BBP Gen8.1 Omnibus Thread

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nightblitz42

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BBP Gen8.1 Omnibus Thread

This will be the consolidated documentation for all BBP Gen8.1 changes.

POKEMON
TODO: list new Pokemon
The Isle of Armor DLC added new Tutor moves that affect many Pokemon movepools.
Gen8.1 Stage 1* Movelists
Gen8.1 Stage 2* Movelists
Gen8.1 Stage 3* Movelists


ABILITIES
No more than one ability that additively increases the BAP of an outgoing attack or subtractively decreases the BAP of an incoming attack from a single Pokemon can take effect. In cases where more than one ability from the same Pokemon would take effect, the effect with the highest absolute value takes effect.
Note: This change allows us to balance Abilities more generously, without having to worry as much about the potential for certain Ability pairings to snowball out of control in response to buffs.
Quick Draw - The Pokemon has a 30% chance of moving first each action.

Unseen Fist - The Pokemon's damaging contact moves ignore P/E effects. However, the Pokemon's damaging contact Combinations can still be blocked normally.
Note: Preemptive nerf to allow counterplay to Combinations.
Adaptability: +1 -> +2
Aerilate: +1 -> +2
Analytic: +1 -> +2
Anticipation: -1 -> -2
Battery: +1 -> +2
Blaze: +2 -> +3
Dark Aura: +1 -> +2
Fairy Aura: +1 -> +2
Filter: -1 -> -2
Flare Boost: +2 -> +3
Flash Fire: +2 -> +3
Flower Gift: +2 -> +3, -2 -> -3
Fluffy: -4 -> -5, +4 -> +5
Friend Guard: -1 -> -2
Galvanize: +1 -> +2
Grass Pelt: -2 -> -3
Guts: +2 -> +3
Hustle: +2 -> +3
Ice Scales: -4 -> -5
Iron Fist: +1 -> +2
Magma Armor: no change
Mega Launcher: +2 -> +3
Minus: +2 -> +3, +4 -> +5
Neuroforce: +1 -> +2
Normalize: +3 -> +4
Overcoat: no change
Overgrow: +2 -> +3
Pixilate: +1 -> +2
Plus: +2 -> +3, +4 -> +5
Power Spot: +1 -> +2
Prism Armor: -1 -> -2
Punk Rock: +2 -> +3
Reckless: +1 -> +2
Refrigerate: +1 -> +2
Rivalry: (see below)
Sand Force: +1 -> +2
Sheer Force: +1 -> +2
Solar Power: +2 -> +3
Solid Rock: -1 -> -2
Steelworker: +2 -> +3
Steely Spirit: +2 -> +3
Strong Jaw: +2 -> +3
Sturdy: no change
Swarm: +2 -> +3
Torrent: +2 -> +3
Tough Claws: +1 -> +2
Toxic Boost: +2 -> +3
Water Bubble: +4 -> +5

Cloud Nine - While the Pokemon is in play, dense clouds blot out the sky. The effects of Weather are nullified, although any existing weather remains present and the weather can still be changed. If this Pokemon has an Ability that is only active in a specific weather, its own Ability is not affected by this Pokemon's Cloud Nine.
Note: Ability revised to eliminate the previous version's ambiguity and to better match the in-game effect. Exception provided to accommodate Golduck's Swift Swim.

Fur Coat - This Pokemon's Base Defense Rank (e.g. before nature) is doubled. If this Pokemon does not naturally have this ability, its Defense Rank is instead increased by one (1).
Note: This change was made to adjust for new stat rank cutoffs.

Gorilla Tactics - Increases the Attack rank of the Pokemon by 33%, rounded up (e.g. 9 * 1.33 = 11.97 -> 12); but the Pokemon has its substitution limit reduced by two (2).
Note: Ability changed to match new effect of the Choice Band item. Removed Toggle because this Ability is being buffed as-is.

