Typing: The Mod

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Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
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Well, well, well. Voting has now come to an ending. G-Luke's Healer type is the first new type! But, as mentionned by Gojiratar, I'm going to ask you (G-Luke) to change the name of the typing, just to avoid confusion with ability. Now, let's get to the real deal.

Slate #1 (Healer (?) Type) - Submission phase

In submission phase, you can submit for any of these:
- Matchups (complete list, one per user)
- New moves (with healer typing)
- New abilities
- New items
- Modification on older of those things
- Pokemon modifications (you have to give the healer type to the pokemon you modify, but you can modify other things as well if you want the pokemon to be usable in upper tiers)


When doing modification on pre-existing stuff, or when creating a new ability or item, be sure to have a maximum of explication so we can clearly understand how it is linked to the new type. It will be refused if it's not relevant enough.

Also, remember that distribution for custom moves and abilities will be discussed in the distribution phase next week, but feel free to post examples.

And now, unleash your creativity! Good luck creating any physical moves for that type
 
EDIT: Heart is the type name now, so I changed all that. Good name choice BTW.
Type Matchups:
Attacking
:
2x: Poison, Steel, Water
1/2x: Fire, Ghost, Bug, Fairy

Defending:
2x: Normal, Ghost, Bug, Dragon
1/2x: Heart, Fairy, Ice, Poison

Attacking reasoning:
Strong against poison because healing poison is something a healer would do. Steel and water are both tools used by doctors in surgery and stuff, so Heart (Which I'm still thinking is involved in medical stuff, because that's basically my whole type chart) knows how to manipulate it. Not very strong against ghost because they are already dead, not strong against fire because large burns are very difficult to heal. Bugs spread pestilence on a large scale, so you can't heal it all at once, and Heart and Fairy have a sort of truce as mostly peaceful typings.

Defending reasoning:
Weak to Normal because some people don't get healthcare, weak to ghost because they are already dead, and that freaks the Heart out. Again, bugs spread pestilence everywhere. Weak to dragon because before they can heal it, it just eats them. Resists Heart and fairy because they are all working to make peace. Resists poison because they can just negate it easily, and resists ice because doctors make use of cold temperatures to create effective cutting tools. (I think.)

New Moves: Medicine Throw | Heart | Physical (just getting that out of the way.) | 16 pp | 100% acc | 80 BP | Heals allies instead of damaging based on type effectiveness. Damage/Healing doubles if target has a major status condition. Cures that target of status. | Contact

Explanation: All about curing status and healing allies, and punishing enemies for having status. Probably works well with Toxic Spikes.

Proxy | Heart | Status | User faints. Whoever you switch into gains a substitute with the amount of health user had when it fainted.

Explanation: The Heart type is so willing to sacrifice itself for you, it faints and provides a substitute with its health at time of fainting. This would probably have low distribution because it might be too powerful with something like Blissey.

Surgical Cut | Heart | Physical | 16 pp | 50 BP | Resets the target's positive stat changes. | No contact | Does not check accuracy

Explanation: Surgery is very precise, so you can remove all things benefiting your opponent. I wanted to make it invert all stat changes like topsy-turvy, but that seemed too good.

Turn and Burn | Heart | Status | 32 pp | 95% acc | Burn the target, then switch to a chosen ally

Explanation: Like it or not, a doctor could totally burn you and then just run away. No question. So here is a move for it.

Karmic Redistribution | Heart | Status | 16 pp | 100% acc | 60 bp | Heals target instead of damaging. User restores 1.5x of targets restored health.

Explanation: This move sounds interesting to me. If it was a pokemon's only form of recovery, would it be worth healing an enemy a little bit to gain more health than them? Anyone, its based on the idea that if you do something nice for someone, you will be rewarded.

Blood Shot | Heart | Special | 12 pp | Deals damage equal to 75% of targets current HP, rounded up, but user loses 33% of max HP, rounded up.

Explanation: Take some of your blood, and throw it at the enemy. This would obviously hurt both you and the target. It actually is better to just weaken enemies with, because after you use it twice in a row against an enemy, you will be taking more damage than dealing.

Pill Popper | Healer | 32 pp | 100% acc | 15 BP | Hits 2-5 times. Each hit has 10% chance to burn, paralyze, or poison.

New abilities:
Witch doctor: This pokemon's Cleric/Healer/Medical type moves become super-effective against ghost type.

Explanation: Witch doctors specialize in the undead, so they can be effective against ghosts.

Doctorate: (See what I did there?) This pokemon's normal type moves become Heart type with a 1.2x boost.

Explanation: Just a thematically fitting -ate ability.

Medical professional: Steelworker but for Heart type.

Explanation: They went to medical school, so now they are super experienced in the type.

Anti-Vaxxer (Is that name allowed? Let me know if not.) : This pokemon is immune to Heart type attacks, and instead restores 25% of health. (Water absorb for heart.)

Explanation: Anti-Vaxxers don't trust Healers, so they restore health instead of losing it when they get hit.

Mystic Aura: All pokemon on both team's cannot be statused.

Explanation: The Heart Type brings about an Aura that envelopes the whole field, making all pokemon immune to status.

Clean Sweep: This Pokemon removes all hazards on friendly side of field on switch-in.

Explanation: A Heart type would not want to use unnecessary power healing allies, so they remove all enemy hazards on switch-in to conserve energy.


New items:
Loving plate

Explanation: Change arceus to arceus-healer. Give healer moves a 1.2x boost.

Heart memory

Explanation: Change silvally to silvally-healer.

Scalpel

Explanation: Gives healer moves a 1.2x boost. Just the counterpart to black glasses, Charcoal, magnet, etc.

Vaxi Berry

Explanation: Weakens damage from a super-effective heart attack. Single use. Just that kind of Berry that there is for every type.

Pokemon changes: I don't know how to insert animated pokemon sprites plz help me

Audino: Normal -> Heart
Audino-Mega: Normal/Fairy -> Heart/Fairy
Healer / Klutz / Regenerator -> Healer / Doctorate / Regenerator

Explanation: It seems very fitting for audino to be healer type, as it is almost always a supportive pokemon for the team, using moves such as Wish and Heal Bell along with Regenerator. It is even more fitting for Audino-mega, who has healer as its ability. I think it should still gain fairy on mega evolution, as it becomes the ultimate healing pokemon. Audino also gets doctorate because of its previous normal typing, giving it more coverage options.

