@@gavingrawrock9589 That's so strange lol! XD Usually people assume Magcargo was Gen 3, because that's when it was most accessible. In reality its from Gen 2. I've never heard of anyone mistaking it for Gen 1 before. XD
@@paperfishstudios3144 it has 'rained' fish or other small animals like spiders and frogs many times across the world, what happens is basically a tornado picks them up and carries them for several miles and then drops them
As someone who has been keeping up to date with all of the zodiac mons, I love the bit of having the horoscope being “have a good day today” every time
I like how one person and possibly more are confused because of why galarian weezing is there, assuming they only have neutralizing gas, but meanwhile they have misty surge as an ability as well.
Yeah, Misty is probably the worst terrain, and Neutralizing Gas's potential is so strong, so it's not surprising that people forget Weezing is one of the terrain setters
Unmentioned, and probably less important Genesis Supernova was an additional way to add Psychic Terrain, but it was a Z-move exclusive to Mew. Galarian Stunfisk got Mimicry, which basically acts like a terrain version of Castform’s Forecast ability. The DLC added two other terrain related moves, Terrain Pulse acted somewhat like a terrain version of Weather Ball. The other move, Steel Roller, was a new way to remove terrain, other than Defog, GMax Wind Rage, or Splintered Stormshards. Terrain Extender is an item that would extend the effects of terrain Psyblade, even though it’s a Psychic move, has an additional effect where it could also be powered up by 50% in Electric Terrain
I don’t know if anyone else has mentioned this, but Electric Terrain’s sleep prevention is different from Misty Terrain’s status prevention. Electric Terrain stops any Pokémon touching the ground from being asleep. For example, if a Pokémon uses Rest then, it’s another Pokémon uses Electric Terrain, then that Pokémon will immediately wake up. That also includes flying sleeping Pokémon forced onto the ground by Gravity or Smack Down. Misty Terrain does not remove status, it prevents it. So if a Pokémon is already statused and Misty Terrain goes up, it will still be statused.
I legit forgot terrains were introduced in XY. I thought they were introduced in SuMo as a unique mechanic of the Tapus that got later given to other pokemon in SwSh.
LOVED the video! I'd like to note that "Pokemon Masters Ex" sorta explored terrains more with "Zones"; They exist as power boost for each type that does not have a respective weather or terrain (or in the case of ground and fairy, receive an actual power boost). Its wacky seeing all three conditions running at once.
Indeed, it’s fun seeing how some of these can combine Rain + Electric Terrain + Flying Zone: Storm Combo Sun + Grassy Terrain: Solar Beam/Blade Combo And then Zones matching up with hail (ice) and sandstorm (rock and ground) with Misty Terrain being replaced with Fairy Zone in Masters I do think Zones were added so that there aren’t only 5 types with a higher damage cap, would be hard to sell a strong ice type if players don’t see it as good as a unit that gets buffed in weather or terrain
While zones are interesting, I think it would be way too much to add a field change for every type, tho, it could be interesting to see more of them, I think adding one terrain and one weather could already make a big change Windy weather, as mega Rayquaza lost ability, it would buff flying moves 50% or boost flying types speed Smog Terrain, this terrain would have an effect to reduce damage from fairy type moves and as secondary effect it would reduce in -1 any positive stat boost, so sword dance would once boost 1 level attack, and dragon dance wouldn't boost anything
@@oniricfantasy6687 Speaking of field effects for other types, I think some type of field effect that benefits bug types would be good, not necessarily weather or terrain but something like trick room or stealth rocks
@@typemasters2871 There is already sticky web, it would be cooled if bug types weren't affected by it, and make big type moves that benefit from grassy terrain
@@oniricfantasy6687 Sticky Web getting a big buff like that would be cool But if they want to add a new move, they could add bug type stealth rocks, or a move that damages/weakens non bug types whilst also healing/buffing bug types
I felt like it was really unfair that Miraidon’s signature move got both STAB and Terrain boost, but because they gave Koraidon the fighting type, they had to pick between giving the signature weather boost with fire type, or STAB boost with fighting
Considering both stab and weather boost is 50% for fire, at the cost of having the "weaker" stab between the two legendaries, it sort of gets a 3rd stab because of sun
@@MEISMUDKIPS yeah true, I probably would’ve given Collision Corse a bonus effect of being boosted by sunlight (by the same amount as terrains), so the 2 legendaries get equivalent boosts for their moves
I’ve always been interested in the terrain mechanic, so I’m super excited that made a video about it, because I love to try and make teams centred around this mechanic!😄
This is so interesting! One of my favorite reams uses both terrain and weather. Ninetales-a sets up 8 turns of aurora veil thanks to its snow warning, then bulky Pincurchin sets up electric terrain for 8 turns with its terrain extender item and its ability. Then Iron Hands comes in activating its Quark Drive and taking diminished damage and proceeds to Belly Drum. At 2000+ atk it can now ohko even resists with a combination of Drain Punch, thinder punch and tera normal facade. Its not the best strategy but its super fun to pull off
To be fair to the oddity of Terrains, there are also very niche things that the weathers have that are also not super symmetrical with each other, such as being unable to become Frozen in Harsh Sunlight having no counterpart condition with Rain.
i am among the many who did not know terrains were added in gen 6. also i really dig the mention of competitive meta most likely influencing their design, i’ve always wondered about the thought process behind balance changes since I don’t keep up with the series incredibly closely
Bit random, but during the discussion about the lack of terrain mechanics in games, I couldn’t stop thinking about divinity original sin 2 as I’m just finishing a playthrough. Not only can “weather” and “terrains” exist at the same time, but these systems are inherently interlinked, wet floors can be electrified, oily floors can be detonated. Maybe you could look into this kind of system of interactions for your game
Kyogre and Miraidon, legendaries that set weather/terrain that boost their own stab Tapu Koko and Tapu Lele, strong sub-legendaries that set terrain that boost their own stab Rillaboom, Indeedee, and Charizard Y, strongest regular Pokemon that set weather/terrain that boost their own stab It is unfortunate that Groudon and Koraidon both set sun but both physical focused and neither part fire in base form, thus even if both knew eruption the move wouldn’t be considered “optimal” unlike Kyogre and Water Spout combo
One of my favorite terrain-adjacent ideas was for a G-Max Sudowoodo. As it's a rock that mimics a tree, I gave it a G-Max move that mimics the Grass-type Max Move. G-Max Overstone would set up a Rocky Terrain that basically was Sandstorm as a Terrain.