Heavy Metal - The Pokemon's body structure is immensely dense, doubling its actual weight. If this Pokemon also has Light Metal, the unique structure of its body allows it to place surprising surprising weight behind its attack, doubling its weight again immediately before hitting an opponent with an attack. This change ends once damage has been calculated.
Note: Compatibility effect for Duraladon.

Huge Power - This Pokemon's Attack Rank (e.g. before nature) is doubled. If this Pokemon does not naturally have this ability, its Attack Rank is instead increased by one (1).
Note: This change was made to adjust for new stat rank cutoffs.

Light Metal - The Pokemon's body is made of a lightweight but extremely strong alloy. Its weight is halved. Also, add +1 priority to all the Pokemon's attacks with 6 or less Base Attack Power (after other ability adjustments). Light Metal assumes the maximum possible hits from a multi-hit move for the purposes of priority (e.g. Double Kick gets priority as it reaches 6 BAP, Bullet Seed does not get priority as it reaches 15 BAP). If this Pokemon also has Heavy Metal, then halve its weight again immediately before being hit by an attack. This change ends once damage has been calculated.
Note: Compatibility effect for Duraladon.

Magic Guard - The Pokemon takes no direct HP damage from Entry Hazards, Weather, Leech Seed, Poisoning, Burn, Curse, and Partial Trapping moves. The Pokemon does not take Recoil from its own attacks (except for Struggle). It can still attack itself in confusion, and will still take damage from it. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is negated.
Note: Wording changes to catch some interactions that were missed.

Pure Power - This Pokemon's Attack Rank (e.g. before nature) is doubled. If this Pokemon does not naturally have this ability, its Attack Rank is instead increased by one (1).
Note: This change was made to adjust for new stat rank cutoffs.

Ripen - This Pokemon increases the number of uses on Berries it holds by 100%.
Note: Although we cannot implement Ripen's in-game effect for balance reasons, this implementation makes the Ability much more viable here than it currently is.

Rivalry - This Pokemon increases the BAP of its attacks by two (2) against Pokemon of the same gender and reduces the BAP of its attacks by one (1) against Pokemon of the opposite gender.
This buff should help to make the Ability more useful while still maintaining the risk-reward factor.
 
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nightblitz42

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MOVES
Burning Jealousy - Fire | Special | Up to 3 Targets | 7 BAP | 100% Acc | 5 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user attacks jealously with a wide wave of fire. Any target whose stats increased this Action is Burned.

Coaching - Fighting | Other | Up to 3 Allies | -- BAP | -- Acc | 5 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user properly coaches its ally Pokemon, boosting their Attack and Defense stats by one (1) Stage each.

Corrosive Gas - Poison | Other | All Targets | -- BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: Yes
The user swamps the battlefield with highly acidic gas that melts anything it touches. Targets' held items become unuseable for the rest of the battle (even if switched out). The Pokemon is still treated as holding the item, but the item cannot be used, removed, or replaced. Pokemon with Sticky Hold are unaffected. This move cannot melt an Attachment, Mega Stone, or Z-Crystal, nor can it melt a Memory held by Silvally or a Plate held by Arceus. Melted items are ignored by Knock Off.

Dual Wingbeat - Flying | Physical | Any Single Target | 4 per hit BAP | 90% Acc | 6 EN Cost | -- Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Deferring | Snatch: No | Magic Coat: No
The user slams the target with its wings. The target is hit twice.

Expanding Force - Psychic | Special | Any Single Target | 8 or 12 BAP | 100% Acc | 8 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user creates a glowing square of energy below the target's feet that rapidly expands upwards, engulfing the target. If the user is under the effect of Psychic Terrain, this move's BAP becomes 12, and also it hits up to 3 Targets.

Flip Turn - Water | Physical | Any Single Target | 6 BAP | 100% Acc | 4 EN Cost | -- Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
After making its attack, the user rushes back to switch places with a party Pokemon in waiting. If the attack hits, two different effects may take depending on the enforced Switch Clause:
Switch = KO: The attack resets all of the Pokemon's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.
Switch = OK: The user is sent back to its trainer's Poke Ball at the end of the round. The user that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Flip Turn must attack first. A Pokemon switched out with Flip Turn can switch without initiating a Switch Phase, but only Pokemon that used Flip Turn, Teleport, U-turn, or Volt Switch can be swapped out.