Happiny: Normal -> Normal
Chansey: Normal -> Heart
Blissey: Normal -> Heart

Explanation: Apparently, Happiny cannot produce it's own eggs, so it just holds a rock. Because of this, it's just a normal type. However, Chansey and Blissey both hold real eggs with healing properties, so it makes sense for them to be Heart type. I would say this is actually a bit of a nerf, as they gain more weaknesses.

Cresellia: Psychic -> Fairy/Heart
Levitate -> Levitate / Mystic Aura

Explanation: Cresellia is associated with space, which seems like a kind of mystic, fairy-like thing to me in the pokemon universe. It's signature move, lunar dance, is a great reason for it to be Healer type, because of it fully healing any pokemon at the cost of it's own life. It also looks like it gives off a very mystic Aura.

Florges: Fairy -> Heart

Explanation: Florges is not used for offense, and always is used as a specially bulky wish passer. It is also good for Heart type because it is a flower, and certain flowers have healing properties. I could also give it Grass type, but I have never really thought that it fit florges.


Umbreon: Synchronize / Inner Focus -> Synchronize / Inner Focus / Medical Professional

Explanation: This may seem a little weird, but I think it makes sense. The ability Medical Professional is based off of, Steelworker, is given to Dhelmise because it is anchor based, and umbreon if very healing based. This would give it an alternative stab in case you want to run an offensive move, so you can kill steel types that you can't toxic stall to death.
20180514_130216.png

Tsareena: Grass -> Grass / Healer
Leaf Guard / Queenly Majesty / Sweet Veil -> Queenly Majesty / Sweet Veil / Witch Doctor

Explanation: What's this? An offensive Heart type? You may think that Tsareena doesn't fit the profile, but I disagree. It learns support moves like Aromatherapy and grass whistle, (grass whistle, as if anyone would use that. ) but also a ton of stat-lowering moves like flatter and confide. Witch doctor seems in character, as witch doctors are often associated with jungles and such.



Bisharp: Defiant / Inner Focus / Pressure-> Defiant / Pressure / Anti-Vaxxer

Explanation: Bisharp seems like an independent warrior who rejects others help, and Anti-Vaxxer reflects that. It also gets rid of Steel's weakness to Heart. (According to my type chart.)


Jynx: Ice / Psychic -> Ice / Healer
Oblivious / Forewarn / Dry Skin -> Oblivious / Dry Skin / Witch Doctor

Explanation: Jynx has a great healing movepool, including Wish and heal bell. It gets Witch Doctor now because it is ugly and witches are quite often ugly.


Luvdisc: Water -> Water / Healer

Explanation: Luvdisc is a heart. The type is called Heart. What more do you need? It also has a broad support moveset like Heal Pulse.


Marowak: Ground -> Ground / Heart
Battle Armor / Rock Head / Lightning Rod -> Battle Armor / Rock Head / Clean Sweep

Explanation: After Marowak had his mother's skull fused to his head, he devoted his life to helping others. Unfortunately, it could not learn any healing moves, so it instead put it's skills toward clearing the field of hazards for his teammates, while also posing as an offensive threat to the enemies.


Water -> Water / Heart

Explanation: Similar to Luvdisc, it's basically just a heart fish along with a support movepool.

Move changes:
Lunar Dance: Psychic -> Heart
Wish: Normal -> Heart
Heal Bell: Normal -> Heart

Explanation: All of the above moves are about healing/curing your allies, which is what Healer type is all about.

Z-Move name: Clogging Cataracts Hurtful Heartbreak?
 
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Cleric feels more like a Light type lite (heh) since Clerics are holy priests with magic. So let's think of it like that:

So for this type:

Attacking:
2x: Ghost, Poison, Electric, Water
1/2: Fairy, Psychic, Grass, Normal, Ice
0x: Self

Defending:
2x: Steel, Fairy, Normal, Bug
1/2: Ghost, Water, Poison, Dragon, Fight, Fire, Dark
0x: Self


So why? Well, mostly for Meta shakeups. It's shaken as fuck with this setup. Any Fight/Ghost combos are reamed hard! Naganadel better fill its moveset with a Normal or Steel move if it has any! On the other hand, Normal type moves gain a new lease on life!

So really, why? Well, Ghosts are undead, so lifing the Unliving hurts them. Poisons are purged and Electrics oversurge with too much energy. Water is purified!

The resistors are peaceful, or at peace like Fairies, forests and meditators. Normals don't believe in Healthcare and healing is usually hot, which ice resists (but fire doesn't as it doesn't need more resists.)

Defending? The Fairies sap the healing energy and Steel blades cut down clerics and again, Normies hate bad healthcare!!

The types it resists: Well, death and the vile dragons and violent fighters, evils and fire types.

It also simply can't outheal itself!
 
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Matchup
Offensive:
2x against

1/2 against

0x against N/A
Defensive:
2x from

1/2 from

0x from

Explanation/Niche: My depiction of the Heart-type is somewhat defensively-oriented while being offensively mediocre.

Super effective against Poison, Ghost, Dark
  • Poison: Heart-type helps others, which includes healing poison
  • Ghost: ghosts don't like the loving life force of the Heart-type
  • Dark: the dark and corrupt can't handle hearts
Not very effective against Dragon, Bug, Rock, Steel, Heart, Ice
  • Dragon: big scary dragons won't care about caring and hearts
  • Bug: bugs don't care much for healing since they spread pestilence
  • Rock: rock is generally inorganic (and needs some more resistances to balance its weaknesses)
  • Steel: similar to Rock
  • Heart: why would caring Pokemon want to hurt one another?
  • Ice: Ice-types have cold hearts, too cold to be affected by a warm one
Weak against Dragon, Bug, Electric
  • Dragon: big scary dragons can crush caring and hearts
  • Bug: bugs are associated with pestilence and disease
  • Electric: electricity can stop hearts
Resists Poison, Fire, Ghost, Fighting, Heart, Dark
  • Poison: healers are supposed to cure poison so it helps to resist
  • Fire: healers can heal burns too
  • Ghost: healers ward away undead things
  • Fighting: fighting causes harm, but healers can reverse that harm
  • Heart: why would caring Pokemon want to hurt one another?
  • Dark: the Heart-type is too pure to corrupt
Immune to Fairy
  • Fairy: Pokemon who spread kindness wouldn't want to hurt another Pokemon that does something similar?

Healing Stones
Typing
:

Category:

Base Power: --
Accuracy: --
Power Points: 20
Effect: Sets healing stones on the user's side, healing Pokemon that switch in for 1/8th of their max HP. Technically not a hazard, but removed by Splintered Stormshards, Defog, or the foe hitting a Pokemon on your side with Rapid Spin. Considered a healing move, can be Snatched, blocked by Heal Block.
Z-Effect: +1 Def
Target: Allied side
Explanation/Niche: An entry "hazard" that you set on your side to help your team whenever they switch in. It can be especially useful for countering health loss from damaging hazards, gains +3 priority if used by something with Triage, and isn't affected by Magic Bounce/Coat like other hazard moves.

