flavor of always being super effective fits really well with the move. Also, if it prioritizes x4 moves like in LA unown really punishes Pokemon with those and what is effectively perfect coverage. On the other hand, if you can set up a no weaknesses Pokemon, or use abilities that interact with super effective hits, it would completely neuter unown.
To clarify, I do think that HP does need some adjustments - missing the Fairy type is a definite flaw, and being able to change the type in-game, like Tera Types, would make it much better. But I think it could work well in conjunction with Tera types as an option that lets a mon use their Tera type at any time for a lower-powered attack, without committing to a full transformation. This is assuming that Tera types make a comeback, which is a question, but they ARE widely regarded as being the best "generation gimmick" so far. I've always seen Hidden Power as being a kind of "enlightenment" or "awakening the secret power within" move, in the sense that almost any mon can learn it but those who learn it naturally are those associated with mental awakening or the "third eye" like Meditite and Slowking. (Its Japanese name means "awakening power" which shows that this is very much the intention.) And that...doesn't really have a whole lot to do with Unown's lore, in fact it kind of undermines the Unown's more interesting gimmicks of being the alphabet used to create the world and being more powerful when gathered in groups. Hitting super-effectively all the time is just more boring both mechanically and in terms of lore (and rubbing salt in the wounds of Pokémon with 4x weaknesses doesn't help matters, they have trouble enough as it is.)
I don’t get the Shedinja rework. The entire point of the gimmick is that it’s a late game win con, where it becomes unkillable if you manage to get rid of the Pokémon that can damage it, you aren’t meant to use it turn 1-8. Changes made to make it hit harder are more for vanity than anything
Giving Shedinja the speed of Ninjask I think would make more sense than arbitrarily changing it to an attack stat. Amusingly, the high speed could also be considered a nerf, since you can't counter-weather a Sandstorm or Hail use, but it would allow Shedinja to toss out a toxic, or maybe U-Turn as a pivot.
@@Sonad47im pretty sure its an egg move I had an sd shedinja but I think I got the nincada from wonder trade. Granted sd a slow mon with bad attacking moves that gets one shot isnt a massive boon anyway
@@Sonad47 When Nincada evolves, Shedinja will retain the moveset of Ninjask. Don't think it works in the newer generations, but that's how it used to work. Nincada could never learn Swords Dance, only Ninjask btw - so, you could only get an SD Shedinja at level 57, and nothing else.
Your Kecleon fix is a little awkward, since it starts as a Normal type and its ability will never do anything unless it first gets hit with a Fighting type move
Maybe have it be the anti-protean and have it change to whatever type resists the incoming attack but only the first time entering battle. That way you have a reliable way to swap into big incoming attacks you predict well but at the cost of needing to spend a turn with Kecleon in battle, who's not much good for anything else. But since you're likely to now be resistant to other moves by the attacker, you could maybe have a moment to set up or clear hazards or U-Turn and get your better Pokemon out again, since your opponent will likely want to swap to a more effective Pokemon. The risk, of course, is you give them essentially a free turn to set up if they predict you're going to swap to Kecleon and have nothing to fear for a turn. Could be not terrible.
Shedinja is not meant to be an attacker, it is a support wincon. It has moves like ally switch, will-o-whisp, swagger, and confuse ray for support and if you take out everything that damages shedinja it wins the game, that is why it has such weak attack of it didn't it would be infuriating. It also has defenses so if a ditto copies it the ditto has something to work with defensively. Every one of your vids ive seen that aims to "balance" pokemon always ends up displaying a fundamental misunderstanding of basic game knowledge, ik that these are kind of for fun but saying something like "ninjask has 160 speed so we'll give 160 attack to shedinja because it has weak moves," does not show competency with game design. Ninjask is a fast pest that debuffs the enemy and wastes their time, shedinja is a wall support that can double as a win condition, and speed is not equitable to attack in most cases as shown through regilieki and regidrago.
One idea I had for unown is to give it a really obnoxiously complex signature move that reacts to unown in the party. Unown get stronger together right? So the base power of this move (let's call it profess) would increase for every unown in your party from 20 with just 1, 40 with 2, 60 for 3, 80 for 4, 100 for 5, and 120 if your entire team is unown, and it would be psychic type. Profess would also have hidden attributes for spelling words. If for example, your team order (before switching) spells the word "fire" the move would become fire type. Same with all the types that are 6 letters or less. For the ones that are at least 7 letters they'd have other words (shock for electric, fight for fighting). You could add any number of question mark forme or exclamation mark forme to increase power without breaking the word. "Speed" would either make it priority or make it increase speed. "Spatk" would increase special attack. "BRN" "FRZ" "PSN" and "SLP" would add a small chance to inflict their respective status effects. And probably my favorite one I could think of "??????" Would make profess typeless but would also confuse unown.
id love for gamefreak to change slow start in a way that starts of weak but over some turns actually ends up stronger. Something like starting at a 0.5 modifier but after each turn gets boosted by +0.25 up to a max of x2. That could actually make regigiggas actually usefull and is at least way more intresting
Shedinja: Give it respectable speed (let's say 90) so it can go first more reliably, and give it higher Attack/Sp.Attack. Let's say 100 Atk and 60 Sp.Atk. Also, expand its movepool with some better Bug type physical moves. First Impression would be great for Shedinja. Unown: Protean as a secondary ability (to always get STAB on Hidden Power), boost it HP and Sp.Def to give it some survivability, and let it learn Secret Power and Ancient Power. Also, instead of giving every Unown type a Psychic move necessarily, I think it would be more in good form to give every Unown a move that starts with the letter Unown represents (A could get Agility, B could get Bug Buzz, etc). Also, I know you discounted the possibility due to it being Wishiwashi's gimmick, but a Hidden Ability group form that does nothing but boost its Sp. Attack to legendary levels (let's say 180, tied with Deoxys) would fit well. Kecleon: Instead of changing to resist the move used against it, just make Protean change to the same type *before* it gets hit. It gets the same gimmick of matching types to (hopefully) defend against the enemy, but it prevents the enemy from lining up super effective moves (with exception of Ghost or Dragon type moves). Eiscue: No comments Castform: Give it a Rock type Sandstorm form (maybe with boosted physical attack to match the other stat boosts you've named) and a few special or physical rock moves to fit the new form. Also, as an aside note, how about a Regional castform that changes form to match the Terrain instead. It could possibly be Ground instead of Normal (due to being stuck/merged with the ground), and then have a Grassy, Misty (Fairy), Psychic, and Electric form to match the respective terrains.
Okay technically Unknown's whole gimmick is that its just pokemon in the shape of the English alphabet. And the movies imply that they help Arceus with constructing reality through their collective psychic powers. But only as a collective, not individuals.
I personally would make unowns gimmick that its hidden power will always be a random type thats super effectiveness to the target, but Hidden Power will still be the only move it gets
A really fun gimmick for Unknown would be to give a different move pool for each of them, only including moves that start with the letter they represent. (that would involve giving signature moves to ! and ?)
I have an alternate (frankly worse) idea for Unown: what if it could learn moves from the letter it represents? Some letters would be far better than others, which is why it’s not ideal, but it could be a fun gimmick
Honestly Unown needs an ability that mimics its swarming. Alphabatics: At the end of its turn this pokemon may switch out with another pokemon with the same ability, passing all temporary stat stage increases and decreases on to the Pokémon that replaces it in battle. The pokemon is not affected by entry hazards. With the expanded moveset you suggested, you're effectively combining all the Unown in your party into one pokemon with mulitple healthbars and more than 4 moveslots, and it would be able to make far more use of Cosmic and Stored Power. Power Trick would also be interesting here, since it allows Cosmic Power to be turned into an attack boost and push Stored even further. The ability could be further boosted by making it trigger on swapping instead, removing a layer of telegraphing (since you know what psychic move each letter has access to): Multi-Type: When this pokemon is replaced with another pokemon that shares this ability, all temporary stat stage increases and decreases are passed on and the entering pokemon may select a move to use right away. This move is named as a pun on Arceus' ability Multitype, and it would also function with that ability to allow the god to join/control the swarm. It seems very powerful, but you're seriously losing type diversity if you try to run this. Maybe they also need Nature Power, and Unown Power could change the terrain of the match...