Grassy Glide - Grass | Physical | Any Single Target | 7 BAP | 100% Acc | 5 EN Cost | -- Eff% | Contact: Yes | 0 or +1 Prio | -- Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
Gliding on the ground, the user tackles the target. If the user is under the effect of Grassy Terrain, this move has +1 Priority instead of 0 Priority.

Jungle Healing - Grass | Other | All Allies | -- BAP | -- Acc | 15 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: None | Snatch: No | Magic Coat: No
The user calls upon the jungle's power to restore 10 HP and heal any major status conditions for itself and all allies.

Lash Out - Dark | Physical | Any Single Target | 8 or 15 BAP | 100% Acc | 8 EN Cost | -- Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user lashes out towards the target to vent its frustration. If the user's stats were lowered this Action, this move's BAP becomes 15.

Meteor Beam - Rock | Special | Any Single Target | 12 BAP | 90% Acc | 8 EN Cost | -- Eff% | Contact: No | +1 and -1 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user gathers space power and boosts its Sp. Atk by one (1) Stage, before firing a glimmering beam of energy at their opponent. The user charges and boosts their Sp. Atk at Priority 1, and fires at Priority -1.

Misty Explosion - Fairy | Special | All Targets | 10 or 15 BAP | 100% Acc | 12 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user explodes into a burst of mist and faints upon using this move. If Misty Terrain is active, this move's BAP becomes 15. This move fails unless the user can pay the entire Energy Cost.

Poltergeist - Ghost | Physical | Any Single Target | 11 BAP | 90% Acc | 8 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Force | Snatch: No | Magic Coat: No
The user attacks the target by controlling the target's item. This move fails if the target is not holding an item, or if target's held item has been rendered unuseable (for example, by the effect of Magic Room or Klutz).

Rising Voltage - Electric | Special | Any Single Target | 7 or 14 BAP | 100% Acc | 9 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user attacks with electric voltage rising from the ground. If the target is under the effect of Electric Terrain, this move's BAP becomes 14.

Scale Shot - Dragon | Physical | Any Single Target | 3 per hit BAP | 90% Acc | 7 EN Cost | --% Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Passive | Snatch: No | Magic Coat: No
The user attacks by shooting scales 2-5 times in a row. This move boosts the user's Speed stat but lowers its Defense stat (apply this effect only once, regardless of the number of hits). It can disrupt an opponent's move that takes a while to charge up.

Scorching Sands - Ground | Special | Any Single Target | 7 BAP | 100% Acc | 5 EN Cost | 30% Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Deferring | Snatch: No | Magic Coat: No
The user blows hot, sandy wind at the target to attack. This may also leave the target with a burn.

Shell Side Arm - Poison | Physical or Special | Any Single Target | 9 BAP | 100% Acc | 6 EN Cost | 20% Eff% | Contact: Yes or No | 0 Prio | -- Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
This move has two versions. By default, the Pokemon will perform whichever version would deal the most direct damage (in the case of a tie, choose randomly). The Trainer may also choose a specific version to use instead. This move cannot be used in different-move Combinations. When used in a same-move Combination, the two moves must be of the same version.
Shell Side Arm (Physical): The user bashes the opponent with their spiny forearm. This move has Physical properties, makes contact, and may poison the target.
Shell Side Arm (Special): The user shoots poisonous goo out of their arm cannon. This move has Special properties, does NOT make contact, and may poison the target.
(Note: I cannot give this move Combo Classes because of its unique function.)

Skitter Smack - Bug | Physical | Any Single Target | 7 BAP | 90% Acc | 5 EN Cost | 100% Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Deferring | Snatch: No | Magic Coat: No
The user skitters behind the target to attack. This also lowers the target's Sp. Atk by one (1) Stage.