In Gen 6, I used a Male Meowstic with Prankster which had Misty Terrain, Reflect, and Light Screen. I sent it out in double battles with my Typhlosion, which had Nature Power. That Typhlosion was a beast, it would destroy Darkrai in 1 hit, nullify dark void, and use Eruption. It had extrasensory and solar beam but i never used those, always nature power and eruption. Typhlosion can use thunderbolt and energy bsll through terrain powered nature powers, which made me happy. I loved that Meowstic and Typhlosion combo, no one saw it coming at the time.
i think when it comes to a terrain-like mechanic, they dont need to be warring the same way that weathers are. Cause when you really think about it, theres nothing about grassy terrain that exactly overrides electric terrain so what you metioned about electromagnetic and gravitational fields could work perfectly fine if they dont have to clash
i’m always so excited whenever you show those clips of your gameplay and something new is there. the grass is so nice! i like the way the characters are paper mario like but the setting isn’t really
Your note about Cryo, Pyro, and Hydro… I’d suggest the Pyro increases Attack in some form, and not moves themselves, maybe chemical attack types to give more contrast between pyro and cryo
In the weather wars, slower mons had the advantage as their weather setting ability would activate later, overriding the weather that the faster pokemon set up, its why when I use a weather team, I set up sandstorm with Hippowdon's sand stream
I think with the entry of terrains, is moment to make actually good climatic/terrain moves Movements that not only create a terrain/weather but create both, example Storm Dance, it would call electric terrain and rain Garden Day, it would call grassy terrain and harsh sun Fogscape, it would call misty terrain and snowstorm Brainstorm, it would call psychic terrain and Sandstorm These moves would allow to activate both terrain and sandstorm, which can be very useful in determinate pokemon, for example fire types which already use sunny day to propulse solar beam would get the extra 50% damage from grassy terrain, this would make people actually consider sacrifice a turn to call unto two environments or use a pokemon ability to call one Also this would justify giving normal terrain/weather moves 10 pp
I find so cool the idea of both weather and terrain Because they don’t overwrite each other and they help boost some pokemon types and give them new life I would actually love to see something like terrains in more games. Not only because it is a bit fun to see so many different effect. But also because not all types can be helped with weather At least, not that easily Think about the normal type. There is no way a climate can boost it. That’s why Castform changes types. And probably a convergent would do too
@@vez3834 that would make the normal types specially good paired with moves that remove weather/terrain That could be interesting, tho… not really sure if is the strategy normal types would use the most
You know what I don't see is a weather and Terrain mix team. A stab thunder in rain with electric terrain. Solar beam in sunny day with grassy terrain.
What about a "Telekinetic Debris" move that shoots debris to the enemy, in psychic terrain it gets 50% buff and it have 50% chance to confuse in sandstorm Or a move that boost speed 3 levels but needs snowstorm to work, in fairy terrain this would also... I dont know, work as a protection move that turn? Reducing half damage you get
fact about how rising voltage works. It's power gets doubled if the opponent is touching the ground, BUT does not gain the 30% boost when doing so. It will get the 30% boost however if the opponent is flying type or has levitate. Sadly not as broken, but still pretty good.
I found out about Terrain from Pokemon Masters where WTZ (weather, zone, terrain) are much more important, with abilities such as 50-90% damage reduction with any WTZ, damage boost and damage reduction with on type WTZ where you deal almost no damage to enemies but they would deal a million damage in one attack.
the heatwave and twilight in coromon were changed, now twilight reverses positive stat changes to negative (except ghost types), heatwave grants a 25% boost to every fire mon's highest stat, the stamina thing is still here but it changes stamina usage a lot less now
Honestly, getting to see those incredible backgrounds was enough for me to try and make terrain builds. Which is why I was so devastated with Gen 8. I think terrains can be a world encounter, to better introduce them to the player. Areas like Chargestone Cave, or those with heavy fog would be great places for naturally occurring special terrain. As for Grassy and Psychic, maybe a deep forest grove and mysterious ruins respectively? Overall I think terrain are an interesting mechanic, and I hope GF will keep expanding it.
Just for info sake..in Yu-Gi-Oh you can have a field spell, Umiiruka, which boosts water monsters and Starboy which boosts water types and debuffs fire type and the close off with Aquarium Set which tripples down on your water boost coverage and can all be played on the same turn and does not remove or interrupt eachother....😁
In addition to the fact that it neatly shows off the four terrain setters that are not the Tapus, Rillaboom is the premier terrain setter overall, so using Demon Days as a reference is also very clever.
I like the fact that you are the ONLY reason why I like gemistry… (and little bit of physics)… and I can’t wait to finally play your game (when it EVER get released)
I personally like the idea of different types of locations having different battle effects like say caves could increase the power of sound-based moves or allow ground types to hit flying types since the ground is also on the ceiling. You could also have some kind of terra-forming mechanic which potentially even be permanent at the cost of a turn to use.
I think your idea for emag and gravitational fields is really cool, and could maybe be extended to an entire weather system just called "Fields." Could be really fun to explore more STEM topics centered around spatial changes. This could include emag, gravitational, dark energy (opposite grav I guess), heck maybe you could even change the "coordinate system" of the field with a "Polar Field" which makes you attack any creatures radially next to you instead of in front of you. Could be fun to explore.
Yu-Gi-Oh would still fit into you comparison. I forget when exactly, but there was a rule change long ago that made it so that each player can have their own Field Spell active instead of playing the weather wars game, so you can have 2 field effects happening simultaneously like in Pokemon. And that's before getting into Continuous Spell cards.
About Misty Explosion's lower BP, note that most users of it will likely also have STAB on it. This, combined with the boost it gets from terrain (from it's own effect, not the terrain's) to 150 BP makes it a 225 BP move in total, very much in line with Explosion and Self Destruct; which most relevant users of those moves will not get STAB on (besides Galvanize Alolan Golem, I guess).