Hidden Power is actually available in BDSP and PLA, but it was changed to being Unown's signature move (no other Pokemon can learn and use Hidden Power in those games to reflect the fact that Hidden Power has been removed from Sw/Sh/S/V)
Ok so Castform is bad, and I agree with the changes you made/proposed. I like the idea of buffing Castform depending on the weather forme change a lot. But I want to draw attention to the time they tried to do the Castform thing again, and somehow (in my eyes) made it even less workable. Galarian Stunfisk getting Mimicry as its one and only ability should've been awesome! Changing type depending on the terrain is a CRAZY cool idea, especially after the introduction of the Terrain Surge abilities! But no, it doesn't get a forme change to match the terrain, no stat changes on terrain, doesn't learn nature power to take advantage of terrain, terrain pulse is a special move which G-Stunfisk doesn't want to be using because of its bad special attack. It just hurts. I love my precious baby boy but they did him so dirty.
I think another solid unknown gimick change would be to give it an ability called "alphabetize" or "ancient glyph" where if you have another uknown in your party the unknown in battle gets a speed and sp atk boost, and double the boost if the unknown if a different letter, this would make their lore make alot more sense and give you an actual reason to catch multiple.
A buff i'd consider for unown would be to allow each letters to learn every moves starting by it except signature ones. So for instance unown A could use anshor shot and aerial ace now while unown S could use Solar beam or Scald. Edit : it's obviously on top of Hidden power that it already knows
I always liked the idea of giving unown and ability where when it gets sent out it 'revives' a previous unown which was knocked out earlier in the battle as long as its a different form, allowing both of them to fight together tandemaus style and raising their stats. I think if this was the case then they should make his ability stackable, so you can have a full team of six and as long as they're all different forms then by your last mon you have an unown with legendary stats. This could potentially can also be boosted further if you use either the question mark or exclamation mark forms as your final pokemon (cause you know, punctuation). To balance it out you could make each unown a random type with a move that matched it (like make an unown water type with surf, or fire type with flamethrower)
for unknown, I would say give them a new ability called "philology" which would grant them a stat boost for every unique unknown you've caught. let's say 1 to each stat. it wouldn't do anything if you've only caught 1, but by the end, it would have a bonus of 25 to everything, equaling a bonus 150 stat total.
I think the problem with making Shedinja "better" is largely that it can be degenerative to play against. Either your team can easily handle shedinja or you're going to stop having fun the moment you see it. I think addressing this would be alot more meaningful than stat buffs because making it stronger would otherwise best-case-scenario make shedinja more viable and thus create more degenerative scenarios for players as a whole. For example, let's say it has a base hp hard capped at 4. This way wonder guard could be reworked so that its immune to all NVE attacks, and effective attacks will always deal exactly 1 damage regardless of the attacker's attacking stat or other factors, and SE attacks will always deal exactly 4 of its total hit points. This could be reworked to 3 hp or even 2 based on proper testing, but the idea is the same.
Problem is, this way you give shedinja at most 4 turns on the field, during which he can do nothing because his move pool and stats are too bad. In my opinion to keep it balanced it should keep Nincada BST (which is 266, still extremely low), but with HP and defences set to 1 and the rest of the points put in attack stats and speed (so 80 Atk, 80 SpAtk, 100 Spe). I would actually make it a preferential SpAttacker and give it Nasty Plot and some more special attacking options, and maybe some more utility moves too
@@alpolacci I never said my suggested change would ideally be the *only* change. Just that wonder guard is fundamentally unfun and unnecessarily limiting to teambuilding-so any buffs to shedinja is a detriment to the game until that part of it is fixed. Starting with my suggested fix to the ability-which btw is actually a nerf not a buff at all-buffs to the actual pokemon could begin.
@@saltlakeatrocity9771 I don't see Wonder guard as limiting to teambuilding. I mean, if your team lacks EITHER Fire, Rock, Flying, Ghost, Dark (all of which are extremely common offensive types) coverage, sandstorm, leech seed, status moves or entry hazards, your team is probably kinda bad
@@saltlakeatrocity9771 real talk how are you running a team with no hazards, damaging status moves, contact damaging abilities/items, fire, rock, flying, ghost, OR dark moves AT ALL tho
Unknown should have an esoteric out of battle mechanic where you can spell out words in your box or party to store up timed boosts to everything in that row or column. Boosted pokemon in the active party could affect various things unrelated to battling like EXP and EV gain, friendship, catch rate, chance for random battles (increased or decreased), egg hatch time, shiny chance, obedience, the works. There are so many gimmicky and grindy systems in these games that could be in turn affected by yet another gimmicky and grindy system. Also to make the gimmick even more funny, they should add additional unknown forms for every language the game gets localized into, accessible only in those regions. Complete with new language exclusive keywords that still work outside that region but with an even more amplified boost. Just absolutely bloat the feature to the maximum degree possible, until no dev that so much as thinks of porting this to the next gen is able to sleep at night.
Pretty sure you made Eiscue into a super scary threat. 50% from belly drum, guaranteed ice form trigger from any attack, lose 25% HP. Throw a salac berry on that, and you've got 300 speed with 6x attack boost (at lvl50)
Castform: - Sandstorm form (Rock type) - Holding a weather rock triggers Forecast to set that weather - Each weather form buffs one atack and defense stat by 35 each
Unown power's type being determined "randomly" would basically require an entire additional portion of data on every single pokemon for something that is only used for unown. There are other ways to go about it, for example the personality value of a pokemon modulo 18 (which is the number of types in the game) can do it
For Unown, I'd opt for it to follow more in line with Zygarde. Yes, that's another gimmick, but that would just be the start of it. Effectively, I would tie it to an item - in this example, a "Tablet Box", where the unown, when caught, are stored within a tablet, and when they're used in battle, you open the box, and the tablets that have unown stored within them manifest those unown as a swarm that acts as one pokemon. In battle, this manifests as a swarm of the unown that you currently have, with each unown circling around a fixed point. You get one box per save file, and each box has 28 empty tablets within it, one for each individual glyph. You can add or remove the unown from those tablets at will, and the box could be manifested as a special box within the PC. From there, the more unown you collect, the more powerful the collective grows. Each additional unown added to the swarm provides a fixed boost in the total base stats, with the objective that when the swarm is full, it is comparable to Dialga, Palkia, and Giratina in BST. There's a baseline in the stat increases, but some glyphs could have a higher impact on certain stats than others. In terms of attacking moves, Hidden Power becomes Unown's signature move, but its prior effect wouldn't make sense with this set up. Instead, I would suggest that it starts as a weak move that does typeless damage, with one glyph in the swarm. As more are added, the base damage increases, and when the swarm is complete, it gains some kind of effect, and is a decently strong move overall, but balanced in a way to avoid breaking it. Moreover, just as certain glyphs might provide a spike in stats, certain glyphs allow additional moves to be used. It still wouldn't be able to learn any TMs, but building the swarm at least builds its movepool. In terms of growth, such as IVs, EVs, and level, either a new glyph is added to act as the nexus for the others - potentially the nexus point that they circle - or a "representative" is selected as the primary Unown, who sits in your party, and acts as the conduit to your will - acting out the implication that Unown don't necessarily have free will or free thought of their own, but that they instead need direction from something with it's own thought and will. Think Molly Hale. Either way, the central glyph acts as the conduit for the others, so its numbers are the numbers that are used. When it's sent into battle, the swarm awakens from the box to join it. Finally, in terms of building the swarm, Legends Arceus had the best method for something like this, I think. Natively in game, you needed to find and catch each glyph, and the way PLA handled it really emphasized engagement with the concept. If this all sounds overpowered and complicated, well, that's kind of by design. Unown, itself, is a complicated pokemon who, when grouped together, are literal reality warpers. It's only fitting that as work is put into building a swarm, they live up to that reputation. Moreover, this would actually give a reason for the existence and collection of the 28, otherwise non-distinct glyphs.