Steel Roller - Steel | Physical | Any Single Target | 13 BAP | 100% Acc | 9 EN Cost | --% Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user curls up into a ball and rolls over the opponent while destroying the terrain. After this move is used, end any Terrain effect on the battlefield. This move fails if there is no active Terrain.

Surging Strikes - Water | Physical | Any Single Target | 3 per hit BAP | 100% Acc | 7 EN Cost | --% Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user, having mastered the Water style, strikes the target with flowing punches and kicks three times in a row. Each hit always results in a critical hit.

Terrain Pulse - Normal | Special | Any Single Target | 5 or 10 BAP | 100% Acc | 7 EN Cost | -- Eff% | Contact: No | 0 Prio | -- Z-BAP | Combo Type: Set | Snatch: No | Magic Coat: No
The user gathers energy from its surroundings into a bright beam. If the user is under the effect of a Terrain, this move's BAP becomes ten (10) and also it changes Type to match the Terrain.

Triple Axel - Ice | Physical | Any Single Target | 2/4/6 per hit BAP | 90% Acc | 8 EN Cost | -- Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Deferring | Snatch: No | Magic Coat: No
A consecutive three-kick attack that becomes more powerful with each successful hit. The first hit has 2 BAP, the second has 4 BAP, and the third hit has 6 BAP. Each hit is accompanied by an accuracy check, and the attack ends after the first miss or three hits (whichever comes first).

Wicked Blow - Dark | Physical | Any Single Target | 8 BAP | 100% Acc | 8 EN Cost | -- Eff% | Contact: Yes | 0 Prio | -- Z-BAP | Combo Type: Elemental | Snatch: No | Magic Coat: No
The user, having mastered the Dark style, strikes the target with a fierce punch. This attack always results in a critical hit.
TODO: Add changed moves
Absorb - 6 EN Cost
The user fires a red beam at the opponent that engulfs it and saps its HP back to the user. Half the damage inflicted on the opponent is healed (max: 5hp)
Note: D/E moves being universally capped to prevent matches from potentially dragging out too long.

Court Change - 10 EN cost
Note: 6 EN cost was too low for the amount of utility this move provides.

Doom Desire - CT: None.
Note: Delayed damaging combos exert too much pressure upon the opponent's substitutions.

Draining Kiss - 7 EN cost
The Pokemon latches onto the opponents life force with a kiss gesture that drains a large amount of their energy, healing the user for 75% of the damage done to the opponent (max: 7hp).
Note: D/E moves being universally capped to prevent matches from potentially dragging out too long.

Drain Punch - 9 EN cost
The user punches the opponent with all the energy of its punch focused into its hand. The user heals themselves for half the damage inflicted (max: 5hp)
Note: D/E moves being universally capped to prevent matches from potentially dragging out too long.

Egg Bomb - CT: None.
Note: Delayed damaging combos exert too much pressure upon the opponent's substitutions.

Fairy Lock: Using mystical power, the Pokemon locks down the arena and prevents all foes from switching out. When used against a non-damaging evasive action, or a damaging evasive attack that enters the evasive phase in the same action, it does fixed damage equal to two (2) multiplied by the user's Special Attack Rank. Z-move Effect: Raises the user's Sp. Defense by one (1) stage, adjusting the natural stage.
Note: This change is in response to stat Rank changes.

Future Sight - CT: None.
Note: Delayed damaging combos exert too much pressure upon the opponent's substitutions.

Giga Drain - 9 EN
The user fires a red beam at the opponent that engulfs it and saps its HP back to the user. The user heals themselves for 50% of the damage dealt (max: 5hp).
Note: D/E moves being universally capped to prevent matches from potentially dragging out too long.

Glare: EN cost 6 -> 7 (for consistency)

Grass Whistle: EN cost 5 -> 7 (for consistency)

Horn Leech - 9 EN
The user surrounds its antlers with a dark red energy and jabs them into the opponent violently, sapping them on contact. The user heals themselves for 50% of the damage dealt (max: 5hp).
Note: D/E moves being universally capped to prevent matches from potentially dragging out too long.

