Poneto
Previously Obstagoon
- Joined
- Dec 12, 2018
- Messages
- 354
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⚠ WARNING: this is probably very long and boring. Don't say you weren't warned lol. ⚠TLDR: Does Ice need a buff, and if so, how would YOU do it? (Or if not, y?)
I really hope Ice gets a buff next gen, it's such a neglected type. And that's a damn shame if you ask me; as a great man once said, what's cooler than bein' cool?
GF isn't averse to altering the type chart in subtle ways, often for balance reasons. Case in point: Gen V, when Steel stopped resisting Dark and Ghost; this probably happened to balance the offensive boost Steel receive with the creation of the powerful Fairy-type. However, despite this tendency for tinkering, GF has never seem to felt the need to give some buffs to Ice. In fact, they nerfed it in Gen II by taking making Fire resist Ice (previously Ice dealt neutral damage to Fire). And I find that strange because objectively Ice is the worst type.
Not sold on the negatives of Ice? Ok, sure, it's a pretty good offensive type: four other types are weak to it, one of which is the least resisted, powerful Dragon. In fact, before Fairy, Ice was the only non-Dragon counter. Ice moves also famously pairs well with several other strong move types. Electric and Ice are so popular they are often known as BoltBeam (after the common combo of Ice Beam and Thunderbolt), much loved by virtue of being the least resisted type combo going, hitting almost everything for at least neutral damage. Ice moves also goes well with the versatile Water type, which counters several of Water's counters (Dragon, Grass).
But that only makes Ice moves good ... being an Ice-type isn't so great. Consider the following:
Here are some more off-the-wall ideas:
I really hope Ice gets a buff next gen, it's such a neglected type. And that's a damn shame if you ask me; as a great man once said, what's cooler than bein' cool?
GF isn't averse to altering the type chart in subtle ways, often for balance reasons. Case in point: Gen V, when Steel stopped resisting Dark and Ghost; this probably happened to balance the offensive boost Steel receive with the creation of the powerful Fairy-type. However, despite this tendency for tinkering, GF has never seem to felt the need to give some buffs to Ice. In fact, they nerfed it in Gen II by taking making Fire resist Ice (previously Ice dealt neutral damage to Fire). And I find that strange because objectively Ice is the worst type.
Not sold on the negatives of Ice? Ok, sure, it's a pretty good offensive type: four other types are weak to it, one of which is the least resisted, powerful Dragon. In fact, before Fairy, Ice was the only non-Dragon counter. Ice moves also famously pairs well with several other strong move types. Electric and Ice are so popular they are often known as BoltBeam (after the common combo of Ice Beam and Thunderbolt), much loved by virtue of being the least resisted type combo going, hitting almost everything for at least neutral damage. Ice moves also goes well with the versatile Water type, which counters several of Water's counters (Dragon, Grass).
But that only makes Ice moves good ... being an Ice-type isn't so great. Consider the following:
- (Almost) No resistances: Ice is the second least resistant type. Technically Normal has less resistances (0), but Normal also has a full-on immunity to Ghost, which is a lot more useful than a resistance. This is especially true when your only resistance is to your own type, since any situation it omes into play, each Ice-type will be on a level playing field, both resisting each other, whereas, say, Grass has a clear advantage over Electric, which Grass resists one-sidedly.
- Ice's weaknesses are very strong: of particular note are: Steel (the best defensive type, and one of the handful of Fairy counters); Fire, not only a stellar attacker but also the second most resistant type after Steel (for some reason); Rock, which has many dangerous and widespread offensive moves like Stone Edge and Rock Slide; Fighting, whose members often have scary strong offensive stats too, on top of their natural type advantage over Ice mons.
- Worst "Special Ability": Many types have a special subgimmick in which they have a monopoly over a thematically appropriate mechanic of the game, and gives them a unique flavour and battle style:
- Ghosts can always run away
- Fire can't be burned, fire moves often inflict burn
- Electric can't be paralysed, electric moves often inflict paralysis
- Poison & Steel can't be poisoned, poison moves often poison
- Dark is immune to Prankster
- Grass is immune to spores & powders, and Grass have lots of restorative/status moves
- Flying is immune to ground effects
What's Ice's gimmick? Freeze (FRZ). The problem? FRZ is terrible. There is no status to inflict it, you have to rely on chance. However, because Ice is best played offensively (c.f. Weavile) you don;t have the time to wait around for it to proc; you want to faint or heavily damage your foe before that, otherwise your Ice-type is toast. And even when FRZ occurs, all the opponent has to do is use a Fire move to remove it (and as mentioned above, Fire moves are very common).
- Worst Weather: hail does 1/16th damage to non-Ice health per turn for 5-8 turns, which is only half health (over 8 turns) at best. And as aforementioned, that is much longer than you can expect a typical Ice-type to stay on the field. It also makes Blizzard 100% accurate, but that's useless to physical attackers. Some abilities activate from Hail, but there's no innate power boost Ice mons get just for being Ice in Hail, you absolutely have to be running a Hail gimmick to benefit. Meanwhile, all Water moves get 1.5x power in Rain, Fire moves get a 1.5x boost in Sun, and Rock types get a 1.5x Sp. Def boost in Sand. Just for existing.
- Fairy nerfed Ice: Don't get me wrong I love Fairy, I train fairies, it's great. But Fairy really stole Ice's niche at countering Dragon. This reduced Ice's offensive capacity somewhat, which is very problematic because that used to be the one area Ice was unchallenged in.
Here are some more off-the-wall ideas:
- Make Fire weak to Ice: Fire needs heat as much as Ice needs to avoid it, it makes logical sense for both types to be weak to each other. It would also make sense in the meta, since, let's be honest, Fire is a bit OP; its amazing both offensively and defensively. Fire could definitely stand to take the nerf. Also, it would be the first pair of types to be weak to each other since Bug and Fighting in Gen I.
- Make Ice resist Bug: This one makes logical sense, but I could understand if it would upset Bug fans too much, since Bug is already the most resisted type (7).
- Make Ghost resist Ice: thematically, Ghost is the type most connected to Ice after Water, as cold is very symbolic of death. Giving Ghost an Ice resistance would balance Ice's new defensive power if these other ideas were used.
- Make Ice and Water resist each other: Again, makes logical sense. More importantly, however, it would be the second pair of types to resist each other (currenty the only pair is Bug and Fighting).
- Make all Ice-moves 50% more accurate in Hail: This would give Ice types a power boost in Hail equal to what other types get in favorable weather.
- Rework FRZ: Perhaps it could be a Sp. Atk version of paralysis i.e. 25% chance to not o anything per turn + 50% Sp. Atk drop. Cold does give you brainfreeze
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