So something like 100 x1.5 from move effect x1.5 from stab x1.3 from terrain (x2 or x4 from potentially being super effective) = 292.5 (doubled almost 600)
@@vez3834 Unfortunately nope! Remember Misty Terrain doesn't give a boost to Fairy type moves, only Misty Explosion gets a boost due to it's own effect 🙃
Oh hey, another excuse to rant about Pokemon Reborn in a TH-cam comments section! ...Uh, I mean, a new n0Rtist video!!! Yay!!! I love various STEM topics!!!! So, Pokemon Reborn. It's a fangame that finished development in 2022, but started being released episodically in 2012, and existed for a while before that as an online competitive battling/roleplaying community. So basically, development was ongoing over a long period of time as GameFreak was introducing more and more mechanics to the official games. Including Terrains in Gen VI. The lead developer, Ame, had always wanted battles in-game to feel more like they did in the anime - you know, with those official stadiums that had randomly selected field conditions that the characters would then take advantage in various ways during their battles. And the introduction of Terrains seemed like an opportunity to implement some mechanics that would bring that closer to being a reality. The chapter where she was adding Gen VI stuff was the chapter that ended with a fight against the Dark-type gym leader. So she decided to implement a new Terrain just for this new leader to use - Dark Crystal Cavern, which powered up Dark-type moves. Unlike the canon Terrains, though, there was no move you could use to set DCC up. It was just naturally occurring in the area where you fought the leader and couldn't be found anywhere else. Which had the effect of making the Dark leader feel like a unique challenge, with unique mechanics that reflected her character. So Ame decided to start going back and giving other gym leaders, and other areas of the game, their own unique Terrain-like effects, including some really unique ones that went beyond just powering up the leader's type. The Psychic-type leader is chess-themed, so he gets a chess-themed field that buffs his Trick Room strategy so that "black makes the first move." Reborn also has some completely unique areas that get their own fields, like the "Ashen Beach" that buffs Fighting and Psychic-types representing a beach area next to a volcano that has a martial arts dojo. Or the "Wasteland" that's basically a sentient mass of sludge (ala Grimer or Garbodor) big enough to be its own area, whose associated field mutates Poison moves, heavily nerfs certain Ground moves, and swallows and spits back out any entry hazards for unique effects. The final game has thirty-seven unique Field Effects (as the system is now called), each with a huge number of effects that completely change the feel of battles that take place on them. The Field Effect system is one of the big reason that Reborn is one of my favorite video games ever. Not only is every battle unique, but every battle is genuinely challenging in unique ways, even against gym leaders who only use one type. In the official games, you can usually make quick work of any leaders if you have at least one Pokemon with a type advantage, but in Reborn, leaders' fields often help them cover their weaknesses - for instance, the Poison leader fighting on the aforementioned Wasteland field, making her much harder to counter with Ground-types. Fields also provide various other buffs like activating abilities and strengthening specific moves - for instance, on the Water Surface field, Swift Swim is always active regardless of whether it's raining, Torrent is always active regardless of whether your health is low, and the normally useless Whirlpool now deals much more damage, deals more damage over time, AND inflicts confusion, making it much more viable. Basically, gym leaders now have a whole crazy-overpowered field condition to build their team around, meaning type advantages alone aren't going to shut them down. The battles aren't just difficult, they're difficult in interesting ways, and building your team(s) to counter the huge variety of strategies you'll be up against is a huge component of Reborn's fun. As much as I love the field effect system, though, I'm hesitant to say the official games would be improved by adding it. A big reason for this is the system's sheer complexity. Eight-year-olds picking up their first Pokemon game can probably remember out that rain makes their Fire moves weaker and Electric Terrain makes their Electric moves stronger. Could that eight-year-old remember off the top of their head that non-grounded Pokemon on New World Field have their defenses decreased by x0.9? And that Flower Garden Field removes Grass-types' weaknesses, but only on stages 4 and 5 of flower growth? AND that on Fairy Tale Field, Nature Power turns into Secret Sword, the signature move of a Mythical from a game that released six years before they were born, that also doesn't even work like it does when Keldeo uses it because Fairy Tale Field also turns Secret Sword into a Steel move, and also makes Steel strong against Dragon??? Yeah, while I think the system is perfect for a fangame explicitly aimed at older fans that grew out of a competitive battling community, it would probably be a bit much for someone who's new to video games to pick up quickly. It's a shame, though, because I really think fields are so good for the game just for the sake of ludonarrative harmony - giving characters unique mechanics that reflect their personalities beyond just what type they use. Maybe the official games could benefit from a watered-down version of the system, where each field has only one type it buffs, one type it nerfs, and one unique mechanic? Much like what the existing Terrains already do, but, y'know, more of them, and tie them to specific characters and/or areas. I dunno, I just like this system and it's one of the reasons I have a hard time going back to the official games after playing Reborn so much.
I feel like the Pledge moves that were added in Gen V needed this treatment. The combination effects of the Terrain moves are legitimately game changing, however, the only Pokémon that can learn them being starters severely hampers their viability. Especially since they’re special attack only moves and a large majority of the competitively viable starters are physical attackers with the special attackers often having a signature move of the same type that is better in every way for what that pokemon wants to do. Sylvally (for some reason) is the only exception that can learn Grass Pledge, but it is once again a physical attacker. I truly believe that if they opened access to more pokemon, that these moves would see some competitive viability and even success. They did eventually buff the base power of these moves to be a decent damage option, now they just need to offer it as a move option to other mons. Imagine an opponent is able to get a taunt off on your Whimsicott attempting to stop you from getting speed priority with tailwind. However you instead went for Grass Pledge to lower the speed of Pokemon on their side of the field while at the same time providing a power boost to your Iron Bundle’s Water Pledge equal to a Helping Hand boost, effectively making it a fully accurate Hydro Pump. I have no doubt that pros would find interactions for every move combination that can save them and/or lead them to victory in a competitive match.
If you do add your terrains in the form of "Fields", perhaps treat them somewhat similarly to how they behave irl (iirc atleast) and allow each Field to overlap in one match - however by attuning your Stema to a specific field you improve your resistance too Stema using the others, abit like how on the more fundamental level each of the fundamental forces have different levels of pull on certain particles, so some dont really care about the others until they are mitigated by distance or strength. Say you put down an EM field and your opponent generates a gravimetric one. You could perhaps use a move that gives your Stema a negative or positive charge, making them more attracted to the EM field and thus take less damage (perhaps with a drawback so its not as simple as pick one move to reduce damage and move on). Or perhaps its a trait of certain Stema so they can drop in and move on. Would also mean there could be capabilities based around disabling, stealing, etc your opponents field, attunement, etc. The choice for negative and positive in stead of just saying "charge" was also a purposeful choice cause one could perhaps add subdivisions to each field that a few moves/traits/etc could play by for niche but interesting interactions for the Stema that have them (like you could have a positive EM field and negatively charge your STEMA so they're slower but gain defense, or positively charge them so they gain priority but lose speed (due to being shoved towards their opponents attacks, ie harder to dodge or maintain position)
XY in general was shockingly terrible at showcasing everything actually new it added. Like i get the whole game was made to be as safe as possible after gen 5 angered half the playerbase but like you'd think they'd want to showcase them in-game.
Why? They had much more important things to focus on showcasing. I don't think there's anything wrong with throwing in a minor mechanic, seeing how it plays out, and decide if you want to expand on it later. Pokemon has a bunch of stuff like this, like Gravity.
@@totokekedile I was talking about new mechanics in general, not just terrain. They're generally less bad at showcasing new mechanics than I remember in XY, but I feel like the new Pokemon added were mostly overshadowed by the large amount of old pokemon in each route, and megas (despite being made a big deal by the plot) weren't showcased as well as I feel like they should have been. There's only like 4 enemy megas in the entire game and most of the megas the player gets to use are relatively hidden, obtained late, and belong to pokemon that exist in like a singular route at a 10% encounter rate. Like it wouldn't surprise me if a player going into XY blind wouldn't even know that half of these guys got megas, let alone what those megas actually looked like.
add a twister weather that boosts flying moves by 30%, its could also make all core types (grass, fire, water) be less effective in it, with it being dragged into the twister
I like to think that psychic terrain makes the pokemon able to telepathically read each other's thoughts (since psychic is like the 'mind-type'). So they cant plan a sneaky priority move, therefore it fails.
In Ragnarok Online there's a terrain spell that's act the same way. Volcano boost fire magical and physical damage. Deluge and Violent Gale does the same thing but with water and wind element respectively. There are additional effects to these terrains too. Then there's Magnetic feild, a terrain which boost nothing but it prevents area targeting spell to be casted and it's effect invalid.