Leech Life - 9 EN
The user sneaks up on the foe, bites them, and drinks their blood. The user heals themselves for half the damage inflicted (max: 5hp).
Note: D/E moves being universally capped to prevent matches from potentially dragging out too long.

Lovely Kiss: EN cost 6 -> 7 (for consistency)

Mega Drain - 8 EN
The Pokémon shoots a green beam of energy at the opponent; when hit by the beam, the opponent's outline turns red, and the Pokémon's outline turns white as energy is transferred from the opponent to the Pokémon. The user heals itself for 50% of the damage dealt (max: 5hp)
Note: D/E moves being universally capped to prevent matches from potentially dragging out too long.

Parabolic Charge - 8 EN
The user releases a special electrical field which drains the energy of every Pokemon on the field and restores 50% of the damage inflicted back to the user (max 5hp total).
Note: D/E moves being universally capped to prevent matches from potentially dragging out too long.

Phantom Force - CT: None
Note: This move's ability to ignore P/E and its relatively high BAP make it too difficult to for the opponent to deal with in combos.

Roar: EN cost 7 -> 5 (for consistency)

Seismic Toss: EN cost 6 -> 5 (for consistency)

Sing: EN cost 6 -> 7 (for consistency)

Spider Web: EN cost 8 -> 6 (for consistency)

Strength Sap: The user drains the strength from the opponent and transfers it into life force for the user. The move lowers the opponent's Attack by one (1) stage and restores the users HP. This move fails if the target's Attack stage is at -6. The Pokémon recovers HP equivalent to (Target's Attack Rank + Target's Attack Stage) × 2, but no more than 25.
Z-Move Effect: none.
Note: This change is in response to stat Rank changes.

Triple Kick: BAP: 1/2/3 per hit
The user quickly kicks at the opponent three (3) times, with each hit becoming increasingly powerful. The first hit has 1 BAP, the second hit has 2 BAP, and the third hit has 3 BAP. Each hit is accompanied by an accuracy check, and the attack ends after the first miss or three hits (whichever comes first).

Whirlwind: EN cost 7 -> 5 (for consistency)
Dream Eater: No change. An HP cap seems unnecessary seeing as how the move already has a built-in limitation.

Knock Off: No change. It is immensely powerful, but also vital to the balance of BBP and item-play. Furthermore, the addition of Corrosive Gas as an alternative may diminish its centralizing role in team creation.

Light Screen & Reflect: No change. Although it is possible that these moves are under-powered, this issue might also be exacerbated by general lack of player access to the movepools of 4* mons. For now, we are pushing these moves back to DLC2.

Oblivion Wing: No change. As Yveltal's signature Legendary move, it is acceptable for the move to have an abnormally strong effect in battle.

Perish Song: No change. However, we are nerfing the Doom status. If the new version of Doom proves too weak, we may consider a rework in DLC2.

ITEMS
Enigma Stone - On sendout, increase the holder's Defense and Special Defense by one (1) stage, adjusting the natural stages. Critical Hits against this Pokemon ignore half the Defense and Special Defense stage boosts, rounded up, instead of all of them.
Note: Functionally serves as a nerfed replacement for the current version of Focus Sash. Also gives some critical-hit protection to Pokemon that rely on defensive stat stage boosts.

Solosis Gel - The Pokemon takes no direct HP damage from Entry Hazards, Weather, Leech Seed, Poisoning, Burn, Curse, and Partial Trapping moves. The Pokemon does not take Recoil from its own attacks (except for Struggle). It can still attack itself in confusion, and will still take damage from it. Toxic still increases in damage each round, although this item prevents the holder from taking any damage from the Poison.
Note: This is Magic Guard on an item.
Big Root - HP gained from the moves Absorb, Leech Life, Mega Drain, Giga Drain, Leech Seed, Drain Punch, Dream Eater, Horn Leech, Draining Kiss, Oblivion Wing, and Parabolic Charge becomes 100% of damage dealt, with the maximum healing for those moves being doubled (for example, Drain Punch heals a maximum of 10hp).
Note: In response to Draining move changes, Big Root now doubles the HP healing cap. Also, because of the cap the EN cost increase from the current version is no longer necessary.