28 Unowns is a good number to use "5", the parentheses would be internal logic, not active in-game tooltip. Unknown Power (5 power points, Special attack, Psychic type): This move is stronger the more Unown assembled (5 base power at 1, 140 at maximum, 5 per Unown). It has a chance of attacking against Defense if lower than Special Defense (5% chance per Unown type, maxes at 20/28). Going with your Zygarde style, you'd also add in as a drawback/boon, "This also curses both pokemon". It's not quite recoil damage, and it is a damage boost on the opposite side, but a 140/100 move needs a drawback if its used by a legendary power level and that stops the move from being used more than twice realistically. If basic Unown, it can have the full power without drawback, or even with "it might leave them with a Curse (% chance = 2x Unown caught), just because Unown's BST is so bad.
I always thought it'd be neat if Castform's ability changed the weather before it used a move of the corresponding type. For example, click Fire Blast, the weather turns sunny and then Castform attacks. Click Blizzard, the weather turns snowy and then Castform attacks. Its forms will hardly ever be shown if it needs someone else to set up the weather or to burn a moveslot and a turn on weather-changing moves. Plus always-accurate Blizzard and always-boosted water- and fire-type moves would hardly be broken on poor little Castform. And if it wanted to fire off boosted Thunders and Solar Beams, it'd still need to use a water or fire move first, respectively.
I always thought that Wonder Guard should’ve protected Shedinja from damage from weather, entry hazards, status conditions, and any other non-attacking moves because those things can so easily bypass it’s gimmick. It almost feels like they didn’t take those things into account when designing Shedinja’s gimmick. It definitely needs a boost to it’s attack and possibly speed stats too. That’s just my opinion though.
Unown should learn all moves whose name starts with their respective letter. For example, S Unown learns Stealth rocks and Spikes while G Unown learns Geomancy. That would be chaotic but chaos is fun.
Great video man! Editing was done really well and I can’t wait to see what videos you make next! Something else I thought of for Unown is that whatever letter it is, it can learn any move that starts with that letter
i used to try building VGC decks and pokemon teams with unown spelling out words as a kid. thinking it would do something cool like in the 3rd movie. i just got my ass beat instead. so yeah, i always though it would be a cool gimmick that "the more unown you have in your party, the more powerful they are in battle/better the new signature move is" could even be cool if certain unown combinations were possible. like silly stuff that read out some specific words. would defo not be viable, but it would be so cool imo
the kecleon change is something that was done to an extent in the rom pokemon elite emerald redux (which is an incredible hack) but makes it like 10x more op xD
Shedinja is suprisingly good in VGC (Pokémon's Official tournament). There reasons for this: 1) VGC is a doubles format 2) Shedinja is only good when Legendaries are allowed 3) It has the worst best move in that format: Ally Switch. Because of this, it can protect its allies with Ally Switch. Popular legendaries in the format can't touch it: Kyogre, Zacian, Calyrex - Ice Rider.
4:20 I've always had the idea that unown would have a new ability called Unknowing, which would boost its stats by one stage for each unfainted unown in the party. Plus, give it the move Unown Power, which is a psychic version of Beat Up, learned at L50. Plus, as already put in the video, a psychic type move that starts with the letter they are at level 25. A - Agility, C - Cosmic Power, P - Psychic, etc. Just an idea I've had since... like 2005.
I really liked the Unown change. A signature Unown Power move would be nice. Even if it were still certainly useless since it'd still be a one trick pony.
Unown should increase in stats depending on how many unown letters you have caught. It wouldn't really work in competitive, but it would absolutely fit the fluff and be really fun to collect all the letters. Also it should have some way of changing Hidden Power's type, though i'm not sure if it should be randomly or strategically.
wonder guard should give the user immunity to entry hazards, weather, and debuffs inflicted by moves of a type the user isn't weak to, as well as typeless attacks
Shedinja CAN learn swords dance. You just need to learn it as a nincada at level 25 and evolve then. It learns it as a ninjask and the move set is passed to shedinja. I know that happens in gen 3, but I'm unsure if other gens change that.
4:32 Counterpoint: Each foorm of Unown has their own learnset, being moves that start with the letter that the Unown is The exclamation mark and question mark share the same movesets as i (for !) and P (for ?)
Fun video, I liked it. Your gonna wanna look at your audio a bit for next time though; a lot of your sentences start significantly quieter than they end.
Gimmick for unown: every different for of unown has a specific stat boost set, however this cannot be applied to the unown with that stat boost. However, it will be affected by all the stat boosts from the other unowns, encouraging a full investment for full power
Considering they are said to be able to alter reality together, I think a cool ability for Unown to have would be similar to Metronome where every time it takes a hit, it will summon a group of other Unown that'll perform a random move, or effect. Such as Psychic Terrain, Heal Pulse, Rain Dance, etc.
For Castform, I would look to Rotom, where the appliance forms, while sharing the same BST, have 80 more points than its regular form. With this as reference, I would differentiate each form's BST as follows: Sunny: +15 to Defense and Special Defense, +25 to Special Attack and Speed Rainy: +30 to Defense and Special Defense, +10 to Special Attack and Speed Snowy: -10 to Speed, but +30 in Defense, Special Attack, and Special Defense
One thing that i thought of castform was that, what if castform, as it switches in, sets up a weather (like drizzle and drought do) depending on the situation and/or the environment and/or the opposing Pokemon
I'd rework Castform in a Rotom kind of approach with some extra spice, Rotom has 440 BST, but its appliances have 520 BST so, I'd give all Castform's weather forms the same buffed BST while it's neutral form is all 70s, 70/70/70/70/70/70 to 70/50/80/115/80/105 (adding 70 extra points, but removing 20 points in attack to give it to defenses, my extra spicy approach is making it so its ability not only changes its form, but depending on the weather rock it has equipped it automatically sets that weather, it would be funny it also sets 8 turns of sand with no sand form
Ice type is worse than bug type. Bug has worse offenses, and ice has worse defenses which is what matters for Shedinja. Calling bug "easily the worst type in the game" is a huge stretch.
The reason for Unown's attack stat is it coming to be before the physical special split and the hidden power type also changing between physical and special at the time. Feel like it could easily change. Just give it a signature move that scales off it's highest offensive stat like terra blast does.
In one of my pokemon hack games I gave Unown the protean ability that way their hidden power is always a stab move. Next I gave it higher stats, mostly speed, then I rounded it off with the ability to learn some basic TM's. Things like Protect, Reflect, Light Screen, Rest, Calm Mind, Attract, Embargo... things of that nature, no attacking moves though, I wanted hidden power to remain as their primary attack.
My proposals: -Shenija will have a raise to its stats distributed in its attack and special attack, so, He will not be overpowered but with very decent ofensive stats. It will keep its defenses because, well, by logic it is not a fragile sand object, it is a possessed shell. If I were to lower its defenses it would be exclusively if it mega evolved to specifically be more offensive. -Uknow, the truth is, I really like the Gimmick of making them stronger when they get together(I am planning to do an evolution like that since I am an artist), but my proposal for that form is that it has a Signature Move with decent power that always hits super effective like in Legends Arceus, it won't be much because its main role is not to attack, but to alter the field... I will give the evolution of Uknow that I plan the ability to learn EVERY Status move in the game, as if by putting together a word it can alter the field of combat or the opponent.
Run fact: the reason why unknown has 72 in both atk and spatk, is so that if its hidden power was one of the physical types in gens 2&3 it woukd still do okay damage
So I'm kinda miffed that Castform is terrible and a bad gift gimmick pokemon halfway through the game. So I've decided to rework Castform into something more useable and potentially strong pokemon for late game use. First I decided to make its BST 540 which sounds strong until you see the stat spread. Hp- 70 Atk- 50 Def- 90 SpAtk- 110 SpDef-90 Speed- 110 Now its a fast special attacker since it knows a lot of special moves. Also I decided to make default Castform pure Flying type since it's supposed to be air molecules which fits Flying more than Normal and it could carry that flying typing to its other forms. Sun form is now Fire/Flying, Hail form is Ice/Flying, Rain form is Water/Flying, and the new Sand stream form is Rock/Flying. And the interesting thing is since its now Flying type it IS weak to stealth rocks but since it will come out as its regular form first it only takes 25% instead of 50% if it were to change to Fire or Ice/Flying forms.
