Morningstar
Memeber
- Joined
- Dec 9, 2014
- Messages
- 886
- Reaction score
- 515
In terms of type matchups I'd add resistances to Water, Ground, Ghost, and Fairy. Not sure how all these would be justified thematically, but if we want Ice to be bolstered as a defensive typing it'd help greatly to be able to resist some of the best offensive typings out there right now. As an offensive typing, ice is actually pretty decent, having perfect synergy with electric for coverage. Maybe add in a super-effectiveness to Water and Bug.
I'd also like to see something be done to make Hail teams more viable. Alolan Ninetails and Sandslash were a great improvement regarding this, but more can be done. For starters, Hail should boost the power of ice moves like Sunny Day and Rain Dance do, and maybe give a Special Defense boost to Ice types similar to Sandstorm or an immunity to some status perhaps. Also, give Slush Rush wider distributivity (good candidates would be Glaceon, Vanilluxe, and Crabominable), and add more abilities that work in Hail in general (a hail equivalent of solar power would be cool).
Water at least has the logic of being technicality the same as Ice. Ghost might be impossible unless you want to go the "Cold Death" angle, but either might bring up questions of if it should be the other way around.
As I mentioned before, Fairy works due to that Disney made cute tiny fairies a part of the collective unconscious, those that their tendency for insectoid wings means they would have the same level of cold tolerance for Bugs (read: zilch).
Ground is a bit tricky, in anything the Ice should be weak to ground as the tectonic activity would do just as much damage to ice if not more, than ice would do to the earth.
As for Hail I agree that something must be done regarding stat boosts. But I feel like boosting both ice-type moves and defense might be too much since the other three do one of the other. Of course I'd argue that Sandstorm should give a boost to at least Rock-type moves anyway.
Abilities, well I would also add counterparts to Grass Pelt, Hydration and Rain Dish, defensive abilities. As well as a varient of Solar Power that doesn't reduce the HP of the pokemon each turn. And replace Snow Cloak with Slush Rush or retool it to the aforementioned Grass pelt counterpart because evasion ability should not be a thing (this goes for Sand Veil as well).
Move Synergy, well first off I would give Hurricane's accuracy bonus in rain to hail. Outside of Hail, I'd also allow Sun to boost Fire Blast's accuracy and add some moves of a similar bent to Focus blast for Sand to Synergize with (I consider Fire Blast and Solarbeam to be counterparts of Focus Blast, despite the accuracy and the 2 turn thing). In this case a Ground-type and a Dragon-type. If Hurricane must be exclusive to Rain, then i would instead devise a counterpart for Psychic types (because I really like Weather/Terrain synergy and the Psychic Terrain ensure Ice types don't die to Priority moves [which if they're not normal type, tend to be SE aganst Ice one way or the other]).