Binding Band - The holder's Partial Trapping moves gain two (2) BAP and deal double (2x) damage at the end of each of the target's actions.
Note: BAP boost +4 -> +2 to tone down the item's damage output, especially when using multiple Partial Trapping moves.

Choice Band - Increases the Attack rank of the holder by 33%, rounded up (e.g. 9 * 1.33 = 11.97 -> 12). The holder has its substitution limit reduced by two (2). The holder cannot give this item to any other Pokemon (This effect is not ignored by Klutz).
Note: Atk boost +50% -> +33%, but negative effect has been revamped to make the the item more viable. Klutz+Trick prevention to avoid degenerate strategies.

Choice Scarf - Increases the Speed stat of the holder by 50%, rounded up (e.g. 91 * 1.5 = 136.5 -> 137). The holder has its substitution limit reduced by one (1). The holder cannot give this item to any other Pokemon (This effect is not ignored by Klutz).
Note: Speed boost +75% -> +50%, accuracy boost removed, but the negative effect has been revamped to make the item more viable. Klutz+Trick prevention to avoid degenerate strategies.

Choice Specs - Increases the Special Attack rank of the holder by 33%, rounded up (e.g. 9 * 1.33 = 11.97 -> 12). The holder has its substitution limit reduced by two (2). The holder cannot give this item to any other Pokemon (This effect is not ignored by Klutz).
Note: Clone of Choice Band.

Cleanse Tag - The Pokemon takes no direct HP damage from Entry Hazards, Weather, Leech Seed, Poisoning, Burn, Curse, and Partial Trapping moves. The Pokemon does not take Recoil from its own attacks (except for Struggle). It can still attack itself in confusion, and will still take damage from it. Toxic still increases in damage each round, although this item prevents the holder from taking any damage from the Poison.
Note: Effect completely reworked because the current version of Cleanse Tag sees no use. This version is a clone of Magic Guard.

Expert Belt - Increases the damage dealt by all non-STAB attacks that strike super effectively by four (4).
Note: Now only applies to non-STAB attacks in order to give other damage-boosting items more opportunity to see use.

Flame Orb - At the end of each action, the holder is burned. If the holder is currently burned due to this item's effect, it cannot receive any other major status effect. The holder gains two (2) additional BAP on attacks that are affected by Guts or Flare Boost.
Note: +2 BAP effect to help offset the damage dealt to the user via burn, and to help compete with Life Orb.

Focus Band - (Consumable) | Trigger: An Attack's Direct Damage would reduce you to 0 HP | Uses: Once | The holder survives the triggering attack at 1 HP. If the triggering attack was a Multi-Hit Attack, this effect is ignored.
Note: Effect completely changed to escape the excessive overlap with type-resist berries.

Focus Sash - Incoming attacks have their BAP reduced by five (5), but the holder's own attacks have their BAP reduced by three (3). At the end of the Round, destroy this item. This item cannot be Recycled.
Note: Effect completely changed to provide a source of "burst defense" for Pokemon that want to set up non-damaging attacks. Self-BAP reduction to discourage its use in pure damage races. Recycle prevention to avoid degenerate stall strategies.

Grip Claw - The opponent cannot leave battle through the effects of moves, Abilities, and items while under the effect of the holder's Partial Trapping moves.
Note: Effect completely changed to avoid excessive overlap with Binding Band while providing better trapping.

Heavy Duty Boots - On sendout, the Trainer may choose one Entry Hazard on their side of the field. After the Pokemon is sent out, it destroys one layer of that Entry Hazard on its side of the field. (If the Trainer does not choose a valid Entry Hazard on sendout, the ref selects one randomly. The destruction effect occurs after the Pokemon has entered the field.)
Note: Effect completely changed to avoid becoming obsoleted by the new Solosis Gel item.