Then we have Pokemon Masters, with weather, terrains and ZONES, all of which can be active at once, which is just insane Funnily enough, the only battlefield condition not in the game is misty terrain. Even they forgot about it
Oh and the zones are all for types whose attacks aren't boosted by weather or terrains, so i guess it makes sense. Still, a lot to keep track of (especially with other stuff like reflect, light screen, move gauge acceleration, damage fields, etc)
Hey I just thought of something. If you ever want an endgame, you could always have it be about the superstitions people have towards stem topics, where the Zodiac Beasts are something people fear and spread stories about as something insane and impossible, and the end game is to essentially study and show how these Stema are also explainable phenomenon
8:44 From what I can tell, Gen 2 as a format was slow paced enough that some pokemon could afford the turn to set the weather (I think atleast one pokemon, maybe Skarm, used Sandstorm?)
Tbf Weather was introduced in gen 2 and wasn't really meta until Late gen 4 - gen5. Shout out to Hawlucha who used Seeds to set terrain and Acrobatics/ Unburden to get OU
honestly surprised more games don't have a 2-system type thing like pokemon's Weather and Terrains, I think a pretty obvious one would be Weather & Day/Night cycle, or temperature
You could make it so that Sunny/Rainy weather affects Pyro types Attack or Sp. Attack stat instead of moves to keep the symmetry another suggestion is that if you make the weather mechanic about stats, then you can make the field mechanic about moves, example you could make so Gravitational field that allows grounded moves to hit airborne stemas, or you could make so Electromagnetic field boosts Electric and or Steel type moves (sorry forgot the names you gave them in Stema), or you could have Electric field and Magnetic field as two separate fields that boost each move types, or you could lean into this "fields don't override each other" to make some mechanic were multiple different fields can stack, or make it so only some fields can stack, but others don't, or if you could make so stacking different fields change their properties like maybe Electic and Magnetic fields give a 50% boost to Electric and Steel types respectively, but when they stack, it turns into an Electromagnetic field that boost moves of both types by 30%
If you don't know what the terrains do, VGC will teach you, and you will learn. Fun factoid: at least one terrain will be the meta in a Gen, with Electric because Tapu Koko could beat a good chunk of the meta in Gen 7, Grassy because of Grassy Glide Rillaboom in Gen 8, and Psychic because of PsySpam in Gen 9.
you can have a windy terrain instead of a terrain that is casual, after all these things worked on wind, kind of like deltastream that mega ray had, and also air lock that normal rayquaza has, however air lock can just be reimagined as a windy terrain that blows away the weather, but this isn't essentially a terrain more of a weather condition, still you can work it like a weather condition that negates all other weather conditions but does nothing else, if other weathers are purely defensive, this ability would serve as an offensive ability because it breaks the defenses of other weather setters
Wait for n0r to hear out about Zone effects not clashing with Terrain nor Weather and boosting its corresponding Type's Zone. (It's a Pokemon Masters Mechanic, so I don't consider it fully canon, but TPC/GF had to seen it in action and approve it so it could be added sooooo theyare partially canon to me)
The issue with terrain is the effects of the mechanic. It's not the most complex mechanic out there, but comparing it to weather, it's a lot harder to understand why the effects are the way they are. Sun boost fire moves and weakens water? got it. Rain boost water moves and weakens fire? easy. Weather can get more complex under the hood, so like abilities or moves can be affected (Rain Dish or Hurricane) or effects like a 50% buff to rock types Special Defense in Sandstorm, but the base mechanic is pretty simple to understand. Terrains boost attack of their corresponding type, except fairy because it's too powerful, but also only affect those touching the ground, but some pokemon CAN touch the ground in their model but might fly (swellow's model flies, taillow's stands), so this simple part of the mechanic gets complicated pretty easily. Add in the other mechanics with healing and blocking attacks/status conditions and it's harder to follow. It's not surprising no other game like Pokemon has tried to set up something similar to the terrains, they are so uniquely different in Pokemon that trying to mold it to your property would end up making it it's own mechanic.
ironically, games in which the battles happen in the overworld (aka not pokemon, as its combats (in the main game series) r modular) it makes sense to have stuff that is "impacted from all the above" (aka weather) or "impacted from all the below" (aka terrain). so if u for example enter a cave weather effects dont work whereas terrains switch a lot when traversing diverse lands (and weather is ever present/constant). so yea its most likely just (desperate) flavor, as terrains in pokemon's modular combat is honestly just weather 2.0
not really about terrain but, my own idea of coexisting weather is *weather fusion* basically *electric current + rain = thunderstorm, windy + rain = rainstorm, sandy + windy = sandstorm, heatwave + rain = meteor shower, gas leak + windy = brainstorm*
The terrains were mainly added for competitive to nerf Thunderus. Seriously. Aot the terrain effects specifically counter Prankster Thunderus' shenanigans. EDIT: And much more apparently
Terrains were so unimpactful in Gen 6, that I legitimately thought they were added in Gen 7.
Same bro
Oh I was in the same boat. Ot wasnt until the Tapus forced you to confront them that I realized they exist
The "I thought Magcargo was a gen 3 Pokemon" effect
Is it weird that I used to think Magcargo was Gen 1? I had only seen the anime as a child, and it was mainly the gen 5 and 6 anime.
@@gavingrawrock9589 That's so strange lol! XD
Usually people assume Magcargo was Gen 3, because that's when it was most accessible. In reality its from Gen 2. I've never heard of anyone mistaking it for Gen 1 before. XD
i need to acknowledge how absurd f a sentence "pokemon made a sequel to weather" is without context
weather 2 is that one time it rained fish or somethin
@@paperfishstudios3144 it has 'rained' fish or other small animals like spiders and frogs many times across the world, what happens is basically a tornado picks them up and carries them for several miles and then drops them
@@paperfishstudios3144 You could even make two movies about that
@@MegafanX123 we need the tornado to be more dangerous, how about sharks?
@@Techy404you could make several movies about that. Maybe don't though
As someone who has been keeping up to date with all of the zodiac mons, I love the bit of having the horoscope being “have a good day today” every time
I like how one person and possibly more are confused because of why galarian weezing is there, assuming they only have neutralizing gas, but meanwhile they have misty surge as an ability as well.
"some people"
* Checks comments and sees literally one person being confused about it *
@@Mrdonjuliothewicked I fixed it.
I too was confused… and I know a lotttttt about Pokémon. Neutralizing gas too good
Yeah, Misty is probably the worst terrain, and Neutralizing Gas's potential is so strong, so it's not surprising that people forget Weezing is one of the terrain setters
thats why I think they should just remove it and give it to musharna plus make musharna psychic/fairy
Unmentioned, and probably less important
Genesis Supernova was an additional way to add Psychic Terrain, but it was a Z-move exclusive to Mew.
Galarian Stunfisk got Mimicry, which basically acts like a terrain version of Castform’s Forecast ability.
The DLC added two other terrain related moves, Terrain Pulse acted somewhat like a terrain version of Weather Ball.
The other move, Steel Roller, was a new way to remove terrain, other than Defog, GMax Wind Rage, or Splintered Stormshards.
Terrain Extender is an item that would extend the effects of terrain
Psyblade, even though it’s a Psychic move, has an additional effect where it could also be powered up by 50% in Electric Terrain
I don’t know if anyone else has mentioned this, but Electric Terrain’s sleep prevention is different from Misty Terrain’s status prevention.
