12-20-2016, 12:16 AM
(This post was last modified: 12-20-2016, 12:19 AM by Cataclyptic.
Edit Reason: didn't transfer effects
)
Okay, I've reviewed your moves and abilities to see what is IMO, broken or needs fixing. Anything not listed below is okay. I also puts jokes in because I do that. Suggested changes are in italics.
And just as a final note, I hope you're good at coding because most of the abilities probably require good ASM knowledge. If you really can do all this, then great, have at it!
Moves that need changing
Vamperish Kiss: (Not really a broken move, but I suggest renaming it to Vampiric Kiss to sound less awkward).
Sky Breaker: This one isn’t too bad, just depower it a little bit.
Sky Breaker- Fighting/Physical, 100/100, Hits through protect/detect/etc and pokemon in semi invulnerable state. OR: hits flying types super effectively.
Mind Warp: Needs to be fixed ASAP; causing instant confusion and trapping will end everything not a dark type.
Mind Warp- Psychic/Special, 100/100, 30-50% confusion chance.
Shadow Hand: This one is just a wording error. I would make it clear that it hits normal types for normal effective damage and that’s it. Or supereffective, just reword the attack.
Dehydration: I think having an extra benefit to using this move would make it good- otherwise there really isn’t much use to just losing water type and potential STAB.
Dehydration- Water/Other, -/-, User loses water type and recovers by 50% of its health.
Arctic Chill: You can’t use this name because that’s the name of one of my attacks in my fake game. lol.
A Million Sorrows: The current method of “doing more damage the more consecutive times an ally has fainted” would be very hard to program I would think. Then again all I have is hex editing skills so maybe ASM could do it? I’m going to assume it can’t, and just say it should do damage based on how many allies have fainted and/or be a ghost type Retaliate like attack.
A Million Sorrow (1)- Ghost/Special, -/100 , This attack has 30 base power for every fainted team member (max would be 150).
A Million Sorrows (2)- Ghost/Special, 70/100, This attack does double damage if an ally fainted last turn.
Injection: The concept is cool, but this thing would be even worse than Scald, so anything that gets it would be OP. I suggest either lowering the burn rate chance or lowering the attack power, I’d prefer the latter since it would make your attack unique. Also, maybe rename it to Lethal Sting or something, that way it sounds more insect like.
Lethal Sting- Bug/Physical, 30/95, 75% chance to burn.
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Abilities that need changing
I should preface this section by saying that I only call out the abilities that are broken by themselves without any knowledge of the pokemon they are on. In theory, any of these abilities could be unbrokened (is that a word?) if the pokemon is sufficiently nerfed to accommodate it. This makes judging abilities much trickier than moves.
Pacify- Yeah dear Arceus this ability needs to be reworked ASAP. 30% sleep chance every contact move will literally kill entire teams by itself, so unless you’re going with just one pokemon, this ability kills everything. Either put the sleep clause in for the entire game or rework it.
Pacify: If this pokemon is knocked out by an opponent’s attack, the opponent falls asleep. (Does not work if it faints by toxic/will o wisp etc.)
Luxury- If Luxury causes SpAt to rise whenever it switches into Stealth Rock, remove that feature. (it was unclear if it could do that) Otherwise it’s a good and unique ability.
Warrior- Causing both attack and defense to rise 1.5x is too good. I suggest picking one or the other, or putting both at 1.25x to balance out this ability.
Calculated- This ability is insanely good due to the amount of coverage all pokemon have nowadays. Unless you give this ability to a pokemon with one or two weaknesses, it becomes broken very fast. Arceus help us all if you put this on anything with 5+ weaknesses. I almost say scrap this ability since I don’t know how to work with it except altering the pokemon it’s on.
Kindred Spirit- Stop copying me. At least the name is different…
Juggernaut- Raising speed by two stages is too much, reduce it to one stage and it’ll be fine.
Collared- No way. Getting any pokemon to max happiness is standard and easy, a free 1.5x boost to attack would be like half a free Huge Power. Either make the attack stats of pokemon with this ability under base 75 or else delete this one.
Beastly- This one isn’t broken, but rather impossible to meet the criteria of. Max Unhappiness in the games is extremely difficult to do, because remember if you take 256 steps with that pokemon in your party, it gets +1 happiness and ruins this ability. You’d have to someone get this thing at max unhappiness then deposit it in the PC forever and don’t level it up, which is just tedious. I say delete this ability too.
Silk Skin- Borderline OP but I’m not too sure. This one is on my watchlist.
Empath- Probably broken. As long as you don’t inflict status on your opponent, you get a free 1.25 special attack boost, which is too good and too easy of a workaround. I suggest a sort of reverse Guts for this ability, or a Synchronize sort of thing.
Empath(1)- Special Attack is increased 1.5x if the opponent has a status condition.