160 base attack shedinja would make a lot of sense actually back in its home gen of gen 3 when all ghosts moves were physical, since iirc it would make it the strongest user of moves like shadow ball (and similar ghost moves), which would make sense for the pokemon that apparently rips out your soul if you look at it wrong.
i always felt like castform shouldve had the equivalent of swift swim in any form it changes into and any weather. base with base 100 offenses, 70 defenses, 80 hp and 90 speed. thats only 510 total and makes castform a well buffed offensive threat for any weather team
Unown should have an ability that if your entire party is Unown, each one gains a respective 3 stage boost when sent into battle. For example, the first one you send out has 3x ATK, then the next 3x DEF, then 3x SpATK, etc. just to lean into that thing about it being stronger in numbers.
Castform's Forecast is intended to work with its (formerly) signature move, Weather Ball, which changes type depending on the weather, granting it a guaranteed STAB in whatever form it's using. (Except for Sandstorm form, which doesn't exist, GF whyy??) It would be a powerful gimmick if not for the lack of Sandstorm form and Castform's stats, which make it completely not worth it to waste a move to set it up, even in double battles and especially in singles.
I think they should make weather based items that are specific to castform that will essentially give castform a second ability that acts like drought, drizzle, or snow warning depending on which it’s holding.
Honestly, I know the common fix to slaking is making truant only prevent attacking moves rather than all moves, but I wonder if it would also work to just make truant double the pokemon's defense/special defense during the truant turns, and while this may be overcooking it, maybe have something like a chance to cure statuses for slack off or something to prevent it from just losing to toxic.
Should just make it that when Unown use hidden power, it is always super effective, so that even if other pokemon can learn it, it isn't the same move, making it sort of a signature move of the unown.
I know it's not the point of the gimmick, but I always thought it'd be cool if castform got a form not just for sandstorm but terrains and at least a couple terrain/weather pairings. I know it'd be a logistical nightmare to code and to figure out, but imagine an electric/water "thunderstom" castform when it's raining while electric terrain is up only for it to drop its water type when it stops raining. Fun icing on the cake is that if both a terrain and a weather are up, it'll always be dual typed.
I think it'd be cool if Kecleon changes type to the type of the attack he is receiving as he is receiving it. For instancw, when attacked with Ember, he will endure the attack as a fire type. It will also allow some fun games, such as attacking it with a dragon move
I think a more unique idea for Kekleon is to take it in the opposite direction and make it a more volitile version of protean: make it an attacker and change its ability to make it change its type on any move it uses, but only offensively: it gets STAB with all of its moves. this helps both with it only getting low base power moves and with its lack of defense, as normal is actually a pretty solid type defensively
A different gimmic for unknown that could be interesting, is if it could learn any move that begins with its letter. Some unknown woukd definitely end up better than others, but even the worst letters would still be better than just knowing hidden power
For Unown, I was thinking it could get a Psychic move that grows in power the more Unown are in the party... playing into their lore of being powerful in groups. And to give it a signature ability that funcationaly gives it a second type that matches it's hidden power type (playing to it's OG gimmick) to ensure HP always gets "stab" and adjust the weaknesses and resistances of each Unown (while also allowing for the possibility of what is essentially a Psychic/Psychic type pokemon that gets double stab for Psychic attacks, and has only 4x weaknesses and resistances)....... then add in a bunch of non-battle content that rewards you for getting all of them. For Castform, give it EVERY move that has unique effects in different weather conditions, and then make more moves be affected by the weather (Heat Wave should be 100% accurate in Harsh sunlight)... the give it a sandstorm form, because if it can be a FIRE type despite being a water Molecule, then it can be a Rock type.
Fun Fact: shedinja's defenses arent useless, if Shedinja has a Substitute passed to it with Baton Pass(a reasonable strategy to block burn or toxic) its defenses get used in those calculations and the Substitute can survive a hit if it had enough HP
Blissey learns batton pass and substitute?
@@HailToLuxeYou only need a pokemon with decent HP you don't need Blissey to do it, but if you're just asking then no, Blissey can't learn baton pass
Still has shite defense tho
Cyclizar and Orthworm has Shed Tail to do that in one turn. There's a reason why it is not in SV, besides Tera Electric + Air Balloon (ok, it's mostly that)
Sooo 2/6ths of shedinjas stats are only usable if you use a move and then pass it's effects to it
"Unown are weak individually but strong collectively" sounds like it would be the perfect excuse to give them a mechanic similar to Schooling. ❤
Forever will I be dumbfounded by the fact that Castform doesn’t have a Sand form. It also could’ve gotten a Fog form and a Wind form one generation after its origin.
Technically sandstorm isn’t a real weather. It’s considered a weather In pokemon but in reality a sandstorm is just mildly strong winds carrying sand around. And not a specific weather it’s more of an environment thing
@insertnamehere1398 luckily for us this is in pokemon
@@insertnamehere1398 then it could’ve gotten a windy form instead
Except none of sandstorm or wind are related to water molecules, which Castform is based on. Fog could do the trick tho.
@@roidadadou5456 how is sun form related to water molecules?
Unown was much better in PLA, where Hidden Power would change types to be super effective against the target
Interesting... When I saw Unown listed I just thought it needed an ability that always turns Hidden Power into a super effective type without losing STAB.
So I guess this was actually a thing somewhere then, neat.
that simple change would encourage at least a handful of people to use it at least
I like his ideas for unown very interesting. Especially the power learnset thing I thought of that too..each letter having a unique psychic moves is dynamic I like it!
Shedinja really should have a stat total similar to ninjask but keep the 1 hp
Edit: unown should learn moves that begin with their respective letter, such as A learning moves that start with A
I don’t think there’s enough psychic type moves to fit that criteria, but if you’re just talking about any type of move in general, that’d be neat
@Zeelonio any type in general for unown so long as the move begins with their respective letter (excluding signature moves that is)
Yeah but what happen to other lenguaje
@@yaz6133I intend to release the follow up video
@@yaz6133 theyre based off the english alphabet so it should follow the english move names reguardless in my oppinion (competative S unknown swords dance sweepers)
Unown did get somewhat of a cool gimmick in Legends: Arceus. It gains access to Hidden Power again, but this time Hidden Power is its _signature move._ This let them play around with the gimmick a lot more, and they ended up making it so that Hidden Power always becomes a type that is super-effective against the targeted mon (even prioritizing double weaknesses).
So to redux that, they could turn Hidden Power into a 50 bp Psychic-type signature move for Unown that will always hit the opponent super-effectively (even Dark-type mons). Giving it essentially a STAB 100 bp move that hits all Pokemon regardless of typing. Additionally, they could have its bp be raised by 25 for each other Unown letter in your party, with a full Unown team throwing out STAB, 350 bp attacks every turn.
That way, it at least has a big number gimmick going for it, while retaining its low stats and having a defensive trade-off for the extra power (any somewhat fast Dark, Bug, or Ghost type mon can tear through a whole mono Unown team). I could see triple Unown teams being the go-to gimmick, where there are three other mons playing support (Sticky Webs, defensive momentum, setting up screens, spreading statuses, Wish support, etc) while the Unowns unleash 200 bp STAB attacks to bash in the enemy team. Not exactly an unstoppable gimmick, but still would be a fun team to experiment with now and again, especially in lower power level formats (think: NU or PU in Smogon Singles).
Don't those formats have a species clause? But yea, would be more fun than their an unknowns usual "gimmick"
Eh, I don't really like that change. For one thing, the whole point of Hidden Power was that every Pokémon had access to it, and it could be any type - an idea that later evolved into Tera types. And making Hidden Power always super effective is basically the same mechanically as just doubling its power and making it NEVER super effective. It doesn't improve Hidden Power, it just makes it a boring powerful attack.
I do like the idea of having multiple Unown in your party being able to team up, but I think that should be a different attack, not a change to Hidden Power.
@@indigofenix00I think the fact that it evolved into terra types is a reason to let unown have fun with the move. Especially because not only was getting a specific HP very annoying, but the inclusion of the fairy type kinda complicated the equation. There's a reason they cut the move after all, and I'm not really expecting it to make a return. So, why not let unown turn it into a signature move?