Electric Terrain stops any Pokémon touching the ground from being asleep. For example, if a Pokémon uses Rest then, it’s another Pokémon uses Electric Terrain, then that Pokémon will immediately wake up. That also includes flying sleeping Pokémon forced onto the ground by Gravity or Smack Down.
Misty Terrain does not remove status, it prevents it. So if a Pokémon is already statused and Misty Terrain goes up, it will still be statused.
nortist animating iron hands twerking is something i would never expect
Wha
I don't think he animated that, I can see it being a meme someone else made beforehand
@@SakhotGamer oh oki
Timestamp?
Nvm i found it 24:15
I legit forgot terrains were introduced in XY. I thought they were introduced in SuMo as a unique mechanic of the Tapus that got later given to other pokemon in SwSh.
I only kinda do, because of Dr. Pikachu from ORAS getting E.Terrain
@@Raegoer I completely forgot the cosplay pikas existed as well
Love how Kalos remains the most forgettable generation of pokemon, as exemplified here
@@ErisCalamitasButFR love?
Komala on Electric Terrain: 🫤
Komala: -.-
Komala on Electric terrain: O.O
The fact that you picked Rillaboom for a Gorillaz parody is just amazing 😂
when was the reference
@@shrimplyfireThumbnail. The thumbnail is reminiscent of the Gorillaz cover image, specifically Demon Days.
I'm just focused on how he managed to mix up the colors for the two Weezing forms.
I really want that image from the thumbnail
HOY
oh that thumbnail is FIRE
I caught the reference too
Feh goo
LOVED the video! I'd like to note that "Pokemon Masters Ex" sorta explored terrains more with "Zones"; They exist as power boost for each type that does not have a respective weather or terrain (or in the case of ground and fairy, receive an actual power boost). Its wacky seeing all three conditions running at once.
Indeed, it’s fun seeing how some of these can combine
Rain + Electric Terrain + Flying Zone: Storm Combo
Sun + Grassy Terrain: Solar Beam/Blade Combo
And then Zones matching up with hail (ice) and sandstorm (rock and ground) with Misty Terrain being replaced with Fairy Zone in Masters
I do think Zones were added so that there aren’t only 5 types with a higher damage cap, would be hard to sell a strong ice type if players don’t see it as good as a unit that gets buffed in weather or terrain
While zones are interesting, I think it would be way too much to add a field change for every type, tho, it could be interesting to see more of them, I think adding one terrain and one weather could already make a big change
Windy weather, as mega Rayquaza lost ability, it would buff flying moves 50% or boost flying types speed
Smog Terrain, this terrain would have an effect to reduce damage from fairy type moves and as secondary effect it would reduce in -1 any positive stat boost, so sword dance would once boost 1 level attack, and dragon dance wouldn't boost anything
@@oniricfantasy6687
Speaking of field effects for other types, I think some type of field effect that benefits bug types would be good, not necessarily weather or terrain but something like trick room or stealth rocks
@@typemasters2871 There is already sticky web, it would be cooled if bug types weren't affected by it, and make big type moves that benefit from grassy terrain
@@oniricfantasy6687 Sticky Web getting a big buff like that would be cool
But if they want to add a new move, they could add bug type stealth rocks, or a move that damages/weakens non bug types whilst also healing/buffing bug types
"if the floor is covered in ourple-" was definitely not what i expected to hear but i love it
I felt like it was really unfair that Miraidon’s signature move got both STAB and Terrain boost, but because they gave Koraidon the fighting type, they had to pick between giving the signature weather boost with fire type, or STAB boost with fighting
Doesnt the move get boosted in harsh sun
Koraidon should have been a Fire type
Considering both stab and weather boost is 50% for fire, at the cost of having the "weaker" stab between the two legendaries, it sort of gets a 3rd stab because of sun
@@Escence-w6fnope, collision course gets a boost if it is super effective against the target. Koraidon itself gets a buff in sun
@@MEISMUDKIPS yeah true, I probably would’ve given Collision Corse a bonus effect of being boosted by sunlight (by the same amount as terrains), so the 2 legendaries get equivalent boosts for their moves
Iron Fazbear getting a bit freaky like that caught me off guard lmao
I’ve always been interested in the terrain mechanic, so I’m super excited that made a video about it, because I love to try and make teams centred around this mechanic!😄
Sea urchin needs stats increase.
This is so interesting! One of my favorite reams uses both terrain and weather. Ninetales-a sets up 8 turns of aurora veil thanks to its snow warning, then bulky Pincurchin sets up electric terrain for 8 turns with its terrain extender item and its ability. Then Iron Hands comes in activating its Quark Drive and taking diminished damage and proceeds to Belly Drum. At 2000+ atk it can now ohko even resists with a combination of Drain Punch, thinder punch and tera normal facade. Its not the best strategy but its super fun to pull off
1. Neat to see you using Firefox
2. meet the spy jumpscare
Terrainz - Feel Boost Inc.
To be fair to the oddity of Terrains, there are also very niche things that the weathers have that are also not super symmetrical with each other, such as being unable to become Frozen in Harsh Sunlight having no counterpart condition with Rain.
i am among the many who did not know terrains were added in gen 6. also i really dig the mention of competitive meta most likely influencing their design, i’ve always wondered about the thought process behind balance changes since I don’t keep up with the series incredibly closely
Bit random, but during the discussion about the lack of terrain mechanics in games, I couldn’t stop thinking about divinity original sin 2 as I’m just finishing a playthrough. Not only can “weather” and “terrains” exist at the same time, but these systems are inherently interlinked, wet floors can be electrified, oily floors can be detonated. Maybe you could look into this kind of system of interactions for your game
Kyogre and Miraidon, legendaries that set weather/terrain that boost their own stab
Tapu Koko and Tapu Lele, strong sub-legendaries that set terrain that boost their own stab
Rillaboom, Indeedee, and Charizard Y, strongest regular Pokemon that set weather/terrain that boost their own stab
It is unfortunate that Groudon and Koraidon both set sun but both physical focused and neither part fire in base form, thus even if both knew eruption the move wouldn’t be considered “optimal” unlike Kyogre and Water Spout combo
HOLY iron hands was caked up
As fan of terrain mechanics and a Taurus, I couldn't love this video more. Really looking forward to your game being released 😊
One of my favorite terrain-adjacent ideas was for a G-Max Sudowoodo. As it's a rock that mimics a tree, I gave it a G-Max move that mimics the Grass-type Max Move. G-Max Overstone would set up a Rocky Terrain that basically was Sandstorm as a Terrain.