Empath (2)- When this pokémon switches in and the opponent has a status condition, that status is transferred to you and you gain 1.5x special attack.
Monstrous- +4 priority to all bite, claw and tail moves!? That would kill EVERYTHING. No really, there is nothing that would stand in the way of this, it’d be worse than Mega Rayquaza. NO.
Monstrous- Dark Moves gain +1 priority (sort of a dark type Gale Wings)
Mind’s Eye- That accuracy boost is too insane, especially if said Psychic pokemon gains access to Focus Blast. I suggest either removing the dark hitting part or the accuracy part.
Mind’s Eye (1): Psychic Moves hit dark types for normal effective damage.
Mind’s Eye (2): The accuracy of all this Pokemon’s move is increased by 1.2x.
Agony- A rename would be best for a move that causes healing moves to be 20% more effective. Agony sounds like the opposite would occur… Actually if you could do that to your opponent, that’d be sweet.
Lifestream: Moves that heal recover 20% more health than usual.
Agony: The opponent’s healing moves/abilities/items recover 20% less health than normal.
Marathon: As long as you make it so that the effect happens at the end of the turn, it’s good.
Acuity: Suffers from the same problems as Mind’s Eye- three incredibly good effects at the cost of one ability makes it way too good. I can see what you mean when you said you wanted the legends to be OP…
Acuity (1): Psychic Moves hit dark types for normal effective damage.
Acuity (2): The accuracy of all this Pokemon’s move is increased by 1.2x.
Proximity: I’d change it from 1/6 to 1/10, it would kill every physical attacker with 1/6 guaranteed damage, especially on a water/steel that can function as an excellent pivot.
Ashes: This one is fine, but the name and the effect don’t really match up. If that’s how you want it to be then fine, but if I may make a suggestion for my current favorite mon of your game…
Ashes Reborn: Restores 1/16 of the users health per turn. (due to the whole phoenix thing)
Rampant: I assume you’re referring to two charge turns like Solarbeam and Hyper Beam? If so, just make the text clearer.
Digger: This is where my smogon training kicks in. Evasion=BAD. Er, that is to say, self-raising evasion easily causes battles to become more luck based than skill based. Of course if you don’t really care then this is fine.
Plumage: Get rid of the part where if the holder is flying it’s defense increases.
Plumage: Defense increases 1.5x as long as the opponent is flying type.
Photosynthesis: The text makes it unclear how much health is restored, so I suggest 1/10 or 1/12.
Greed: I’d rework the ability such that it acts like an auto-Snatch.
Greed: Whenever the opponent uses stat boosting moves, the user steals the stat boosts from the opponent instead.
Vamperish Kiss: (Not really a broken move, but I suggest renaming it to Vampiric Kiss to sound less awkward).
Sky Breaker: This one isn’t too bad, just depower it a little bit.
Sky Breaker- Fighting/Physical, 100/100, Hits through protect/detect/etc and pokemon in semi invulnerable state. OR: hits flying types super effectively.
Mind Warp: Needs to be fixed ASAP; causing instant confusion and trapping will end everything not a dark type.
Mind Warp- Psychic/Special, 100/100, 30-50% confusion chance.
Shadow Hand: This one is just a wording error. I would make it clear that it hits normal types for normal effective damage and that’s it. Or supereffective, just reword the attack.
Dehydration: I think having an extra benefit to using this move would make it good- otherwise there really isn’t much use to just losing water type and potential STAB.
Dehydration- Water/Other, -/-, User loses water type and recovers by 50% of its health.
Arctic Chill: You can’t use this name because that’s the name of one of my attacks in my fake game. lol.
A Million Sorrows: The current method of “doing more damage the more consecutive times an ally has fainted” would be very hard to program I would think. Then again all I have is hex editing skills so maybe ASM could do it? I’m going to assume it can’t, and just say it should do damage based on how many allies have fainted and/or be a ghost type Retaliate like attack.
A Million Sorrow (1)- Ghost/Special, -/100 , This attack has 30 base power for every fainted team member (max would be 150).
A Million Sorrows (2)- Ghost/Special, 70/100, This attack does double damage if an ally fainted last turn.
Injection: The concept is cool, but this thing would be even worse than Scald, so anything that gets it would be OP. I suggest either lowering the burn rate chance or lowering the attack power, I’d prefer the latter since it would make your attack unique. Also, maybe rename it to Lethal Sting or something, that way it sounds more insect like.
Lethal Sting- Bug/Physical, 30/95, 75% chance to burn.
============================================================
Abilities that need changing
I should preface this section by saying that I only call out the abilities that are broken by themselves without any knowledge of the pokemon they are on. In theory, any of these abilities could be unbrokened (is that a word?) if the pokemon is sufficiently nerfed to accommodate it. This makes judging abilities much trickier than moves.