And while always being super effective is similar to effectively doubling BP there are some differences. First of all, the flavor of always being super effective fits really well with the move. Also, if it prioritizes x4 moves like in LA unown really punishes Pokemon with those and what is effectively perfect coverage. On the other hand, if you can set up a no weaknesses Pokemon, or use abilities that interact with super effective hits, it would completely neuter unown.
Shedinja quivering in its heavy duty boots!
To clarify, I do think that HP does need some adjustments - missing the Fairy type is a definite flaw, and being able to change the type in-game, like Tera Types, would make it much better. But I think it could work well in conjunction with Tera types as an option that lets a mon use their Tera type at any time for a lower-powered attack, without committing to a full transformation. This is assuming that Tera types make a comeback, which is a question, but they ARE widely regarded as being the best "generation gimmick" so far.
I've always seen Hidden Power as being a kind of "enlightenment" or "awakening the secret power within" move, in the sense that almost any mon can learn it but those who learn it naturally are those associated with mental awakening or the "third eye" like Meditite and Slowking. (Its Japanese name means "awakening power" which shows that this is very much the intention.) And that...doesn't really have a whole lot to do with Unown's lore, in fact it kind of undermines the Unown's more interesting gimmicks of being the alphabet used to create the world and being more powerful when gathered in groups.
Hitting super-effectively all the time is just more boring both mechanically and in terms of lore (and rubbing salt in the wounds of Pokémon with 4x weaknesses doesn't help matters, they have trouble enough as it is.)
I don’t get the Shedinja rework. The entire point of the gimmick is that it’s a late game win con, where it becomes unkillable if you manage to get rid of the Pokémon that can damage it, you aren’t meant to use it turn 1-8. Changes made to make it hit harder are more for vanity than anything
Giving Shedinja the speed of Ninjask I think would make more sense than arbitrarily changing it to an attack stat. Amusingly, the high speed could also be considered a nerf, since you can't counter-weather a Sandstorm or Hail use, but it would allow Shedinja to toss out a toxic, or maybe U-Turn as a pivot.
It is *technically* possible for shedinja to know Swords Dance
Know it, but not learn it.
what is the condition there? I came to the comments looking for this because I've used SD shedinja in showdown
@@Sonad47 i think nincada has SD as an egg move
@@Sonad47im pretty sure its an egg move I had an sd shedinja but I think I got the nincada from wonder trade. Granted sd a slow mon with bad attacking moves that gets one shot isnt a massive boon anyway
@@Sonad47 When Nincada evolves, Shedinja will retain the moveset of Ninjask. Don't think it works in the newer generations, but that's how it used to work.
Nincada could never learn Swords Dance, only Ninjask btw - so, you could only get an SD Shedinja at level 57, and nothing else.
Your Kecleon fix is a little awkward, since it starts as a Normal type and its ability will never do anything unless it first gets hit with a Fighting type move
Maybe have it be the anti-protean and have it change to whatever type resists the incoming attack but only the first time entering battle. That way you have a reliable way to swap into big incoming attacks you predict well but at the cost of needing to spend a turn with Kecleon in battle, who's not much good for anything else. But since you're likely to now be resistant to other moves by the attacker, you could maybe have a moment to set up or clear hazards or U-Turn and get your better Pokemon out again, since your opponent will likely want to swap to a more effective Pokemon. The risk, of course, is you give them essentially a free turn to set up if they predict you're going to swap to Kecleon and have nothing to fear for a turn. Could be not terrible.
@@QuesoCookiesyeah, thats what I think too. Plus Kecleon wasnt bulky enough to exploit this ability so its balanced.
Shedinja is not meant to be an attacker, it is a support wincon. It has moves like ally switch, will-o-whisp, swagger, and confuse ray for support and if you take out everything that damages shedinja it wins the game, that is why it has such weak attack of it didn't it would be infuriating. It also has defenses so if a ditto copies it the ditto has something to work with defensively. Every one of your vids ive seen that aims to "balance" pokemon always ends up displaying a fundamental misunderstanding of basic game knowledge, ik that these are kind of for fun but saying something like "ninjask has 160 speed so we'll give 160 attack to shedinja because it has weak moves," does not show competency with game design. Ninjask is a fast pest that debuffs the enemy and wastes their time, shedinja is a wall support that can double as a win condition, and speed is not equitable to attack in most cases as shown through regilieki and regidrago.
I agree with everything you said.. I thought it the instant he said it. It doesn’t work good in practice.
One idea I had for unown is to give it a really obnoxiously complex signature move that reacts to unown in the party. Unown get stronger together right? So the base power of this move (let's call it profess) would increase for every unown in your party from 20 with just 1, 40 with 2, 60 for 3, 80 for 4, 100 for 5, and 120 if your entire team is unown, and it would be psychic type. Profess would also have hidden attributes for spelling words. If for example, your team order (before switching) spells the word "fire" the move would become fire type. Same with all the types that are 6 letters or less. For the ones that are at least 7 letters they'd have other words (shock for electric, fight for fighting). You could add any number of question mark forme or exclamation mark forme to increase power without breaking the word. "Speed" would either make it priority or make it increase speed. "Spatk" would increase special attack. "BRN" "FRZ" "PSN" and "SLP" would add a small chance to inflict their respective status effects. And probably my favorite one I could think of "??????" Would make profess typeless but would also confuse unown.
lmao 120bp at the cost of your whole team being unown is so bad
starting at 150 and increasing to 250 would still be weak
bro is cooking 🍳. it might not be a good competitive Pokemon but it will be a good challenge runs pokemon
Sick as hell but seems like a nightmare to code
WE MAKING THE EMPLOYEES WORK UNPAID OVERTIME WITH THIS ONE 🔥🗣
@@mrperson9838 not really.
4:16 Everyone talks big until I teach my Unown High Horsepower
Fr lol 😭
5:36 mmm yes i need the unown that has “Light that burns the sky”
Imagine you are in a 1v1 match and then a random letter burns yo ashes your pokemon casually
Eiscue losing 25% of its health after losing Ice Face would be OP with Belly Drum and Salac Berry
Shedinja has done pretty well in VGC, and has been a quite important stabiliser for some seasons
“I want to make these gimmick mons better without making them broken”
Makes them all just offensively oriented
Being offensive oriented doesn’t mean they’re broken, tons of offensive mons exist that aren’t exactly good lol
The idea that some random letter of unown would learn light that burns the sky scares me
Anyone: mentions Castform.
Me: Starts dancing to the Phenac City theme in my head.
id love for gamefreak to change slow start in a way that starts of weak but over some turns actually ends up stronger. Something like starting at a 0.5 modifier but after each turn gets boosted by +0.25 up to a max of x2. That could actually make regigiggas actually usefull and is at least way more intresting
Shedinja: Give it respectable speed (let's say 90) so it can go first more reliably, and give it higher Attack/Sp.Attack. Let's say 100 Atk and 60 Sp.Atk. Also, expand its movepool with some better Bug type physical moves. First Impression would be great for Shedinja.
Unown: Protean as a secondary ability (to always get STAB on Hidden Power), boost it HP and Sp.Def to give it some survivability, and let it learn Secret Power and Ancient Power. Also, instead of giving every Unown type a Psychic move necessarily, I think it would be more in good form to give every Unown a move that starts with the letter Unown represents (A could get Agility, B could get Bug Buzz, etc). Also, I know you discounted the possibility due to it being Wishiwashi's gimmick, but a Hidden Ability group form that does nothing but boost its Sp. Attack to legendary levels (let's say 180, tied with Deoxys) would fit well.
Kecleon: Instead of changing to resist the move used against it, just make Protean change to the same type *before* it gets hit. It gets the same gimmick of matching types to (hopefully) defend against the enemy, but it prevents the enemy from lining up super effective moves (with exception of Ghost or Dragon type moves).
Eiscue: No comments
Castform: Give it a Rock type Sandstorm form (maybe with boosted physical attack to match the other stat boosts you've named) and a few special or physical rock moves to fit the new form. Also, as an aside note, how about a Regional castform that changes form to match the Terrain instead. It could possibly be Ground instead of Normal (due to being stuck/merged with the ground), and then have a Grassy, Misty (Fairy), Psychic, and Electric form to match the respective terrains.