In Gen 6, I used a Male Meowstic with Prankster which had Misty Terrain, Reflect, and Light Screen. I sent it out in double battles with my Typhlosion, which had Nature Power. That Typhlosion was a beast, it would destroy Darkrai in 1 hit, nullify dark void, and use Eruption. It had extrasensory and solar beam but i never used those, always nature power and eruption. Typhlosion can use thunderbolt and energy bsll through terrain powered nature powers, which made me happy. I loved that Meowstic and Typhlosion combo, no one saw it coming at the time.
i think when it comes to a terrain-like mechanic, they dont need to be warring the same way that weathers are. Cause when you really think about it, theres nothing about grassy terrain that exactly overrides electric terrain
so what you metioned about electromagnetic and gravitational fields could work perfectly fine if they dont have to clash
I really like the pattern to your weather system!
i’m always so excited whenever you show those clips of your gameplay and something new is there. the grass is so nice! i like the way the characters are paper mario like but the setting isn’t really
Your note about Cryo, Pyro, and Hydro… I’d suggest the Pyro increases Attack in some form, and not moves themselves, maybe chemical attack types to give more contrast between pyro and cryo
In the weather wars, slower mons had the advantage as their weather setting ability would activate later, overriding the weather that the faster pokemon set up, its why when I use a weather team, I set up sandstorm with Hippowdon's sand stream
I think with the entry of terrains, is moment to make actually good climatic/terrain moves
Movements that not only create a terrain/weather but create both, example
Storm Dance, it would call electric terrain and rain
Garden Day, it would call grassy terrain and harsh sun
Fogscape, it would call misty terrain and snowstorm
Brainstorm, it would call psychic terrain and Sandstorm
These moves would allow to activate both terrain and sandstorm, which can be very useful in determinate pokemon, for example fire types which already use sunny day to propulse solar beam would get the extra 50% damage from grassy terrain, this would make people actually consider sacrifice a turn to call unto two environments or use a pokemon ability to call one
Also this would justify giving normal terrain/weather moves 10 pp
i’ve never seen a thumbnail go this hard before
I find so cool the idea of both weather and terrain
Because they don’t overwrite each other and they help boost some pokemon types and give them new life
I would actually love to see something like terrains in more games. Not only because it is a bit fun to see so many different effect. But also because not all types can be helped with weather
At least, not that easily
Think about the normal type. There is no way a climate can boost it. That’s why Castform changes types. And probably a convergent would do too
What if Normal types took less damage when there is no weather or terrain?
@@vez3834 that would make the normal types specially good paired with moves that remove weather/terrain
That could be interesting, tho… not really sure if is the strategy normal types would use the most
You know what I don't see is a weather and Terrain mix team.
A stab thunder in rain with electric terrain.
Solar beam in sunny day with grassy terrain.
Probably just not great to be so conditional, but fun idea
What about a "Telekinetic Debris" move that shoots debris to the enemy, in psychic terrain it gets 50% buff and it have 50% chance to confuse in sandstorm
Or a move that boost speed 3 levels but needs snowstorm to work, in fairy terrain this would also... I dont know, work as a protection move that turn? Reducing half damage you get
no i see koko on rain sometimes in natdex
fact about how rising voltage works. It's power gets doubled if the opponent is touching the ground, BUT does not gain the 30% boost when doing so. It will get the 30% boost however if the opponent is flying type or has levitate. Sadly not as broken, but still pretty good.
Oh boy, I sure hope I get to watch this live!
oh
I found out about Terrain from Pokemon Masters where WTZ (weather, zone, terrain) are much more important, with abilities such as 50-90% damage reduction with any WTZ, damage boost and damage reduction with on type WTZ where you deal almost no damage to enemies but they would deal a million damage in one attack.
WTZ is a cool acronym! I know nothing about Pokemon Masters. Thanks for this comment :)
the heatwave and twilight in coromon were changed, now twilight reverses positive stat changes to negative (except ghost types), heatwave grants a 25% boost to every fire mon's highest stat, the stamina thing is still here but it changes stamina usage a lot less now
Always excited to see a new video!
Honestly, getting to see those incredible backgrounds was enough for me to try and make terrain builds. Which is why I was so devastated with Gen 8.
I think terrains can be a world encounter, to better introduce them to the player. Areas like Chargestone Cave, or those with heavy fog would be great places for naturally occurring special terrain. As for Grassy and Psychic, maybe a deep forest grove and mysterious ruins respectively?
Overall I think terrain are an interesting mechanic, and I hope GF will keep expanding it.
As a huge Gorillaz fan, that thumbnail goes so hard
"How were terrains not too confusing?" No no, they were.
Just for info sake..in Yu-Gi-Oh you can have a field spell, Umiiruka, which boosts water monsters and Starboy which boosts water types and debuffs fire type and the close off with Aquarium Set which tripples down on your water boost coverage and can all be played on the same turn and does not remove or interrupt eachother....😁
Freakinng Gorlillaz reference wtf
Pokemonz
In addition to the fact that it neatly shows off the four terrain setters that are not the Tapus, Rillaboom is the premier terrain setter overall, so using Demon Days as a reference is also very clever.
Monz
Never clicked so fast to comment on a vid, the thumbnail is straight fire!!!
I like the fact that you are the ONLY reason why I like gemistry… (and little bit of physics)… and I can’t wait to finally play your game (when it EVER get released)
I personally like the idea of different types of locations having different battle effects like say caves could increase the power of sound-based moves or allow ground types to hit flying types since the ground is also on the ceiling. You could also have some kind of terra-forming mechanic which potentially even be permanent at the cost of a turn to use.
I think your idea for emag and gravitational fields is really cool, and could maybe be extended to an entire weather system just called "Fields." Could be really fun to explore more STEM topics centered around spatial changes. This could include emag, gravitational, dark energy (opposite grav I guess), heck maybe you could even change the "coordinate system" of the field with a "Polar Field" which makes you attack any creatures radially next to you instead of in front of you. Could be fun to explore.
Yu-Gi-Oh would still fit into you comparison. I forget when exactly, but there was a rule change long ago that made it so that each player can have their own Field Spell active instead of playing the weather wars game, so you can have 2 field effects happening simultaneously like in Pokemon. And that's before getting into Continuous Spell cards.
I genuinely did not know terrains existed until gen 7 lmao
About Misty Explosion's lower BP, note that most users of it will likely also have STAB on it. This, combined with the boost it gets from terrain (from it's own effect, not the terrain's) to 150 BP makes it a 225 BP move in total, very much in line with Explosion and Self Destruct; which most relevant users of those moves will not get STAB on (besides Galvanize Alolan Golem, I guess).
So something like
100 x1.5 from move effect x1.5 from stab x1.3 from terrain (x2 or x4 from potentially being super effective)
= 292.5 (doubled almost 600)
@@vez3834 Unfortunately nope! Remember Misty Terrain doesn't give a boost to Fairy type moves, only Misty Explosion gets a boost due to it's own effect 🙃
@@CastafioreOnTH-cam Ah! Yes, my bad.
Oh hey, another excuse to rant about Pokemon Reborn in a TH-cam comments section! ...Uh, I mean, a new n0Rtist video!!! Yay!!! I love various STEM topics!!!!
So, Pokemon Reborn. It's a fangame that finished development in 2022, but started being released episodically in 2012, and existed for a while before that as an online competitive battling/roleplaying community. So basically, development was ongoing over a long period of time as GameFreak was introducing more and more mechanics to the official games. Including Terrains in Gen VI. The lead developer, Ame, had always wanted battles in-game to feel more like they did in the anime - you know, with those official stadiums that had randomly selected field conditions that the characters would then take advantage in various ways during their battles. And the introduction of Terrains seemed like an opportunity to implement some mechanics that would bring that closer to being a reality.