Life Orb - Increases the Base Attack Power of all attacks by three (3), but deals three (3) damage to the Pokemon for each attack it makes that hits successfully. If the holder either has the Magic Guard ability, or has the Sheer Force ability toggled on (and is using a Sheer Force-boosted attack), then they will take no recoil damage. The recoil is only one (1) damage if the attack is a single-hit move with four (4) Base Attack Power after ability adjustments. Attacks that hit multiple Pokemon only inflict recoil once.
Note: Self-damage 2 -> 3. This is to prevent it from becoming too useful as a generic damage-boosting item after Expert Belt is nerfed.

Muscle Band - Increases the Attack Rank of the holder by one (1). Increases accuracy of the user's Physical moves by twenty (20).
Note: Accuracy boost 10% -> 20%.

Safety Goggles - Reduces the secondary effect chance of all incoming attacks to 0%.
Note: Effect completely changed in order to provide counterplay to RNG-based strategies such as Flinch spam.

Throat Spray - (Consumable) | Trigger: Use of a sound-based attack (Example: Roar) | Uses: Three | After the holder successfully uses a sound-based move, raises the holder's Special Attack by one (1) stage, adjusting the natural stage.
Note: Uses 1 -> 3 to increase the item's viability.

Toxic Orb - At the end of each action, the holder is badly poisoned. If the holder is currently badly poisoned due to this item's effect, it cannot receive any other major status effect. The holder gains two (2) additional BAP on attacks that are affected by Toxic Boost. The holder heals one (1) additional HP from Poison Heal at the end of each action.
Note: +2 BAP effect to help offset the damage dealt to the user via Poison, and to compete with Life Orb. +1 HP from Poison Heal added to increase viability as a healing item.

[Type] Gem - (Consumable) | Trigger: Command - Syntax (Attack [GEM]) | Uses: Two | When using a [Type]-type Attack, this may be activated. When activated, increases the BAP of the attack by five (5).
Note: BAP +3 -> +5. Uses 5 -> 2. Increasing damage boost and reducing number of uses helps emphasize its identity as a consumable item, as well as making item-less strategies such as Trick or Thief usable sooner.

Utility Umbrella - This Pokemon is unaffected by all effects of weathers. When attacking or being attacked, nullify the effects of weather on moves and abilities.
Note: Effect modified for clarity.

Wise Glasses - Increases the Special Attack Rank of the holder by one (1). Increases the accuracy of the user's Special moves by twenty (20).
Note: Accuracy boost 10% -> 20%.
Heavy Duty Boots
Note: Overshadowed by the new Cleanse Tag, which provides Magic Guard (almost strictly superior to hazard immunity). The proposed revision to Heavy Duty Boots still has some design problems that need to be worked out. Tabling Heavy Duty Boots rework for DLC2.

Wide Lens
Note: Mostly obsoleted by buffs to Muscle Band and Wise Glasses.
 
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nightblitz42

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COMBAT
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Note: The bulk of this change is ultimately to reduce the impact of individual rank jumps on HP while allowing for stats to appropriately demonstrate their biases on a Pokemon. Additionally, this slightly drags up the bottom end of the converted HP range.
- 0x: 0
- 1/8x: 0.25
- 1/4x: 0.5
- 1/2x: 0.75
- 1x: 1
- 2x: 1.5
- 4x: 2
- 8x: 2.5

