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SwSh Battle mechanic changes in Sword and Shield

Fluttershy of Light

Star Guardian Ahri
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So what Changes or additions to Moves and/or Abilities would you like to see in Sword and Shield? It could be from Movepool gains to new Moves/abilities, or certain tweaks to existing Moves/abilities.
 
Invisible- ability, the pokemon on start of battle is invisible till hit by the oponent. The oponents chance of hiting the user is decreased 50% during it works with exception of moves that always hit. Ability activates every time after switching. After beeing hit oponent becomes visible.

Moves:
Toxic lick- poison, physical, power 70, 30% of blocking oponents last used move.

Acid Spit- water, power 70, 30% chance to poison the target.

Mountain Echo Drum- copies last sound move used on field even their type.

Thunder kick- physical. Sound, electric move priority +2, power 90, works only first turn.

Blaze saber- physical, power 70, a long blade of fire that can cause the oponent to flinch 30%.

Winter Song- sound, ice, stats, always freezes the target. 90% chance of hitting 3pp

Sparkling Aria- should heal all status conditions of the user too when healing the oponents and steal hp from oponent. Something more then healing burns.

Metal sound should also inflict damage and be a special move and with that fairy sound move both need effects like 30% to block oponents move used in the same turn.

We need sound moves: switching oponent or user, hp draining, flinching, ghost,psychic and other typed then till now.

Shielding move that drains hp.

More moves that work like cursed body and block oponents moves for 3 turns.

More moves that could hit surf, phantom force, dig users during semi turn.

Dazzling blocking also next oponents move after speed boost from a move or trick room in that turn. Lets say oponent reduces users speed then the next turn oponents move will get blocked if priority changed.

We need a ability that would hurt non sleeping pokemon and those with vital spirit badly.

A pokemon that when falls asleep that tranforms in a better hp oriented wishiwashi like beast with a self inducing sleep damage dealing move? Always you could try to wake it up.

Abilities similar to shedinja. That would make users immune to:
  • special (dragon/ghost skeleton)
  • physical(dark/psychic)
-stab boosted moves(bug/psychic)
-without stab moves(fighting/ghost)
-SE moves (bug/ice)

Bulletproof like abilities:
-blocking blade, slash and fang, bite like moves
- blocking slam, headbutt, tackle like, direct full body hit moves like brave bird, flame wheel, flare blitz, wood hammer.(the Grookey line if grass/rock and those spoiler pics are real would be great with that body)
 
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Invisible- ability, the pokemon on start of battle is invisible till hit by the oponent. The oponents chance of hiting the user is decreased 50% during it works with exception of moves that always hit. Ability activates every time after switching. After beeing hit oponent becomes visible.

Moves:
Toxic lick- poison, physical, power 70, 30% of blocking oponents last used move.

Acid Spit- water, power 70, 30% chance to poison the target.

Mountain Echo Drum- copies last sound move used on field even their type.

Thunder kick- physical. Sound, electric move priority +2, power 90, works only first turn.

Blaze saber- physical, power 70, a long blade of fire that can cause the oponent to flinch 30%.

Winter Song- sound, ice, stats, always freezes the target. 90% chance of hitting 3pp

Sparkling Aria- should heal all status conditions of the user too when healing the oponents and steal hp from oponent. Something more then healing burns.

Metal sound should also inflict damage and be a special move and with that fairy sound move both need effects like 30% to block oponents move used in the same turn.

We need sound moves: switching oponent or user, hp draining, flinching, ghost,psychic and other typed then till now.

Shielding move that drains hp.

More moves that work like cursed body and block oponents moves for 3 turns.

More moves that could hit surf, phantom force, dig users during semi turn.

Dazzling blocking also next oponents move after speed boost from a move or trick room in that turn. Lets say oponent reduces users speed then the next turn oponents move will get blocked if priority changed.

We need a ability that would hurt non sleeping pokemon and those with vital spirit badly.

A pokemon that when falls asleep that tranforms in a better hp oriented wishiwashi like beast with a self inducing sleep damage dealing move? Always you could try to wake it up.

Abilities similar to shedinja. That would make users immune to:
  • special (dragon/ghost skeleton)
  • physical(dark/psychic)
-stab boosted moves(bug/psychic)
-without stab moves(fighting/ghost)
-SE moves (bug/ice)

Bulletproof like abilities:
-blocking blade, slash and fang, bite like moves
- blocking slam, headbutt, tackle like, direct full body hit moves like brave bird, flame wheel, flare blitz, wood hammer.(the Grookey line if grass/rock and those spoiler pics are real would be great with that body)

Most of these ... are actually decent ideas.

What does "30% blocking opponent's last move" mean? Like a 30% chance to activate protect as a secondary effect of the move? 30% damage reduction for the rest of the turn? Because the former would be too OP, but the latter would be a neat effect that could be abused by faster 'mons (although still potentially overpowered).