Yes please
Okay technically Unknown's whole gimmick is that its just pokemon in the shape of the English alphabet. And the movies imply that they help Arceus with constructing reality through their collective psychic powers. But only as a collective, not individuals.
If you ever feel useless, just remember that shedenja has defense and special defense stat
Baton Passed Sub: am i joke to you?
I personally would make unowns gimmick that its hidden power will always be a random type thats super effectiveness to the target, but Hidden Power will still be the only move it gets
Thats how Hidden Power works in Legends Arceus
A really fun gimmick for Unknown would be to give a different move pool for each of them, only including moves that start with the letter they represent. (that would involve giving signature moves to ! and ?)
Shedninja learns swords dance, so this thing would be unstoppable if you decide to skill swap sturdy as well as other defenses onto it
Any hazard and sandstorm completely checks shedinja.
@ send shedninja first/remove hazards and safety goggles
I have an alternate (frankly worse) idea for Unown: what if it could learn moves from the letter it represents? Some letters would be far better than others, which is why it’s not ideal, but it could be a fun gimmick
Honestly Unown needs an ability that mimics its swarming.
Alphabatics: At the end of its turn this pokemon may switch out with another pokemon with the same ability, passing all temporary stat stage increases and decreases on to the Pokémon that replaces it in battle. The pokemon is not affected by entry hazards.
With the expanded moveset you suggested, you're effectively combining all the Unown in your party into one pokemon with mulitple healthbars and more than 4 moveslots, and it would be able to make far more use of Cosmic and Stored Power. Power Trick would also be interesting here, since it allows Cosmic Power to be turned into an attack boost and push Stored even further.
The ability could be further boosted by making it trigger on swapping instead, removing a layer of telegraphing (since you know what psychic move each letter has access to):
Multi-Type: When this pokemon is replaced with another pokemon that shares this ability, all temporary stat stage increases and decreases are passed on and the entering pokemon may select a move to use right away.
This move is named as a pun on Arceus' ability Multitype, and it would also function with that ability to allow the god to join/control the swarm. It seems very powerful, but you're seriously losing type diversity if you try to run this.
Maybe they also need Nature Power, and Unown Power could change the terrain of the match...
Hidden Power is actually available in BDSP and PLA, but it was changed to being Unown's signature move (no other Pokemon can learn and use Hidden Power in those games to reflect the fact that Hidden Power has been removed from Sw/Sh/S/V)
Ok so Castform is bad, and I agree with the changes you made/proposed. I like the idea of buffing Castform depending on the weather forme change a lot.
But I want to draw attention to the time they tried to do the Castform thing again, and somehow (in my eyes) made it even less workable. Galarian Stunfisk getting Mimicry as its one and only ability should've been awesome! Changing type depending on the terrain is a CRAZY cool idea, especially after the introduction of the Terrain Surge abilities! But no, it doesn't get a forme change to match the terrain, no stat changes on terrain, doesn't learn nature power to take advantage of terrain, terrain pulse is a special move which G-Stunfisk doesn't want to be using because of its bad special attack. It just hurts. I love my precious baby boy but they did him so dirty.
I think another solid unknown gimick change would be to give it an ability called "alphabetize" or "ancient glyph" where if you have another uknown in your party the unknown in battle gets a speed and sp atk boost, and double the boost if the unknown if a different letter, this would make their lore make alot more sense and give you an actual reason to catch multiple.
Eiscue only returns to its Ice Face form upon hail/snow is set, not on any subsequent turn.
A buff i'd consider for unown would be to allow each letters to learn every moves starting by it except signature ones.
So for instance unown A could use anshor shot and aerial ace now while unown S could use Solar beam or Scald.
Edit : it's obviously on top of Hidden power that it already knows
One problem.. japaneese is a different language with different names for those moves
I always liked the idea of giving unown and ability where when it gets sent out it 'revives' a previous unown which was knocked out earlier in the battle as long as its a different form, allowing both of them to fight together tandemaus style and raising their stats. I think if this was the case then they should make his ability stackable, so you can have a full team of six and as long as they're all different forms then by your last mon you have an unown with legendary stats. This could potentially can also be boosted further if you use either the question mark or exclamation mark forms as your final pokemon (cause you know, punctuation). To balance it out you could make each unown a random type with a move that matched it (like make an unown water type with surf, or fire type with flamethrower)
for unknown, I would say give them a new ability called "philology" which would grant them a stat boost for every unique unknown you've caught. let's say 1 to each stat. it wouldn't do anything if you've only caught 1, but by the end, it would have a bonus of 25 to everything, equaling a bonus 150 stat total.
I think the problem with making Shedinja "better" is largely that it can be degenerative to play against. Either your team can easily handle shedinja or you're going to stop having fun the moment you see it. I think addressing this would be alot more meaningful than stat buffs because making it stronger would otherwise best-case-scenario make shedinja more viable and thus create more degenerative scenarios for players as a whole.
For example, let's say it has a base hp hard capped at 4. This way wonder guard could be reworked so that its immune to all NVE attacks, and effective attacks will always deal exactly 1 damage regardless of the attacker's attacking stat or other factors, and SE attacks will always deal exactly 4 of its total hit points. This could be reworked to 3 hp or even 2 based on proper testing, but the idea is the same.
This definitely doesn't work on practice
Problem is, this way you give shedinja at most 4 turns on the field, during which he can do nothing because his move pool and stats are too bad. In my opinion to keep it balanced it should keep Nincada BST (which is 266, still extremely low), but with HP and defences set to 1 and the rest of the points put in attack stats and speed (so 80 Atk, 80 SpAtk, 100 Spe).
I would actually make it a preferential SpAttacker and give it Nasty Plot and some more special attacking options, and maybe some more utility moves too
@@alpolacci I never said my suggested change would ideally be the *only* change. Just that wonder guard is fundamentally unfun and unnecessarily limiting to teambuilding-so any buffs to shedinja is a detriment to the game until that part of it is fixed. Starting with my suggested fix to the ability-which btw is actually a nerf not a buff at all-buffs to the actual pokemon could begin.
@@saltlakeatrocity9771 I don't see Wonder guard as limiting to teambuilding. I mean, if your team lacks EITHER Fire, Rock, Flying, Ghost, Dark (all of which are extremely common offensive types) coverage, sandstorm, leech seed, status moves or entry hazards, your team is probably kinda bad
@@saltlakeatrocity9771 real talk how are you running a team with no hazards, damaging status moves, contact damaging abilities/items, fire, rock, flying, ghost, OR dark moves AT ALL tho
Unknown should have an esoteric out of battle mechanic where you can spell out words in your box or party to store up timed boosts to everything in that row or column. Boosted pokemon in the active party could affect various things unrelated to battling like EXP and EV gain, friendship, catch rate, chance for random battles (increased or decreased), egg hatch time, shiny chance, obedience, the works. There are so many gimmicky and grindy systems in these games that could be in turn affected by yet another gimmicky and grindy system.
Also to make the gimmick even more funny, they should add additional unknown forms for every language the game gets localized into, accessible only in those regions. Complete with new language exclusive keywords that still work outside that region but with an even more amplified boost. Just absolutely bloat the feature to the maximum degree possible, until no dev that so much as thinks of porting this to the next gen is able to sleep at night.
Pretty sure you made Eiscue into a super scary threat. 50% from belly drum, guaranteed ice form trigger from any attack, lose 25% HP. Throw a salac berry on that, and you've got 300 speed with 6x attack boost (at lvl50)
Castform:
- Sandstorm form (Rock type)
- Holding a weather rock triggers Forecast to set that weather
- Each weather form buffs one atack and defense stat by 35 each
Unown power's type being determined "randomly" would basically require an entire additional portion of data on every single pokemon for something that is only used for unown. There are other ways to go about it, for example the personality value of a pokemon modulo 18 (which is the number of types in the game) can do it
For Unown, I'd opt for it to follow more in line with Zygarde. Yes, that's another gimmick, but that would just be the start of it. Effectively, I would tie it to an item - in this example, a "Tablet Box", where the unown, when caught, are stored within a tablet, and when they're used in battle, you open the box, and the tablets that have unown stored within them manifest those unown as a swarm that acts as one pokemon. In battle, this manifests as a swarm of the unown that you currently have, with each unown circling around a fixed point.