Note: Resistances become less potent, 1x and 2x remain the same, and 4x becomes less extreme. The nerfs to resistances will mostly only affect Protean mons. The reduction of 4x effective damage output will help Pokemon with 4x weaknesses, which historically have suffered greatly from BBP's extensive movepool sizes.
D/E moves can no longer be Suspended.
Note: This change has two purposes: to cut down on the frivilous complexity of the moves, and to tone down the pressure D/E moves exert on subs.
Def and SpD boosts from Natures will become +2. Def and SpD reductions will remain at -1.
Note: This is to incentivize more variety in Natures, since currently the offensive and speed boosts tend to consistently out-perform defensive nature boosts.
Doom - Type: Move Effect
Doom's duration is tracked by Perish Counters. The initial number of Perish Counters is always zero (0).
If the Doom ends while the Pokemon still has Perish Counters, all Perish Counters are removed. In Switch=KO matches, if the Doom was self-inflicted or inflicted by an ally Pokemon, then the Pokemon cannot remove the status via phasing and switching effects.
At the end of the Round, after applying phasing and switching effects, if the Pokemon still has Doom then it gains (1) Perish Counter. If the Pokemon ever has three (3) Perish Counters, it immediately loses 30HP and the Doom effect ends.
Note: Allowing Doom to grant a full KO makes the move extremely volatile, prone to over-centralization when it does come up in battles, and a constant balancing headache. This is especially problematic now that we are adding more defensive Items such as the new version of Focus Sash. Reducing the payoff for Doom allows us to more freely design defensive items.

Combinations
Gen8.1 Combo Chart
The combo chart has been restructured in an effort to make non-contact moves more versatile.
Different-Move EN cost changed to: ((Move 1's EN Cost + Move 2's EN Cost)/2 + 2) * 3
Note: This change increases the cost of most different-move combos to more closely resemble that of same-move combos. Different-move combos are still usually going to be cheaper than same-move combos.

ECONOMY
Rotom Cut Mower
Rotom Frost Fridge
Rotom Heat Toaster
Rotom Spin Fan
Rotom Wash Washer
Rockstar Costume
Belle Costume
Pop Star Costume
PhD Costume
Libre Costume
Bug Memory
Dark Memory
Dragon Memory
Electric Memory
Fairy Memory
Fighting Memory
Fire Memory
Flying Memory
Ghost Memory
Grass Memory
Ground Memory
Ice Memory
Poison Memory
Psychic Memory
Rock Memory
Steel Memory
Water Memory
Draco Plate
Dread Plate
Earth Plate
Fist Plate
Flame Plate
Icicle Plate
Insect Plate
Iron Plate
Meadow Plate
Mind Plate
Pixie Plate
Sky Plate
Splash Plate
Spooky Plate
Stone Plate
Toxic Plate
Zap Plate
Bug Gem
Dark Gem
Dragon Gem
Electric Gem
Fairy Gem
Fighting Gem
Fire Gem
Flying Gem
Ghost Gem
Grass Gem
Ground Gem
Ice Gem
Poison Gem
Psychic Gem
Rock Gem
Steel Gem
Water Gem
Occa Berry (Fire)
Passho Berry (Water)
Wacan Berry (Electric)
Rindo Berry (Grass)
Yache Berry (Ice)
Chople Berry (Fighting)
Kebia Berry (Poison)
Shuca Berry (Ground)
Coba Berry (Flying)
Papaya Berry (Psychic)
Tanga Berry (Bug)
Charti Berry (Rock)
Kasib Berry (Ghost)
Haban Berry (Dragon)
Colbur Berry (Dark)
Babiri Berry (Steel)
Chilan Berry (Normal)
Roseli Berry (Fairy)
Buginium Z
Darkinium Z
Dragonium Z
Electrium Z
Fairium Z
Fightinium Z
Firium Z
Flyinium Z
Ghostium Z
Grassium Z
Groundium Z
Icium Z
Poisonium Z
Psychium Z
Rockium Z
Steelium Z
Waterium Z
Electric Seed
Grassy Seed
Misty Seed
Psychic Seed
Damp Rock
Heat Rock
Icy Rock
Smooth Rock
Bluk Berry
Nanab Berry
Wepear Berry
Pinap Berry
Pomeg Berry
Cornn Berry
Magost Berry
Rabuta Berry
Nomel Berry
Spelon Berry
Pamtre Berry
Watmel Berry
Durin Berry
Belue Berry
 
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