Sedation
Typing
:

Category:

Base Power: 20
Accuracy: 90
Power Points: 20
Effect: The user stabs the target with a sedative. Causes the target to become drowsy, falling asleep the next turn. If used on a teammate, has the same effect with the added effect of restoring half of their max HP.
Z-Effect: 100 BP
Target: Selected target
Explanation/Niche: Provides a way for healers to support their team, can stop set up by forcing a switch, and not blocked by Taunt. Generally inferior to something like Heal Pulse when used on teammates, but the main use is to put the foe to sleep.

Soul Blast
Typing
:

Category:

Base Power: 95
Accuracy: 100
Power Points: 15
Effect: The user concentrates energy from its positive emotions and blasts the opponent. 30% chance to lower the target's Atk by 1 stage.
Z-Effect: 175 BP
Target: Selected target
Explanation/Niche: A strong Heart-type special attack.

Heartbreaker
Typing
:

Category:

Base Power: 90
Accuracy: 100
Power Points: 10
Effect: On the verge on tears, the user attacks the target. 20% chance to lower the target’s SpA by 1 stage.
Z-Effect: 175 BP
Target: Selected target
Explanation/Niche: A strong Heart-type physical attack.

Heart-type Z-move: Compassion Cannon

Compassionate
Effect:
Increases the power of Normal-type moves by 20%. It then changes those moves to Heart-type.
Explanation/Niche: An -ate ability for the Heart-type.

Heartless
Effect:
The Pokemon is immune to Heart-type moves. When hit by one, its Atk is raised by 1 stage.
Explanation/Niche: Fits flavor-wise for truly evil Pokemon. Competitively, it helps prevent Heart-type spam.

Heart Plate
Effect
: When this item is held, any Heart-type move used by the holder has its power increased by 20%. If given to Arceus to hold, Arceus becomes Heart-type.
Explanation/Niche: Mainly just to be consistent, since every type needs an Arceus plate.

Heart Memory
Effect
: This item, when held by Silvally will cause it and its Multi-Attack move to become Heart-type.
Explanation/Niche: Allows Silvally to be Heart-type.

Heartium-Z
Effect
: When held by a Pokémon, it allows them to either use the Heart-type Z-move when they have a Physical/Special Heart-type move, or it boosts their Heart-type Status Move. It will also make Arceus change form if it is attached.
Explanation/Niche: Heart-type Z-crystal.

* => suggested custom ability


Chikorita, Bayleef, Meganium
=>
/

Stats changes: N/A
Ability changes: Overgrow / Leaf Guard => Overgrow / Leaf Guard / Regenerator
Explanation/Niche: Meganium's and Bayleef's Pokedex entries mention the healing properties of their breath and aroma. Chikorita's entry states that its aroma calms battling Pokemon, which is kind of like a precursor to healing.


Miltank
=>
/

Stats changes: 110 / 90 / 110 / 40 / 70 / 100 | BST: 520 (+15 HP, +10 Atk, +5 Def)
Ability changes: Thick Fat / Scrappy / Sap Sipper => Thick Fat / Triage / Sap Sipper
Explanation/Niche: Moomoo Milk.


Cutiefly, Ribombee
/
=>
/

Stats changes: Ribombee - 70 / 55 / 66 / 110 / 85 / 124 | BST: 510 (+10 HP, +6 Def, +15 SpA, +15 SpD)
Ability changes: N/A
Explanation/Niche: Ribombee's Pokedex entry says its pollen puffs are highly nutritious and sometimes sold as supplements. It also can heal teammates with its signature move Pollen Puff.


Mesprit
=>

Stats changes
: N/A
Ability changes: Levitate => Levitate / Friend Guard / Serene Grace
Explanation/Niche: Mesprit is the Pokemon that gave humans emotions. I think it fits to be a pure Heart-type.


Ralts, Kirlia, Gardevoir, Gardevoir-Mega
/
=>
/

Stats changes: Gardevoir-Mega (-20 Atk, +20 Def)
Ability changes: Gardevoir-Mega - Pixilate => Compassionate*
Explanation/Niche: Their Pokedex entries talk about their ability to sense the feelings of others using their heart-like horns, and about Gardevoir's will to protect its Trainer. Plus the Mega pretty much has a heart on its chest.


Swablu, Altaria, Altaria-Mega
Swablu -
/
=>
/

Altaria -
/
=>
/

Altaria-Mega -
/
=>
/

Stats changes: Altaria - 85 / 70 / 90 / 70 / 115 / 80 | BST: 510 (+10 HP, +10 SpD)
Altaria-Mega - 85 / 110 / 110 / 110 / 115 / 80 | BST: 610 (same stat changes)
Ability changes: Altaria-Mega - Pixilate => Compassionate*
Explanation/Niche: Altaria's Pokedex entry - "If it bonds with a person, it will gently envelop the friend with its soft wings, then hum." Swablu is not afraid of people and likes to land on their heads.


Kangaskhan, Kangaskhan-Mega
=>
/

Stats changes: N/A
Ability changes: Early Bird / Scrappy / Inner Focus => Early Bird / Scrappy / Adaptability
Explanation/Niche: She takes care of her child and protects it with her life.


Drampa
/
=>
/

Stats changes: 100 / 60 / 95 / 135 / 110 / 40 | BST: 540 (+22 HP, +10 Def, +19 SpD, +4 Spe)
Ability changes: Berserk / Sap Sipper / Cloud Nine => Berserk / Sap Sipper / Compassionate*
Explanation/Niche: Its Pokedex entry says it has a compassionate personality and will protect children in danger or from their bullies. The major stat boost is because it's a dragon, it deserves more than 485 BST.


Plusle
=>
/

Stats changes: 60 / 70 / 60 / 100 / 90 / 115 | BST: 495 (+20 Atk, +20 Def, +15 SpA, +15 SpD, +20 Spe)
Ability changes: N/A
Explanation/Niche: Friendly Pokemon that always cheers on its teammates.


Minun
=>
/

Stats changes: 60 / 60 / 70 / 90 / 100 / 115 | BST: 495 (+20 Atk, +20 Def, +15 SpA, +15 SpD, +20 Spe)
Ability changes: N/A
Explanation/Niche: Friendly Pokemon that always cheers on its teammates.