You get one box per save file, and each box has 28 empty tablets within it, one for each individual glyph. You can add or remove the unown from those tablets at will, and the box could be manifested as a special box within the PC. From there, the more unown you collect, the more powerful the collective grows. Each additional unown added to the swarm provides a fixed boost in the total base stats, with the objective that when the swarm is full, it is comparable to Dialga, Palkia, and Giratina in BST. There's a baseline in the stat increases, but some glyphs could have a higher impact on certain stats than others.
In terms of attacking moves, Hidden Power becomes Unown's signature move, but its prior effect wouldn't make sense with this set up. Instead, I would suggest that it starts as a weak move that does typeless damage, with one glyph in the swarm. As more are added, the base damage increases, and when the swarm is complete, it gains some kind of effect, and is a decently strong move overall, but balanced in a way to avoid breaking it. Moreover, just as certain glyphs might provide a spike in stats, certain glyphs allow additional moves to be used. It still wouldn't be able to learn any TMs, but building the swarm at least builds its movepool.
In terms of growth, such as IVs, EVs, and level, either a new glyph is added to act as the nexus for the others - potentially the nexus point that they circle - or a "representative" is selected as the primary Unown, who sits in your party, and acts as the conduit to your will - acting out the implication that Unown don't necessarily have free will or free thought of their own, but that they instead need direction from something with it's own thought and will. Think Molly Hale. Either way, the central glyph acts as the conduit for the others, so its numbers are the numbers that are used. When it's sent into battle, the swarm awakens from the box to join it.
Finally, in terms of building the swarm, Legends Arceus had the best method for something like this, I think. Natively in game, you needed to find and catch each glyph, and the way PLA handled it really emphasized engagement with the concept.
If this all sounds overpowered and complicated, well, that's kind of by design. Unown, itself, is a complicated pokemon who, when grouped together, are literal reality warpers. It's only fitting that as work is put into building a swarm, they live up to that reputation. Moreover, this would actually give a reason for the existence and collection of the 28, otherwise non-distinct glyphs.
28 Unowns is a good number to use "5", the parentheses would be internal logic, not active in-game tooltip.
Unknown Power (5 power points, Special attack, Psychic type): This move is stronger the more Unown assembled (5 base power at 1, 140 at maximum, 5 per Unown). It has a chance of attacking against Defense if lower than Special Defense (5% chance per Unown type, maxes at 20/28).
Going with your Zygarde style, you'd also add in as a drawback/boon, "This also curses both pokemon". It's not quite recoil damage, and it is a damage boost on the opposite side, but a 140/100 move needs a drawback if its used by a legendary power level and that stops the move from being used more than twice realistically. If basic Unown, it can have the full power without drawback, or even with "it might leave them with a Curse (% chance = 2x Unown caught), just because Unown's BST is so bad.
I always thought it'd be neat if Castform's ability changed the weather before it used a move of the corresponding type. For example, click Fire Blast, the weather turns sunny and then Castform attacks. Click Blizzard, the weather turns snowy and then Castform attacks.
Its forms will hardly ever be shown if it needs someone else to set up the weather or to burn a moveslot and a turn on weather-changing moves. Plus always-accurate Blizzard and always-boosted water- and fire-type moves would hardly be broken on poor little Castform. And if it wanted to fire off boosted Thunders and Solar Beams, it'd still need to use a water or fire move first, respectively.
Unown doesn't need to be good. It's there for collectors, not for battlers. its gimmick lies in the joy in finding all 28 of its forms.
was about to say this. unown isn't meant to be a competitive mon. it's there for story purposes mostly and for collectors
I always thought that Wonder Guard should’ve protected Shedinja from damage from weather, entry hazards, status conditions, and any other non-attacking moves because those things can so easily bypass it’s gimmick. It almost feels like they didn’t take those things into account when designing Shedinja’s gimmick. It definitely needs a boost to it’s attack and possibly speed stats too. That’s just my opinion though.
Unown should learn all moves whose name starts with their respective letter.
For example, S Unown learns Stealth rocks and Spikes while G Unown learns Geomancy.
That would be chaotic but chaos is fun.
4:37 What about POWER-up-punch?
Great video man! Editing was done really well and I can’t wait to see what videos you make next! Something else I thought of for Unown is that whatever letter it is, it can learn any move that starts with that letter
sounds fun but would be a nightmare for localization
i used to try building VGC decks and pokemon teams with unown spelling out words as a kid. thinking it would do something cool like in the 3rd movie. i just got my ass beat instead.
so yeah, i always though it would be a cool gimmick that "the more unown you have in your party, the more powerful they are in battle/better the new signature move is" could even be cool if certain unown combinations were possible. like silly stuff that read out some specific words. would defo not be viable, but it would be so cool imo
the kecleon change is something that was done to an extent in the rom pokemon elite emerald redux (which is an incredible hack) but makes it like 10x more op xD
If they bring Shedinja back in gen 10 I feel like an assault vest variant would absolutely wreck the meta.
Shedinja is suprisingly good in VGC (Pokémon's Official tournament). There reasons for this:
1) VGC is a doubles format
2) Shedinja is only good when Legendaries are allowed
3) It has the worst best move in that format: Ally Switch.
Because of this, it can protect its allies with Ally Switch. Popular legendaries in the format can't touch it: Kyogre, Zacian, Calyrex - Ice Rider.
I hope it comes back in Gen 10… so it can be put with miraidon for sweeping
4:20 I've always had the idea that unown would have a new ability called Unknowing, which would boost its stats by one stage for each unfainted unown in the party.
Plus, give it the move Unown Power, which is a psychic version of Beat Up, learned at L50.
Plus, as already put in the video, a psychic type move that starts with the letter they are at level 25. A - Agility, C - Cosmic Power, P - Psychic, etc.
Just an idea I've had since... like 2005.
I really liked the Unown change. A signature Unown Power move would be nice. Even if it were still certainly useless since it'd still be a one trick pony.
Unown should increase in stats depending on how many unown letters you have caught.
It wouldn't really work in competitive, but it would absolutely fit the fluff and be really fun to collect all the letters.
Also it should have some way of changing Hidden Power's type, though i'm not sure if it should be randomly or strategically.
wonder guard should give the user immunity to entry hazards, weather, and debuffs inflicted by moves of a type the user isn't weak to, as well as typeless attacks
Shedinja CAN learn swords dance. You just need to learn it as a nincada at level 25 and evolve then. It learns it as a ninjask and the move set is passed to shedinja. I know that happens in gen 3, but I'm unsure if other gens change that.
Castform NEEDS a sand form, its just criminal for it not to have it
4:32 Counterpoint: Each foorm of Unown has their own learnset, being moves that start with the letter that the Unown is
The exclamation mark and question mark share the same movesets as i (for !) and P (for ?)
Unown with a moveset of Hidden Power, Secret Power, Cosmic Power, and High Horsepower
Fun video, I liked it. Your gonna wanna look at your audio a bit for next time though; a lot of your sentences start significantly quieter than they end.
Thanks! Still working on it
@@TheEliteZee HAIL YEAH!
Never heard somebody pronounce Protean like Protein.
Gimmick for unown: every different for of unown has a specific stat boost set, however this cannot be applied to the unown with that stat boost. However, it will be affected by all the stat boosts from the other unowns, encouraging a full investment for full power
Considering they are said to be able to alter reality together, I think a cool ability for Unown to have would be similar to Metronome where every time it takes a hit, it will summon a group of other Unown that'll perform a random move, or effect. Such as Psychic Terrain, Heal Pulse, Rain Dance, etc.
For Castform, I would look to Rotom, where the appliance forms, while sharing the same BST, have 80 more points than its regular form.