Shielding move that drains hp.
This one would be neat. Make it drain the same amount of damage as Leech Seed if the opponent uses a contact move.

More moves that could hit surf, phantom force, dig users during semi turn.
Dig and Dive are so uncommonly used, and Phantom Force and Shadow force are even more exclusive that I don't really see a need , but I think it would be neat if Shadow Claw, Shadow Ball, and/or Shadow Sneak could hit users through Shadow Force.

Sparkling Aria- should heal all status conditions of the user too when healing the oponents and steal hp from oponent. Something more then healing burns.
I've said this since the beginning of gen 7. Curing only the target's burn is such an oddly specific and not at all useful secondary effect, especially for a 'mon who actually prefers to burn targets with Scald anyway.

Abilities similar to shedinja. That would make users immune to:
  • special (dragon/ghost skeleton)
  • physical(dark/psychic)
Unless these are exclusive abilities only given to 'mons with 1HP like Shedinja, then these abilities would be way too overpowered. Wonder Guard was meant to be just a gimmicky ability on a gimmicky 'mon.

Dazzling blocking also next oponents move after speed boost from a move or trick room in that turn. Lets say oponent reduces users speed then the next turn oponents move will get blocked if priority changed.
This is just needlessly overcomplicating things IMO. Are you suggesting that any time somebody boosts or lowers their speed that they can't attack against a Dazzling user next turn? Priority isn't changing, just the turn order is changing. That's the whole point of speed vs. priority brackets.

Bulletproof like abilities:
-blocking blade, slash and fang, bite like moves
- blocking slam, headbutt, tackle like, direct full body hit moves like brave bird, flame wheel, flare blitz, wood hammer.(the Grookey line if grass/rock and those spoiler pics are real would be great with that body)
Interesting ideas, but I'm not sure how I feel about these. Fang moves are already well defined, and I guess as long as the categories stay fairly consistent, then I can't really argue against this.

Winter Song- sound, ice, stats, always freezes the target. 90% chance of hitting 3pp
And there's a reason I saved this one for last.

This move is just too busted using the current freeze mechanic. There's a reason why the freeze status is only ever able to be inflicted as a secondary effect and that the secondary chance is only 10% (Secret Power doesn't count, since you can't get snow or ice terrain in PvP) . Being completely immobilized for an indeterminate number of turns and only having a 20% chance to thaw each turn is already bad enough when it does happen; being able to reliably inflict this status is just broken regardless of how many PP the move has. Also, there's a reason that Smogon has the Sleep Clause in its formats, and being able to reliably inflict freeze is arguably even worse.

Which brings me to my main point: Freeze as a status effect needs to be overhauled. Not just tweaked, but entirely redone. In its current state, it's just a less reliable and more annoying version of sleep. The most obvious change is to make Freeze work like sleep, where the frozen 'mon is guaranteed to thaw after a maximum number of turns, but then why have 2 status effects that do the same thing? Paralysis already lowers speed, burn lowers attack, and poison/toxic poison provide the most damage over time. So what if we renamed the Freeze effect to Frostbite and made it debuff the afflicted 'mon's special attack stat? That would give it a unique niche over the other status conditions, and it would also give ice-types a more defined role in crippling special sweepers. It could also deal 1/16 max HP per turn like burn does, or it could still have a chance to completely immobilize like paralysis does, but IMO either of those are optional.
 
What does "30% blocking opponent's last move" mean? Like a 30% chance to activate protect as a secondary effect of the move? 30% damage reduction for the rest of the turn? Because the former would be too OP, but the latter would be a neat effect that could be abused by faster 'mons (although still potentially overpowered).

the ability Cursed Body, the effect of blocking usage of moves for some time. 30% chance that it would activate.

Dig and Dive are so uncommonly used, and Phantom Force and Shadow force are even more exclusive that I don't really see a need , but I think it would be neat if Shadow Claw, Shadow Ball, and/or Shadow Sneak could hit users through Shadow Force.

Unconomly because their usage is rather strategic. Hide and hit. Their power is average and usage depends also on speed and moment of usement , with right draining moves or weather damage, you always gain a "extra turn" for something or avoid moves that also need time...
They would be more often used if moves like Frenzy Plant would have 100% chance of hitting and when they miss also would need to recharge or moves like Flare Blitz would cause partial damage(50% of that damage they would get when they hit something) when missing.
Then it would make more sense battle wise.
Yes moves like Shadow Sneak, Shadow Claw , Omnious wind and maybe some of other types too should work, like magical and mustical moves.