Milotic
=>
/

Stats changes: N/A
Ability changes: N/A
Explanation/Niche: Several of its Pokedex entries mention its capacity to influence people's hearts. For example, "In times of war, it shows itself, which soothes people’s minds and hearts" and "Those who behold its loveliness are said to have their hearts purified" and "When this Pokémon's body glows a vivid pink, it releases a pulsing wave of energy that brings soothing calm to troubled hearts."


Latias, Latias-Mega
/
=>
/

Stats changes: N/A
Ability changes: N/A
Explanation/Niche: Its Pokedex entries mention that it is highly sensitive to people’s emotions.
 
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Suggestion: Rename to "Medical". It makes it seem more "type-like".

Matchup
Offensive:
2x against Water and Steel
1/2 against Ghost, Bug, Fire, Psychic
Defensive:
2x from Poison, Bug, and Grass
1/2 from Ghost, Water, Steel, and Ice
Explanation/Niche: Super-effective against Water because procedures for getting someone who has drowned breathing again are well known, even by non-doctors, and Water is also sterile. Steel because surgical steel is low quality, and thus many of the steel products around doctors are single-use, and again it's sterile. Ineffective against the types it is because death, parasites, burning, and psychological damage are difficult to heal. Weak to Poison because it's poison and can fuck up a doctor's equipment if not cleaned off. The same applies to bugs. Plants, including literal grass, can also do bad stuff (tm) and also it really needs a buff please. Doctors help defend against death (citation needed), so they resist ghost. Water, Steel and Ice are sterile and won't fuck up a medical environment. I think.

Bone Saw
Typing:
Healer/Medical
Category: Physical
Base Power: 90
Accuracy: 100
Power Point: 15 (24)
Effect: Ignores the target's boosts.
Z-Effect: 160
Explanation/Niche: It's Not Sacred Sword (tm). A bone saw is used by doctors, so that's why it's a Healer/Medical move. It ignores boosts because vibrating blades are often given armor-piercing properties in fiction, and many bone saws vibrate.
 
Remember guys, Fairy was used to help balance the meta with a shakeup and it worked. Start handing ice resists, resistances to ghost and 2xs vs electric like it’s your life’s work!
 
Remember guys, Fairy was used to help balance the meta with a shakeup and it worked. Start handing ice resists, resistances to ghost and 2xs vs electric like it’s your life’s work!
This is very true, but also keep in mind this isn't the only new type we will make. There will be other chances to balance those types you mentioned, and healer/cleric/medical resisting electric doesn't make sense (at least to me.)
 
This is very true, but also keep in mind this isn't the only new type we will make. There will be other chances to balance those types you mentioned, and healer/cleric/medical resisting electric doesn't make sense (at least to me.)
I said healer attacks being Super effective vs electric, resisting ghost attacks and being resisted by ice types.

In each situation the type has only: 1 weakness (Electric), 1 Resist (Ice) and Ghost is only resisted by 1 type (well 2 with Normal but it's still dominant)
 
I said healer attacks being Super effective vs electric, resisting ghost attacks and being resisted by ice types.

In each situation the type has only: 1 weakness (Electric), 1 Resist (Ice) and Ghost is only resisted by 1 type (well 2 with Normal but it's still dominant)
Oh, I misread that electric part, but my point was mostly that there will be other types to balance electric, ghost, ice, and any other type that needs it. But of course, if you have good reasoning, then it works.
 
Name suggestion: Pharmaceutical

Matchup
Offensive:
2x against Poison, Fire, Ice, Electric, Psychic
1/2 against Steel, Rock, Ground
0x against
Defensive:
2x from Fire, Ice
1/2 from Fairy, Psychic
0x from Poison
Explanation/Niche: Super effective against Poison, Fire, Ice, Electric, Psychic for their relation to the original status condition healing items (Antidote, Burn Heal, Ice Heal, Paralyze Heal, Awakening). Not very effective against Steel, Rock, and Ground as medicine has little affect on these in real life.

Takes super effective hits from Fire and Ice as temperature can affect the effectiveness of medicine. Takes not very effective hits from Fairy and Psychic because medicine is more effective than good luck charms. Immune to Poison as medicine directly aims to get rid of Poison

Move: Booster Shot
Typing:
Healer
Category: Special
Base Power: 80
Accuracy: 100
Power Point: 10 (16)
Effect: If any Pokemon on the field has a status condition, power is doubled and all status conditions are cured
Z-Effect: Deals 140 damage
Explanation/Niche: A booster shot is an injection that helps bolster the immune system by reinforcing an initial vaccine.

Ability: Ardent Sacrifice
Effect:
If this Pokemon switches out and the incoming Pokemon has a status condition, this Pokemon is inflicted with the status condition and the other is cured.
Explanation/Niche: Since healing is often about curing illness, this ability does that but instead of completely curing the status condition it just transfers the condition (mainly for balance) .

Item: Placebo
Effect:
Recovers 1/8 HP at the end of each turn only if Pokemon has a status condition.
Explanation/Niche: A placebo often can make a patient feel better but does not actually affect an illness

Pokemon Change: Bellossom
Grass => Grass/Healer
Stats changes:
Speed is increased from 50 to 80 as it is important to act quickly in healing situations.
Ability changes: Ardent Sacrifice in Bellossom's empty second ability slot
Explanation/Niche: Since the Healer type is a contrast to the Poison type, it makes sense that Bellossom gains this type to contrast Vileplume's typing. It also has the Hidden Ability, Healer, showing it has an affinity for healing. This gives Bellossom better offensive capabilities against its weaknesses, Fire and Ice, It also now counters Poison types.

Move Change: Smelling Salts
Typing:
Normal => Healer
Explanation/Niche: Smelling salts used to be used on people who were feeling faint or had just fainted to help them regain consciousness.

Other changes:
Generic Z-move name:
Immaculate Sterilisation
Arceus Plate: Medical Plate
 
I want to be careful throwing out a new type willy nilly to Pokemon. Let's say with give this new type to Cresselia for Psychic/Heal, but then we get Space type. Conundrum! We must decide between all 3 types which stays and goes.

I'll say for this reason I will veto anyone trying to get this type onto Clefairy's family! Leave it to the Space dawgs!
 