Pacify- Yeah dear Arceus this ability needs to be reworked ASAP. 30% sleep chance every contact move will literally kill entire teams by itself, so unless you’re going with just one pokemon, this ability kills everything. Either put the sleep clause in for the entire game or rework it.
Pacify: If this pokemon is knocked out by an opponent’s attack, the opponent falls asleep. (Does not work if it faints by toxic/will o wisp etc.)
Luxury- If Luxury causes SpAt to rise whenever it switches into Stealth Rock, remove that feature. (it was unclear if it could do that) Otherwise it’s a good and unique ability.
Warrior- Causing both attack and defense to rise 1.5x is too good. I suggest picking one or the other, or putting both at 1.25x to balance out this ability.
Calculated- This ability is insanely good due to the amount of coverage all pokemon have nowadays. Unless you give this ability to a pokemon with one or two weaknesses, it becomes broken very fast. Arceus help us all if you put this on anything with 5+ weaknesses. I almost say scrap this ability since I don’t know how to work with it except altering the pokemon it’s on.
Kindred Spirit- Stop copying me. At least the name is different…
Juggernaut- Raising speed by two stages is too much, reduce it to one stage and it’ll be fine.
Collared- No way. Getting any pokemon to max happiness is standard and easy, a free 1.5x boost to attack would be like half a free Huge Power. Either make the attack stats of pokemon with this ability under base 75 or else delete this one.
Beastly- This one isn’t broken, but rather impossible to meet the criteria of. Max Unhappiness in the games is extremely difficult to do, because remember if you take 256 steps with that pokemon in your party, it gets +1 happiness and ruins this ability. You’d have to someone get this thing at max unhappiness then deposit it in the PC forever and don’t level it up, which is just tedious. I say delete this ability too.
Silk Skin- Borderline OP but I’m not too sure. This one is on my watchlist.
Empath- Probably broken. As long as you don’t inflict status on your opponent, you get a free 1.25 special attack boost, which is too good and too easy of a workaround. I suggest a sort of reverse Guts for this ability, or a Synchronize sort of thing.
Empath(1)- Special Attack is increased 1.5x if the opponent has a status condition.
Empath (2)- When this pokémon switches in and the opponent has a status condition, that status is transferred to you and you gain 1.5x special attack.
Monstrous- +4 priority to all bite, claw and tail moves!? That would kill EVERYTHING. No really, there is nothing that would stand in the way of this, it’d be worse than Mega Rayquaza. NO.
Monstrous- Dark Moves gain +1 priority (sort of a dark type Gale Wings)
Mind’s Eye- That accuracy boost is too insane, especially if said Psychic pokemon gains access to Focus Blast. I suggest either removing the dark hitting part or the accuracy part.
Mind’s Eye (1): Psychic Moves hit dark types for normal effective damage.
Mind’s Eye (2): The accuracy of all this Pokemon’s move is increased by 1.2x.
Agony- A rename would be best for a move that causes healing moves to be 20% more effective. Agony sounds like the opposite would occur… Actually if you could do that to your opponent, that’d be sweet.
Lifestream: Moves that heal recover 20% more health than usual.
Agony: The opponent’s healing moves/abilities/items recover 20% less health than normal.
Marathon: As long as you make it so that the effect happens at the end of the turn, it’s good.
Acuity: Suffers from the same problems as Mind’s Eye- three incredibly good effects at the cost of one ability makes it way too good. I can see what you mean when you said you wanted the legends to be OP…
Acuity (1): Psychic Moves hit dark types for normal effective damage.
Acuity (2): The accuracy of all this Pokemon’s move is increased by 1.2x.
Proximity: I’d change it from 1/6 to 1/10, it would kill every physical attacker with 1/6 guaranteed damage, especially on a water/steel that can function as an excellent pivot.
Ashes: This one is fine, but the name and the effect don’t really match up. If that’s how you want it to be then fine, but if I may make a suggestion for my current favorite mon of your game…
Ashes Reborn: Restores 1/16 of the users health per turn. (due to the whole phoenix thing)
Rampant: I assume you’re referring to two charge turns like Solarbeam and Hyper Beam? If so, just make the text clearer.
Digger: This is where my smogon training kicks in. Evasion=BAD. Er, that is to say, self-raising evasion easily causes battles to become more luck based than skill based. Of course if you don’t really care then this is fine.
Plumage: Get rid of the part where if the holder is flying it’s defense increases.
Plumage: Defense increases 1.5x as long as the opponent is flying type.
Photosynthesis: The text makes it unclear how much health is restored, so I suggest 1/10 or 1/12.
Greed: I’d rework the ability such that it acts like an auto-Snatch.
Greed: Whenever the opponent uses stat boosting moves, the user steals the stat boosts from the opponent instead.


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