I've said this since the beginning of gen 7. Curing only the target's burn is such an oddly specific and not at all useful secondary effect, especially for a 'mon who actually prefers to burn targets with Scald anyway.
they only though about team battle usage for your partner... they could have made that you should also heal your own burn and status conditions, stats changes when using it, or user gain 1/3 hp when healing a oponents burn instead of draining hp. Would make nice combo with Scald then.

Unless these are exclusive abilities only given to 'mons with 1HP like Shedinja, then these abilities would be way too overpowered. Wonder Guard was meant to be just a gimmicky ability on a gimmicky 'mon.

I would argue with that because of statistics of the used moves. Moves with type advantage are more rare then moves of special or physical spectrum, with one hp you would see it during playing... shedinja has speed 40 and 1 hp because 5 of 18 types can hit it. and take it out with easy and many pokemon can learn many moves of that 5 specters.
Here you would have the odds that those abilities would not relate to "types" of the moves used by the oponent like shedinjas ability that make it immune to all moves it resists or takes neutral damage. That means that if something is immune to special moves it will be able to get hit normally by all physical moves and weather. 18 types would strike it normally, thats why I chose those typings with those immunities , resitances and neutral hitting types... they would need to be faster then Shedinja and have enough hp and "defenses" on level of 1 stage starters or like a Magicarp to not be OP in my opinion. Moldbreaker users would take them out so or so without problems. You see my point of view here.
I try to predict how it would really work during battles with each type and pokemon scenario with different teams.

Also those uniq pokemon would have very restricted movesets to not make them too powerfull or overpowered. I don't want legendaries with them but regular catchabel and evolvable pokemon.

This is just needlessly overcomplicating things IMO. Are you suggesting that any time somebody boosts or lowers their speed that they can't attack against a Dazzling user next turn? Priority isn't changing, just the turn order is changing. That's the whole point of speed vs. priority brackets.

yes but thats the only way to make it apart more from queenly majesty... if the turn order changes with change of speed , then it's also a change in priority and that should activate the ability. Like trick room activation the first turn after activation.

This move is just too busted using the current freeze mechanic.

Or make more old moves get the thawing users out like Beak Blast, Solar Beam, Solar Blade, Enegy Balll, Shadow Sneak, Phantom Force, Shadow Claw, Acid Amor, Teleport, Psychic Fang, some physical poison type moves(acid melts ice), Scald, some electric and fire moves, sound moves(break the ice or hit oponent even when frozen). Some special psychic type moves should work when the user is frozen...
Extra Sensory? Signal Beam and energy based moves should free a frozen pokemon faster too.

I think that burn and poison are also similar... it would not be a problem if the amount of turns would change like from 3-4, not like sleep does now, 4 turns max, when sunny weather should work only 2-3. Why not make some stages like burn and poison have(normal and badly) that make a pokemon partially frozen and solid frozen? solida frozen would not be able to be cast back into pokebal trapping it on the field, partially frozen could battle but have reduce change of moving 50%. Then a move that freezes "solid " always would make more sense.

We have already abilities that protect from freeze like Magma Armor, maybe Flame Body or Thick Fat should get a change. Thick Fat already half fire and ice damage, maybe protecting from freeze should be possible taking it's name?

Some small modifications would be enough to make freeze quite good and seperate from sleep.
(especially the withdrawing a pokemon part)
Maybe ghosts could escape freeze after one turn?
Maybe physical moves when hitting a frozen pokemon should cause 25% recoil damage to the user and also make their thawing work faster?
Ice types are immune to freeze that's good in my opinion we don't have a type immune to sleep, that would be weird after so many generations.

Should a frozen pokemon that knows ice beam or other special ice move like blizzard abble to use that move during battle? you know through the ice? Always then can create a pokemon that when it gets frozen or during hail could change type lets say from ghost/water or fairy/water into ghost/ice or fairy/ice and still be abble to move and battle and when thaw and revert back to it's main type.

There many unused possibilities and concepts that could be done.

Also sleep has many moves and abilities now related to it. Comala a pokemon that always sleeps(protects from other status conditions even freeze), Rest, Dream Eater, many sleep inducing moves, sound moves that wake up pokemon, Sleep Talk, Nightmare, Vital Spirit,
Early Bird(this one should get priority when waking up), Wake-up-slap, Sleep Powder, Grass Whistle.
I hope they will create maybe in future a pokemon that will hurt every turn "non sleeping" pokemon 1/8hp and even more those with vital spirit 1/6...
a new pokemon that transforms like wishiwashi into a beast but only when it sleeps and that can attack in that form normally.
a new move that is strong like Wild Charge or Volt tackle but intead of recoil damage then makes the user fall into sleep instead the recoil damage?
maybe a Dream Cather ability that restore users own hp when other pokemon around are sleeping?
a contact sleep inducing ability when hit by oponent?(Sleep dorn , for a grass/dragon, would be quite good)

we have more generations in future and some changes would be good for the games.
 
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