Matchup
Offensive:
2x against Grass, Water and Poison
1/2 against Ghost, Bug & Dark
Defensive:
2x from Dragon, Bug, and Dark
1/2 from Ghost, Water, Grass & Poison
Explanation/Niche: Meh I just didn't want to change G-Luke's ideas too much so I guess y'all know the reasoning of these already. A n y w a y s:
Move: Acupuncture Session
Typing:
Healer
Category: Physical
Base Power: 80
Accuracy: 100
Power Point: 10 (16)
Effect: Always crits if the target is statused. Makes contact. On Doubles, if hits an allie, heals 50% HP instead of dealing damage.
Z-Effect: 160 BP
Explanation/Niche: l8er

Move: Floral Healing
Typing:
Healer
Category: Status
Base Power: -
Accuracy: -
Power Point: 10 (16)
Effect: Heals the user or the target's health by 50% (this means that the user can also heal itself using this move yay)
Z-Effect: Resets all lowered stat modifications
Explanation/Niche: l8er
Ability: Healer not gonna change the name you lazy bastards
Effect: Neither the user or the foe can be statused.
Explanation/Niche: l8er

Comfey
Fairy => Grass / Healer
Stats changes
: 75 Hp (+24)/40 Atk (-11)/90 Def/85 SpA (+2)/110 SpD/100 Spe
Ability changes: N/A
Explanation/Niche: Grass-type makes more sense beacuse, well, JUST FUCKING SEE IT, IT'S COVERED WITH FLOWERS, and Healer because it's the first mon to get Triage and its signature move is a healing move.
 
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Matchups:
Offensively:
2x: Poison, Water, Steel (yea fuck steel, im not making that disgusting type any stronger)
1/2x: Fire, Ghost, Bug, Fairy, Grass

Defensively:
2x: Ghost, Bug, Dragon
1/2x: Fairy, Poison, Steel, Water, Fighting
Im too tired to explain properly cause i wrote alot but mostly what everyone said. Nothing too weird i hope

Healer: This pokemon heals 1/16 per turn when infecte- i mean inflicted with a status condition

I didnt want to make another disgusting poison heal clone so i made a slightly more balanced one, arguably better due to absorbing and healing from burns too

Necromancer/Witch Doctor: This pokemon is immune to ghost moves and is super effective against them

yea ik someone else thought of it first but i thought of it before even seeing all replies

Natural Heal: user and allies on field are cured from any status at the end of the turn

Useful in doubles as well! Makes sense why healers are able to ward off status

Hazardous guard: next pokemon switching in after the user is protected from all entry hazards

Since this is a support type i thought it should have one pure support ability for its teammates

Im not good with this but ill try
Vaccine shot
Category
: Special
Accuracy: 95%
Priority: -6
Base Power: 60
PP: 16
Effect: gives the opponent a vaccine shot which forces them to switch out from the pain (lol)

Good phasing move for special mons, not limited to healer typed mons only

Heal (ihavenoidea)
Category: Status
Priority: 0
PP: 32
Effect: heals 33% of users hp before switching out

A u-turn with no damage, acts as a psuedo regenerator-uturn hybrid and helps bringing in teammates safely with slow pivot

Illness Booster
Category
: Status
Accuracy: 100%
Priority: 0
Base Power: 40
PP: 24
Effect: Deals damage and doubles damage dealt per turn from all status effects (basically for poison and burn)

Yea idk, i thought itd be fitting considering that as much healers know how to heal, they probably know how to make it worse too

Potentially Re-typed mons:


Corsola
Type: Healer/Rock
Stat boost: +30 in hp (95/95/95 is least it could have to be good defensive mon tbh)
Abilities: Hazardous Guard, Healer, Regenerator (HA)


Alomomola
Type: Water/Healer
Ability: Healer, Natural Heal, Regenerator (HA)
Nothing more tbh, just would fit cause of myriad of support healing options


Illumise
Type: Bug/Healer
Stat boost: +30 in hp
Abilities: Oblivious, Healer, Prankster (HA)
I mean cmon, it gets aromatherapy, wish, roost, moonlight its a healer bug alright


Gourgeist
Type: Ghost/Healer
Abilities: Necromancer, Frisk, Natural Heal (HA)


Jirachi
Type: Steel/Healer
Abilities: Serene Grace, Hazardous Guard


Wigglytuff
Type Normal/Healer
Stat boost: +20 in both defenses
Abilities: Healer, Competitive, Frisk
 

Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
WIP

Move: Beat Skip
Typing:
Heart
Category: Status
Base Power:
Accuracy: 55%
Power Points: 20 (Max 32)
Effect: Inflict necrosis (deals 1/16 damage per turn, necrosed pokemons can't heal). Sound based.
Z-Effect: +1 Spe
Explanation/Niche: The user makes a loud and stiff sound, causing the opponent to skip a beat and get necrosed.

This move isn't the big deal, see the one under. Still, that move could be learned by a lot of pokemon, and not only healer-typed pokemon.

Move: Fake Medics
Typing:
Heart
Category: Status
Base Power:
Accuracy: 90%
Power Points: 20 (Max 32)
Effect: Inflict necrosis (deals 1/16 damage per turn, necrosed pokemon can't heal).
Z-Effect: +1 Def
Explanation/Niche: The user gives fake medicine to the opponent, which gives him necrosis.

Healer is obviously a defensively oriented move — maybe even stall oriented. To counter that, here's a new status condition that blocks healing.

Move: Vital Wave
Typing:
Heart
Category: Special
Base Power: 60
Accuracy: 95%
Power Points: 10 (Max 16)
Effect: Deal damage to both opponents. Heals ally by the number of damage it would have dealt instead.
Z-Effect: 140 BP
Explanation/Niche: A move to be used in duos. It would be interesting to have pokemon deliberately weak to healer so they can get more health from that move.

Move: Life Steal
Typing:
Heart
Category: Special
Base Power: 100
Accuracy: 85%
Power Point: 5 (Max 8)
Effect: Heals the user by half of the damage dealt.
Z-Effect: 180 BP
Explanation/Niche: A really strong special move for bulky wallbreakers.

Magearna
Typing:
Steel/Fairy => Steel/Heart
Stat Changes:
Abilities: Same
 
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Samtendo09

Ability: Light Power
is a Pre-Contributor
New Type name would be Healing, which is in-line of Fighting but still the opposite in a way.

Pressure Point
Typing:
Healing
Category: Physical
Base Power: 120
Accuracy: 80%
Power Points: 5 (Max 8)
Effect: If the target have major Status Ailment (Burn, Freeze, Poison/Toxic, Sleep, Freeze), remove it but increase the user's Accuracy by one stage.
Z-Effect: 195 BP
Niche: Strong Healer STAB, but only a few Healer Pokémon would get it. Helpful to deal with opponents that spams Rest, as it will less likely to miss the next hit.