With this as reference, I would differentiate each form's BST as follows:
Sunny: +15 to Defense and Special Defense, +25 to Special Attack and Speed
Rainy: +30 to Defense and Special Defense, +10 to Special Attack and Speed
Snowy: -10 to Speed, but +30 in Defense, Special Attack, and Special Defense
6:53 kecleon has an ability like that in elite redux its kinda fire ngl
One thing that i thought of castform was that, what if castform, as it switches in, sets up a weather (like drizzle and drought do) depending on the situation and/or the environment and/or the opposing Pokemon
I'd rework Castform in a Rotom kind of approach with some extra spice, Rotom has 440 BST, but its appliances have 520 BST so, I'd give all Castform's weather forms the same buffed BST while it's neutral form is all 70s, 70/70/70/70/70/70 to 70/50/80/115/80/105 (adding 70 extra points, but removing 20 points in attack to give it to defenses, my extra spicy approach is making it so its ability not only changes its form, but depending on the weather rock it has equipped it automatically sets that weather, it would be funny it also sets 8 turns of sand with no sand form
Honestly castform ability also should changes depending on the weather, Solar Power, Hydration and Snow Cloak.
12:05 30% chance to freeze is insane
Its scald 2.0……………yeah blizzard was always one of the more degenerate moves its just limited by snow warning users or in the older gens, accuracy
Funnily enough, the team behind Pokémon Emerald Elite Redux had the exact same idea for Kecleon, and the ability is totally broken.
unown should be able to learn every move that starts with its letter
Ice type is worse than bug type. Bug has worse offenses, and ice has worse defenses which is what matters for Shedinja. Calling bug "easily the worst type in the game" is a huge stretch.
Your ideas for UNOWN are fantastic! Especially each form learning its own psychic move
The reason for Unown's attack stat is it coming to be before the physical special split and the hidden power type also changing between physical and special at the time. Feel like it could easily change. Just give it a signature move that scales off it's highest offensive stat like terra blast does.
I think unknown should be able to learn any attack that starts with a letter that that specific lettered unknown is able to learn
Unown should be able to learn every move that starts with the letter it is
In one of my pokemon hack games I gave Unown the protean ability that way their hidden power is always a stab move. Next I gave it higher stats, mostly speed, then I rounded it off with the ability to learn some basic TM's. Things like Protect, Reflect, Light Screen, Rest, Calm Mind, Attract, Embargo... things of that nature, no attacking moves though, I wanted hidden power to remain as their primary attack.
Shedinja with 160 atk would be absolutely insane
My proposals:
-Shenija will have a raise to its stats distributed in its attack and special attack, so, He will not be overpowered but with very decent ofensive stats. It will keep its defenses because, well, by logic it is not a fragile sand object, it is a possessed shell. If I were to lower its defenses it would be exclusively if it mega evolved to specifically be more offensive.
-Uknow, the truth is, I really like the Gimmick of making them stronger when they get together(I am planning to do an evolution like that since I am an artist), but my proposal for that form is that it has a Signature Move with decent power that always hits super effective like in Legends Arceus, it won't be much because its main role is not to attack, but to alter the field... I will give the evolution of Uknow that I plan the ability to learn EVERY Status move in the game, as if by putting together a word it can alter the field of combat or the opponent.
5:34 now I'm imagining an uknown using shit like hyperspace hole and light that burns the sky
Run fact: the reason why unknown has 72 in both atk and spatk, is so that if its hidden power was one of the physical types in gens 2&3 it woukd still do okay damage
So I'm kinda miffed that Castform is terrible and a bad gift gimmick pokemon halfway through the game. So I've decided to rework Castform into something more useable and potentially strong pokemon for late game use. First I decided to make its BST 540 which sounds strong until you see the stat spread.
Hp- 70
Atk- 50
Def- 90
SpAtk- 110
SpDef-90
Speed- 110
Now its a fast special attacker since it knows a lot of special moves.
Also I decided to make default Castform pure Flying type since it's supposed to be air molecules which fits Flying more than Normal and it could carry that flying typing to its other forms. Sun form is now Fire/Flying, Hail form is Ice/Flying, Rain form is Water/Flying, and the new Sand stream form is Rock/Flying.
And the interesting thing is since its now Flying type it IS weak to stealth rocks but since it will come out as its regular form first it only takes 25% instead of 50% if it were to change to Fire or Ice/Flying forms.
2:18 what is going on are you ok
Your proposed Kecleon ability, is the same as Porygon 2’s signature move, Conversion 2, in gen 2&3.
160 base attack shedinja would make a lot of sense actually back in its home gen of gen 3 when all ghosts moves were physical, since iirc it would make it the strongest user of moves like shadow ball (and similar ghost moves), which would make sense for the pokemon that apparently rips out your soul if you look at it wrong.
i always felt like castform shouldve had the equivalent of swift swim in any form it changes into and any weather. base with base 100 offenses, 70 defenses, 80 hp and 90 speed. thats only 510 total and makes castform a well buffed offensive threat for any weather team
Unown should have an ability that if your entire party is Unown, each one gains a respective 3 stage boost when sent into battle. For example, the first one you send out has 3x ATK, then the next 3x DEF, then 3x SpATK, etc. just to lean into that thing about it being stronger in numbers.
Unown used to use its attack stat before gen 4. the physical/special split made hidden power solely a special move
Castform's Forecast is intended to work with its (formerly) signature move, Weather Ball, which changes type depending on the weather, granting it a guaranteed STAB in whatever form it's using. (Except for Sandstorm form, which doesn't exist, GF whyy??) It would be a powerful gimmick if not for the lack of Sandstorm form and Castform's stats, which make it completely not worth it to waste a move to set it up, even in double battles and especially in singles.
I think they should make weather based items that are specific to castform that will essentially give castform a second ability that acts like drought, drizzle, or snow warning depending on which it’s holding.
Honestly, I know the common fix to slaking is making truant only prevent attacking moves rather than all moves, but I wonder if it would also work to just make truant double the pokemon's defense/special defense during the truant turns, and while this may be overcooking it, maybe have something like a chance to cure statuses for slack off or something to prevent it from just losing to toxic.
Should just make it that when Unown use hidden power, it is always super effective, so that even if other pokemon can learn it, it isn't the same move, making it sort of a signature move of the unown.
I know it's not the point of the gimmick, but I always thought it'd be cool if castform got a form not just for sandstorm but terrains and at least a couple terrain/weather pairings. I know it'd be a logistical nightmare to code and to figure out, but imagine an electric/water "thunderstom" castform when it's raining while electric terrain is up only for it to drop its water type when it stops raining. Fun icing on the cake is that if both a terrain and a weather are up, it'll always be dual typed.
I think it'd be cool if Kecleon changes type to the type of the attack he is receiving as he is receiving it. For instancw, when attacked with Ember, he will endure the attack as a fire type. It will also allow some fun games, such as attacking it with a dragon move
Shedinja actually learns Swords Dance if you wait until level 25 to evolve Nincada
I think a more unique idea for Kekleon is to take it in the opposite direction and make it a more volitile version of protean: make it an attacker and change its ability to make it change its type on any move it uses, but only offensively: it gets STAB with all of its moves. this helps both with it only getting low base power moves and with its lack of defense, as normal is actually a pretty solid type defensively
A different gimmic for unknown that could be interesting, is if it could learn any move that begins with its letter. Some unknown woukd definitely end up better than others, but even the worst letters would still be better than just knowing hidden power
problem is that moves have different names in different languages. the unowns' movesets would only make sense in the original japanese.
For Castle form. I prefer and attack that changes with form, like became a thunder in the rain, solar beam in the sunny and blizzard in the snow.
For Unown, I was thinking it could get a Psychic move that grows in power the more Unown are in the party... playing into their lore of being powerful in groups. And to give it a signature ability that funcationaly gives it a second type that matches it's hidden power type (playing to it's OG gimmick) to ensure HP always gets "stab" and adjust the weaknesses and resistances of each Unown (while also allowing for the possibility of what is essentially a Psychic/Psychic type pokemon that gets double stab for Psychic attacks, and has only 4x weaknesses and resistances)....... then add in a bunch of non-battle content that rewards you for getting all of them.
For Castform, give it EVERY move that has unique effects in different weather conditions, and then make more moves be affected by the weather (Heat Wave should be 100% accurate in Harsh sunlight)... the give it a sandstorm form, because if it can be a FIRE type despite being a water Molecule, then it can be a Rock type.
I always thought it would be fun if Unown could only learn moves that start with it's letter
Eiscue being a water type is okay since Doduo/Dodrio are mons that are flying type but actually can't fly.