The chapter where she was adding Gen VI stuff was the chapter that ended with a fight against the Dark-type gym leader. So she decided to implement a new Terrain just for this new leader to use - Dark Crystal Cavern, which powered up Dark-type moves. Unlike the canon Terrains, though, there was no move you could use to set DCC up. It was just naturally occurring in the area where you fought the leader and couldn't be found anywhere else. Which had the effect of making the Dark leader feel like a unique challenge, with unique mechanics that reflected her character. So Ame decided to start going back and giving other gym leaders, and other areas of the game, their own unique Terrain-like effects, including some really unique ones that went beyond just powering up the leader's type. The Psychic-type leader is chess-themed, so he gets a chess-themed field that buffs his Trick Room strategy so that "black makes the first move." Reborn also has some completely unique areas that get their own fields, like the "Ashen Beach" that buffs Fighting and Psychic-types representing a beach area next to a volcano that has a martial arts dojo. Or the "Wasteland" that's basically a sentient mass of sludge (ala Grimer or Garbodor) big enough to be its own area, whose associated field mutates Poison moves, heavily nerfs certain Ground moves, and swallows and spits back out any entry hazards for unique effects. The final game has thirty-seven unique Field Effects (as the system is now called), each with a huge number of effects that completely change the feel of battles that take place on them.
The Field Effect system is one of the big reason that Reborn is one of my favorite video games ever. Not only is every battle unique, but every battle is genuinely challenging in unique ways, even against gym leaders who only use one type. In the official games, you can usually make quick work of any leaders if you have at least one Pokemon with a type advantage, but in Reborn, leaders' fields often help them cover their weaknesses - for instance, the Poison leader fighting on the aforementioned Wasteland field, making her much harder to counter with Ground-types. Fields also provide various other buffs like activating abilities and strengthening specific moves - for instance, on the Water Surface field, Swift Swim is always active regardless of whether it's raining, Torrent is always active regardless of whether your health is low, and the normally useless Whirlpool now deals much more damage, deals more damage over time, AND inflicts confusion, making it much more viable. Basically, gym leaders now have a whole crazy-overpowered field condition to build their team around, meaning type advantages alone aren't going to shut them down. The battles aren't just difficult, they're difficult in interesting ways, and building your team(s) to counter the huge variety of strategies you'll be up against is a huge component of Reborn's fun.
As much as I love the field effect system, though, I'm hesitant to say the official games would be improved by adding it. A big reason for this is the system's sheer complexity. Eight-year-olds picking up their first Pokemon game can probably remember out that rain makes their Fire moves weaker and Electric Terrain makes their Electric moves stronger. Could that eight-year-old remember off the top of their head that non-grounded Pokemon on New World Field have their defenses decreased by x0.9? And that Flower Garden Field removes Grass-types' weaknesses, but only on stages 4 and 5 of flower growth? AND that on Fairy Tale Field, Nature Power turns into Secret Sword, the signature move of a Mythical from a game that released six years before they were born, that also doesn't even work like it does when Keldeo uses it because Fairy Tale Field also turns Secret Sword into a Steel move, and also makes Steel strong against Dragon??? Yeah, while I think the system is perfect for a fangame explicitly aimed at older fans that grew out of a competitive battling community, it would probably be a bit much for someone who's new to video games to pick up quickly.
It's a shame, though, because I really think fields are so good for the game just for the sake of ludonarrative harmony - giving characters unique mechanics that reflect their personalities beyond just what type they use. Maybe the official games could benefit from a watered-down version of the system, where each field has only one type it buffs, one type it nerfs, and one unique mechanic? Much like what the existing Terrains already do, but, y'know, more of them, and tie them to specific characters and/or areas. I dunno, I just like this system and it's one of the reasons I have a hard time going back to the official games after playing Reborn so much.
I didn't even know terrain was a gen 6 mechanic. I didn't hear about them until gen 7 and i didn't even play those games 😅
No terrain, no gain.
Thanks for another great video, N0rtist!
What about Water Sport and Mud Sport, they're another weather-adjacent effect that's even more underrated!
That thumbnail is 🔥
I feel like the Pledge moves that were added in Gen V needed this treatment. The combination effects of the Terrain moves are legitimately game changing, however, the only Pokémon that can learn them being starters severely hampers their viability. Especially since they’re special attack only moves and a large majority of the competitively viable starters are physical attackers with the special attackers often having a signature move of the same type that is better in every way for what that pokemon wants to do. Sylvally (for some reason) is the only exception that can learn Grass Pledge, but it is once again a physical attacker.
I truly believe that if they opened access to more pokemon, that these moves would see some competitive viability and even success. They did eventually buff the base power of these moves to be a decent damage option, now they just need to offer it as a move option to other mons.
Imagine an opponent is able to get a taunt off on your Whimsicott attempting to stop you from getting speed priority with tailwind. However you instead went for Grass Pledge to lower the speed of Pokemon on their side of the field while at the same time providing a power boost to your Iron Bundle’s Water Pledge equal to a Helping Hand boost, effectively making it a fully accurate Hydro Pump.
I have no doubt that pros would find interactions for every move combination that can save them and/or lead them to victory in a competitive match.
If you do add your terrains in the form of "Fields", perhaps treat them somewhat similarly to how they behave irl (iirc atleast) and allow each Field to overlap in one match - however by attuning your Stema to a specific field you improve your resistance too Stema using the others, abit like how on the more fundamental level each of the fundamental forces have different levels of pull on certain particles, so some dont really care about the others until they are mitigated by distance or strength.
Say you put down an EM field and your opponent generates a gravimetric one. You could perhaps use a move that gives your Stema a negative or positive charge, making them more attracted to the EM field and thus take less damage (perhaps with a drawback so its not as simple as pick one move to reduce damage and move on). Or perhaps its a trait of certain Stema so they can drop in and move on. Would also mean there could be capabilities based around disabling, stealing, etc your opponents field, attunement, etc.
The choice for negative and positive in stead of just saying "charge" was also a purposeful choice cause one could perhaps add subdivisions to each field that a few moves/traits/etc could play by for niche but interesting interactions for the Stema that have them (like you could have a positive EM field and negatively charge your STEMA so they're slower but gain defense, or positively charge them so they gain priority but lose speed (due to being shoved towards their opponents attacks, ie harder to dodge or maintain position)
0:35 no it’s raining outside. I will not touch grass.
Seems like you’re experiencing a downpour there
This video was amazing and I think a lava or glacier or a wetland and finnaly tornado,hirancane and dust devils
S+ tier thumbnail
That thumbnail goes so hard
XY in general was shockingly terrible at showcasing everything actually new it added. Like i get the whole game was made to be as safe as possible after gen 5 angered half the playerbase but like you'd think they'd want to showcase them in-game.
Why? They had much more important things to focus on showcasing. I don't think there's anything wrong with throwing in a minor mechanic, seeing how it plays out, and decide if you want to expand on it later. Pokemon has a bunch of stuff like this, like Gravity.