Acupuncture
Typing:
Healing
Category: Special
Base Power: 90
Accuracy: 100%
Power Points: 15 (Max 24)
Effect: If used on an ally, it restores that ally's health by 1/2 of its maximum HP, rounded down, instead of dealing damage.
Z-Effect: 175 BP
Niche: Puff Pollen clone of a sort. Serves as standard STAB special move, but only Healing Pokémon with strong Sp. Atk and Audino could get it.

Quick Fix
Typing:
Healing
Category: Status
Base Power: ----
Accuracy: ----
Power Points: 10 (Max 16)
Effect: +1 Priority. Heal the target's HP by 33%.
Z-Effect: +1 Speed
Niche: Only useful in Doubles (unless you want to troll your opponent), but useful when you want your healer to heal the partner without having it plundered by non-Priority moves. Not useful in Psychic Terrain. Speaking off...

Healing Terrain
Typing:
Healing
Category: Status
Base Power: ----
Accuracy: ----
Power Points: 10 (Max 16)
Effect: For 5 turns (or 8 turn with Terrain Extender), any Pokémon that switches out will have their HP healed by 25% (no effect on Pokémon with Regenerator, which heals by 33% as usual), and Dark Status Moves with a Priority of 0 or greater will have -1 Priority. Camouflage transform the user into a Healing Type, Nature Power becomes Pressure Point, and Secret Power will have a 30% chance to decrease the target's Special Defense by 1 stage. Fails if the current Terrain is Healing Terrain.
Z-Effect: +1 Defense
Niche: A double-edged terrain; useful supporting move when making sure that switching will heal your main wall or stall a wee bit, but it also cause Parting Shot and Taunt to lose traction. If your wall and stall need extra healing and Dark Status delaying support, this Terrain may help.

Healing Surge: Summons Healing Terrain for 5 turns (or 8 turns if holding a Terrain Extender) upon switch-in.

I may do re-typed Pokémon tomorrow, hopefully.
 
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Some Moves:

Group Heal
Category: Status
Priority: 0
PP: 32
Effect: heals 20% of all Pokemon in team if they're not fainted.

Life Blast
Category: Special
Accuracy: 95%
Priority: 0
Base Power: 90
PP: 16
Effect: Deals 50% more to Ghosts.
 

Cookie Butter

formerly the someone
EDIT: EVERYONE, DON'T MAKE CHANSEY PURE CANCER (pun intended). It's already great with a mediocre defensive typing, imagine if it had a solid defensive typing. Don't make Healer a strong defensive typing or Chansey will have to be banned lol.

Agree with Samtendo that the new type should be named Healing
Good luck creating any physical moves for that type
Don't do this type of challenge again lol

Type Matchups:
Offensive:
x2 against Poison, Bug
x1/2 against Steel, Rock, Ground, Ice
x0 against Healing, Ghost
Defensive:
x2 from Poison, Bug
x1/2 from Dark, Psychic, Fairy
x0 from Healing

A healer has ways of dealing with Poison or Bugs, so it does SE damage to those, but a treatment in a dirty environment doesn't work and actually make the patient even more sick, so Healing takes SE damage from those unclean types.
A healer can't heal inanimate solid objects like steel or ice, so it does half damage to those. Can't heal what's already dead also.
A healer has an ethical code of conduct, not even the evil Dark-types or the manipulative Psychic-types can make it falter, so it takes half damage from those.
A healer's ethical code of conduct prevents it from harming another work colleague, another healer, so it does no damage to those.

New Moves:
Scalpel Slash | Healing | 70 BP | Physical | 100% Acc. | 20 PP | High critical hit rate.
Pill Missile | Healing | 20 BP | Physical | 95% Acc. | 20 PP | Hits two to five times.
Hot Stone Massage | Healing | 80 BP | Physical | 30% chance to burn.
Vitamins | Healing | Increases Defense by 1. User's next Healing-type move has its power doubled.

New Abilities:
Artificial Cure | If statused, removes status conditions of the user, but user loses Healing-type. User regains Healing-type if it switches out.
Sterilize | This Pokemon's Normal-type moves become Healing-type and have 1.2x power.
Nightingale Pledge | This Pokemon is immune to Dark-type moves and the effects of Taunt, Embargo and Torment.
Monk | User's Healing-type also have Fighting-type effectiveness and are considered Pulse or Aura moves.
Allergy Control | Restores HP in Healing Terrain (see Samtendo09's post) or when hit by Healing-type moves. Reduces HP in Grassy Terrain, and increases the damage received from Grass-type moves. Aromaterapy and Pollen Puff fail on this Pokemon.

Move Changes:
Heal Pulse | Healing | 80 BP | Special | 100% Acc. | 20 PP | If used on an ally, heals the target by 50% its max HP.
Acupressure | Healing | Increases critical hit rate, plus keeps all of the previous effects.
 
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New Type Name:
Heart
Heart sounds much more like a Pokémon typing than Healer, Medic, Pharmaceutical, and so forth. It also fits better with the ethos of the type - while it's centred around healing, it's also about caring and nurturing other Pokémon. I think it would be extremely rare for a Pokémon to be mono-Heart, in much the same way as Flying. This in mind, here are a few ideas for the typing.

---

Offensive Matchups:-
Super Effective vs.: Dark, Ghost, Poison
Dark, Ghost, and Poison are all types related to evil, sickness, and death - and these are types that a healing, caring Pokémon would naturally excel against. It fights the evils of the world with compassion rather than brute force.
Not Very Effective vs.: Bug, Fighting, Ground, Heart, Ice, Rock, Steel
Ground, Ice, Rock, and Steel are types indicative of things that are not "alive" in the traditional, organic sense of the world. It also struggles against Fighting- and Bug-types, because these are the "heroic" typings of the setting and the natural impulse of the Heart type is to support them rather than fight them. It's the same with itself; Heart-types can't get on board with attacking other Heart-types
Ineffective vs.: N/A

Defensive Matchups:-
Resistant To: Dark, Electric, Fire, Ghost, Grass, Heart
The effects of Dark- and Ghost-type are covered in the offensive typing section. However, Electric- and Fire-type attacks are linked with a particular status effect (Paralysis, Burn, and Freezing respectively); it seems logical that a healing type would be resistant to such things. Finally, Grass is listed here due to its relationship to plants and similar healing items, which a Heart-type would very much take in its stride. It also resists itself... obviously.
Weak To: Bug, Fighting, Ground, Ice
Again we see the reluctance to stop the "heroic" types from achieving their goals, and also Bug could really use a buff as an offensive typing. Ground is also present as something opposed to the Heart type's ability to heal, and a Heart stopped by coldness is just fitting.
Immune To: Poison
Poison occupies a special place, as it is something the Heart-type is diametrically opposed to. Thus, it has the dubious honour of being completely stiffarmed by two different types in the game. Who'd be a Poison-type, right?

---

Example Heart-type Pokémon

The Wigglytuff Line (Normal/Fairy --> Fairy/Heart)
Wigglytuff is in dire need of a buff and this is it. With its newfound Fairy/Heart dual typing it boasts a double resistance to Dark and an immunity to Poison, which is really helpful. Fairy also covers the new type's weaknesses to Bug and Fighting, though that weakness to Ground and Ice isn't doing it many favours. This typing also fits the ethos of a Heart Pokémon as a caring. happy bundle of joy.


The Marowak Line (Ground --> Ground/Heart)
Ground/Heart is an interesting typing, and who better to receive a secondary typing based around care and nurture than Cubone, with it's heart-rending backstory? It also shores up some defences, granting additional resistances to Fire, Ghost, and Dark, as well as removing the weakness to Ice and giving it immunity to Poison rather than just resistance. There's still some problems, mind; Ground doesn't cover for any of Heart's weaknesses, it's got a 4x Ice weakness, and there's overlap between Heart's resistance to Electric and Ground's immunity to it.


Luvdisc (Water --> Water/Heart)
Just... just fucking look at it.


Cresselia (Psychic --> Psychic/Heart)
Cresselia is the protector of dreams and purveyor of restful sleep, which seems like exactly the kind of thing that a Heart-type Pokémon should do. Psychic/Heart is also an excellent defensive typing, with a bucket of resistances and with the resistances almost completely cancelling each other out. However, the almost is important - the weakness to Ice is unaffected, and it's now 4x weak to Bug, which might cause some issues.


The Swoobat Line (Psychic/Flying --> Heart/Flying)
Look at their little noses. Look at them. Awww. Heart/Flying is also a pretty great defensive typing, with Heart removing Flying's weaknesses to Electric and and Flying returning the favour for Fighting, Ground and Bug. Just watch out for Ice-type moves, a 4x weakness to them is severely unpleasant


Alomomola (Water --> Water/Heart)
People often have this strange idea that Luvdisc evolves into Alomomola, but that's not the case. However, Water/Heart makes this pink blob a lot more viable, with 4x resistance to Fire as well as neutrality to Electric and Ice. A weakness to the very common Fighting- and Ground-types isn't exactly brilliant, but there's still plenty of reasons to bring the big blob to the party.


Comfey (Fairy --> Fairy/Heart)
With an ability like Triage and a fitting backstory, Comfey is perfect for the new Heart typing. We've covered how good Fairy/Heart is of a typing earlier, but it's worth repeating how well it works defensively.

---

Example Heart-type moves:-

Retyped: Acupressure, Calm Mind, Healing Wish, Heal Bell, Heal Pulse, Heart Stamp, Heart Swap, Helping Hand, Lovely Kiss, Milk Drink, Present, Safeguard, Sing, Spit Up, Stockpile, Swallow

New Moves:-

Z-Move (Heartium-Z): BRIGHT SHINING HOPE

Vigorous Massage | Heart | 25 BP | 32 PP | Physical | 90% | Hits 2-5 times | Makes contact | Priority: 0 | Z-Power: 100
Tranquilize | Heart | 50 BP | 16 PP | Physical | 100% | 20% chance to put the target to sleep | Does not make contact | Priority: 0 | Z-Power: 110
Antivenom | Heart | 80 BP | 16 PP | Physical | 100% | If the target is Poisoned, deals double damage and cures Poison | Makes contact | Priority: 0 | Z-Power: 160
Catharsis | Heart | 130 BP | 8 PP | Physical | 85% | No additional effect | Makes contact | Priority: 0 | Z-Power: 190 (N.B.: Signature move of Marowak)
Warm Glow | Heart | 40 BP | 16 PP | Special | 100% | Cures the user's Major and Minor Status Ailments. Aura move | Does not make contact | Priority: 0 | Z-Power: 100 (N.B.: This thaws the user and can be used through a Flinch effect)
Rainbow | Heart | 90 BP | 16 PP | Special | 100% | No additional effect | Does not make contact | Priority: 0 | Z-Power: 175
Willpower | Heart | 120 BP | 8 PP | Special | 70% | 10% chance to raise all the user's stats by +1 combat stage | Does not make contact | Priority: 0 | Z-Power: 180
Cauterize | Heart | 90 BP | 16 PP | Special | 90% | 30% chance to inflict a Burn | Does not make contact | Priority: 0 | Z-Power: 175
Heart Pulse | Heart | 85 BP | 16 PP | Special | 95% | Heals for 50% of the damage dealt. Pulse move | Priority: 0 | Z-Power: 170
Care Package | Heart | -- | Status | -- | Switches the user out. If the user is holding a Berry- or Herb-based consumable item, the incoming Pokémon gains its effects (for example, if the user is holding an Oran Berry, the incoming Pokémon is healed for 10 HP). Using this move does not expend the user's Berry | Priority: -1 | Z-Effect: Heals the user for 50% of its max HP
 
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New Type Name:
Heart
Heart sounds much more like a Pokémon typing than Healer, Medic, Pharmaceutical, and so forth. It also fits better with the ethos of the type - while it's centred around healing, it's also about caring and nurturing other Pokémon. I think it would be extremely rare for a Pokémon to be mono-Heart, in much the same way as Flying. This in mind, here are a few ideas for the typing.
I think this is a very interesting yet fitting name for this type. When thinking up new moves and which Pokemon would get the new type, I felt that Healer/Healing/Medical/etc. left me quite restricted in terms of variety (why would a Healing-type move cause damage? isn't that the opposite of what it should do?). But Heart-type is broader, allowing for more variety and different types of moves, while still following the general theme of caring and healing. I like it :)
 
New Type Name:
Defensive Matchups:-
Resistant To: Dark, Electric, Fire, Ghost, Ice
The effects of Dark- and Ghost-type are covered in the offensive typing section. However, Electric-, Fire-, and Ice-type attacks are all linked with a particular status effect (Paralysis, Burn, and Freezing respectively); it seems logical that a healing type would be resistant to such things.
Weak To: Bug, Fighting, Steel
Again we see the reluctance to stop the "heroic" types from achieving their goals, and also Bug could really use a buff as an offensive typing. Steel is also present as something opposed to the Heart type's ability to heal.
Immune To: Poison
Poison occupies a special place, as it is something the Heart-type is diametrically opposed to. Thus, it has the dubious honour of being completely stiffarmed by two different types in the game. Who'd be a Poison-type, right?
Poor poison, just as it was about to be useful again! Steel too, because other than Fairies, Fight and steel share 3 SE hits!! That's not okay to me. It doesn't solve any type chart issues at all.
 