@@totokekedile I was talking about new mechanics in general, not just terrain. They're generally less bad at showcasing new mechanics than I remember in XY, but I feel like the new Pokemon added were mostly overshadowed by the large amount of old pokemon in each route, and megas (despite being made a big deal by the plot) weren't showcased as well as I feel like they should have been.
There's only like 4 enemy megas in the entire game and most of the megas the player gets to use are relatively hidden, obtained late, and belong to pokemon that exist in like a singular route at a 10% encounter rate. Like it wouldn't surprise me if a player going into XY blind wouldn't even know that half of these guys got megas, let alone what those megas actually looked like.
I started the video, paused about one second in, only to hear you say "deers" with xerneas on screen. kino.
7:37 THATS MY GOAT THATS MY BOY WOLFE 🗣️🗣️
add a twister weather that boosts flying moves by 30%, its could also make all core types (grass, fire, water) be less effective in it, with it being dragged into the twister
I like to think that psychic terrain makes the pokemon able to telepathically read each other's thoughts (since psychic is like the 'mind-type'). So they cant plan a sneaky priority move, therefore it fails.
In Ragnarok Online there's a terrain spell that's act the same way.
Volcano boost fire magical and physical damage. Deluge and Violent Gale does the same thing but with water and wind element respectively. There are additional effects to these terrains too. Then there's Magnetic feild, a terrain which boost nothing but it prevents area targeting spell to be casted and it's effect invalid.
Then we have Pokemon Masters, with weather, terrains and ZONES, all of which can be active at once, which is just insane
Funnily enough, the only battlefield condition not in the game is misty terrain. Even they forgot about it
Oh and the zones are all for types whose attacks aren't boosted by weather or terrains, so i guess it makes sense. Still, a lot to keep track of (especially with other stuff like reflect, light screen, move gauge acceleration, damage fields, etc)
I HEARD IT! RIGHT BEHIND YOU!
Yay a new video :D
i was just like "dude where is the tatsugiri" and then i noticed thats singles
That thumbnail is amazing
8:04 that gasp tho
Hey I just thought of something. If you ever want an endgame, you could always have it be about the superstitions people have towards stem topics, where the Zodiac Beasts are something people fear and spread stories about as something insane and impossible, and the end game is to essentially study and show how these Stema are also explainable phenomenon
BANGER THUMB
8:44 From what I can tell, Gen 2 as a format was slow paced enough that some pokemon could afford the turn to set the weather (I think atleast one pokemon, maybe Skarm, used Sandstorm?)
Tbf Weather was introduced in gen 2 and wasn't really meta until Late gen 4 - gen5. Shout out to Hawlucha who used Seeds to set terrain and Acrobatics/ Unburden to get OU
honestly surprised more games don't have a 2-system type thing like pokemon's Weather and Terrains, I think a pretty obvious one would be Weather & Day/Night cycle, or temperature
You could make it so that Sunny/Rainy weather affects Pyro types Attack or Sp. Attack stat instead of moves to keep the symmetry
another suggestion is that if you make the weather mechanic about stats, then you can make the field mechanic about moves, example you could make so Gravitational field that allows grounded moves to hit airborne stemas, or you could make so Electromagnetic field boosts Electric and or Steel type moves (sorry forgot the names you gave them in Stema), or you could have Electric field and Magnetic field as two separate fields that boost each move types, or you could lean into this "fields don't override each other" to make some mechanic were multiple different fields can stack, or make it so only some fields can stack, but others don't, or if you could make so stacking different fields change their properties like maybe Electic and Magnetic fields give a 50% boost to Electric and Steel types respectively, but when they stack, it turns into an Electromagnetic field that boost moves of both types by 30%
If you don't know what the terrains do, VGC will teach you, and you will learn. Fun factoid: at least one terrain will be the meta in a Gen, with Electric because Tapu Koko could beat a good chunk of the meta in Gen 7, Grassy because of Grassy Glide Rillaboom in Gen 8, and Psychic because of PsySpam in Gen 9.
cant wait for misty terrain to be meta in gen 10
God tier thumbnail
LOVE that thumbnail
ah yes the tapus, my favourite legendary quartet. koko, fini, rillaboom and lele, they are all unique and fun :)
Theo Jansens strandbeest mentioned !!???!!
Hydro Pyro Cryo Dendro Geo Anemo
you can have a windy terrain instead of a terrain that is casual, after all these things worked on wind, kind of like deltastream that mega ray had, and also air lock that normal rayquaza has, however air lock can just be reimagined as a windy terrain that blows away the weather, but this isn't essentially a terrain more of a weather condition, still you can work it like a weather condition that negates all other weather conditions but does nothing else, if other weathers are purely defensive, this ability would serve as an offensive ability because it breaks the defenses of other weather setters
Wait for n0r to hear out about Zone effects not clashing with Terrain nor Weather and boosting its corresponding Type's Zone.
(It's a Pokemon Masters Mechanic, so I don't consider it fully canon, but TPC/GF had to seen it in action and approve it so it could be added sooooo theyare partially canon to me)
The evil goat uses psychic terrain to drain the emotions of all those who walk
The issue with terrain is the effects of the mechanic. It's not the most complex mechanic out there, but comparing it to weather, it's a lot harder to understand why the effects are the way they are. Sun boost fire moves and weakens water? got it. Rain boost water moves and weakens fire? easy. Weather can get more complex under the hood, so like abilities or moves can be affected (Rain Dish or Hurricane) or effects like a 50% buff to rock types Special Defense in Sandstorm, but the base mechanic is pretty simple to understand.
Terrains boost attack of their corresponding type, except fairy because it's too powerful, but also only affect those touching the ground, but some pokemon CAN touch the ground in their model but might fly (swellow's model flies, taillow's stands), so this simple part of the mechanic gets complicated pretty easily. Add in the other mechanics with healing and blocking attacks/status conditions and it's harder to follow.
It's not surprising no other game like Pokemon has tried to set up something similar to the terrains, they are so uniquely different in Pokemon that trying to mold it to your property would end up making it it's own mechanic.
Next up from Pokémon devs: Wow, look how popular weather AND terrain are! Let’s add another!
Coming soon: Soundscapes 😂
Niice Demon Days cover
ironically, games in which the battles happen in the overworld (aka not pokemon, as its combats (in the main game series) r modular) it makes sense to have stuff that is "impacted from all the above" (aka weather) or "impacted from all the below" (aka terrain). so if u for example enter a cave weather effects dont work whereas terrains switch a lot when traversing diverse lands (and weather is ever present/constant). so yea its most likely just (desperate) flavor, as terrains in pokemon's modular combat is honestly just weather 2.0
Finally my turn to have a nice day today 🎉
Ayeee your game locks sick!
We Love You n0Rtist
not really about terrain but, my own idea of coexisting weather is *weather fusion* basically *electric current + rain = thunderstorm, windy + rain = rainstorm, sandy + windy = sandstorm, heatwave + rain = meteor shower, gas leak + windy = brainstorm*
The terrains were mainly added for competitive to nerf Thunderus. Seriously. Aot the terrain effects specifically counter Prankster Thunderus' shenanigans.
EDIT: And much more apparently