(I am sorry but ı am rushing my post right now but ı will explain better in next days)

Cleric type (ı agree with this naming)
Matchup
Offensive:
SE:ghost,poison,fairy
NVE:dark,dragon,grass,fighting,bug,psychic

Defensive:
Weak to:psychic,bug,grass
Resist:fairy,ghost,fighting

Reason in with matchups:ı tried to make healing type more like supportive type that has key resists.ı thought Cleric type is more like http://tvtropes.org/pmwiki/pmwiki.php/Main/WhiteMagic .
Starting with defesive side:it resists ghost because white magic can protect someone from evil spirits.(as for fairies ı agree with g luke and origin 0).Fighting resist may seems a bit weird.İn japanese games fighting type is more like a hero type (you can see it's interactions with dark which is evil type in japanese rather than pure darkness). So ı thought resisting fight makes a bit more sense because hero s can t harm things that merely good and helpfull.

As for weakness:İt is weak to grass and bug because ı see them more like nature type which can cause seriously damage because both types are assosiated with dra inin energy or being bloodsucker.psychic is spiritual type kinda like more advanced to them so they are weak to it.
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
So I gotta admit that Heart is the best name I've seen so far and I support it 100%.

Now I'm gonna drop a revised version of my old sub,
Stuff with the typing

The Blissey line (obvious reasons)
Audino
Clefable - Fairy/Heart
Celebi - Grass/Heart
Shaymin - Grass/Heart
Alomomola - Water/Heart
Jirachi - Steel/Heart
Chimecho line
Corsola - Heart/Rock
Aromatisse - Fairy/Heart
Togekiss line - (Replaces fairy)
Buneary Line - Normal/Heart
Igglybuff line - Fairy/Heart
Woobat line - Psychic/Heart
Altaria line - (Replaces Flying)
Bellosom - Grass/Heart
Luvdisc - Water/Heart

Moves for the typing
Retyped - Heal Bell, Healing Wish, Lunar Dance, Heart Stamp, Heart Switch, Softboiled, Recover, Wish, Floral Healing, Acupressure

New Moves
WIP

Potential Type Effectiveness:

Weaknesses: Dragon, Dark, Bug
  • Dragon: Dragons are big scary monsters that basically bust up lil healers
  • Dark: Corrupt thoughts can undermine even the most sincere of efforts
  • Bug: Bugs bring lots of disease
Resistances: Fairy (Immune!), Fighting, Grass, Poison (Immune!), Water, Ghost
  • Fairy: Fairies cannot do harm to anything that only seeks to spread kindness
  • Grass: Healers use herbs to heal, so why would it take alot of damage from them?
  • Poison: Healers live to heal from ailments and illness. It helps if you cannot be affected by them.
  • Water: See Grass
  • Fighting: Instead of endless wars, the hearts of men are instead healed to keep peace.
  • Ghost: If it heals for a living it should be able to ward off death
Super-Effective Against: Poison, Water, Electric
  • Poison: It heals poison sooooooooo
  • Water: Basically what is said in resistances
  • Electric: ITSS ALIIIVVVVEEEEE
Weak Against: Steel (Immune!), Ghost (Immune!), Rock, Fire, Bug, Dark
  • Steel: Cannot heal metal.
  • Ghost: They are already dead, so healing is not an option.
  • Rock: Its Steel, but to a lesser degree
  • Fire: Fire only brings destruction, the opposite of healing.
  • Bug: Bugs have short lifespans so don't care for health.
  • Dark: See weakness reference.
My original submission was supposed to be a very peculiar typing. One that shakes up the typechart, but not necessarily in the way certain hearts desire. i got rid of it being supereffective against Grass as it has enough weaknesses already. Now Heart being immune to 2 typings with resistances to four others sounds like its busted as a typing. And in a defensive way, it is. It resists 8 out of 18 typings, which makes it very alluring as a defensive typing. But the price to pay is that offensively, its TRASH. It only hits three types supereffectively, and quite a few of these weaknesses are paired with typings that nullify it. Speaking of that, six types resist the thing, with two immunities included! No other typing faces that much defensive oppresion. Sure Ice does not resist it but we can't have everything Dilasc.
 

Cookie Butter

formerly the someone
Offensive Matchups:-
Super Effective vs.: Dark, Ghost, Poison
Dark, Ghost, and Poison are all types related to evil, sickness, and death - and these are types that a healing, caring Pokémon would naturally excel against. It fights the evils of the world with compassion rather than brute force.
Not Very Effective vs.: Bug, Fighting, Ground, Rock, Steel
Ground, Rock, and Steel are types indicative of things that are not "alive" in the traditional, organic sense of the world. It also struggles against Fighting- and Bug-types, because these are the "heroic" typings of the setting and the natural impulse of the Heart type is to support them rather than fight them.
Ineffective vs.: N/A

Defensive Matchups:-
Resistant To: Dark, Electric, Fire, Ghost, Ice
The effects of Dark- and Ghost-type are covered in the offensive typing section. However, Electric-, Fire-, and Ice-type attacks are all linked with a particular status effect (Paralysis, Burn, and Freezing respectively); it seems logical that a healing type would be resistant to such things.
Weak To: Bug, Fighting, Steel
Again we see the reluctance to stop the "heroic" types from achieving their goals, and also Bug could really use a buff as an offensive typing. Steel is also present as something opposed to the Heart type's ability to heal.
Immune To: Poison
Poison occupies a special place, as it is something the Heart-type is diametrically opposed to. Thus, it has the dubious honour of being completely stiffarmed by two different types in the game. Who'd be a Poison-type, right?
I really like this, but I have a few nitpicks to make this perfect.
In what world is Bug heroic? We can buff Bug with another type, no need to force something to buff it now. A more "heroic" type would be the innocent Fairy or maybe the thoughtful Psychic type.
You could also make Heart resist itself, because Heart is also heroic.
Ice deserves a defensive buff badly, and along with the types you listed, it's also indicative of things that are not "alive" (example: amount of Ice types in the Mineral egg group). So it's a buff that makes sense.
 
What did poison do to make people give another type immunity against it? The existence of fairies was a grasp at hope, let's not return this type o worthless coverage status.


A suggestion: new types should come in batches of 3 or 4 next slate so we can balance them with each other as well.
 
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