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Gaming Arena => Online => Pokémon Go => Topic started by: Yerix on Apr 24 2017, 01:50 PM

Title: theorycraft topic
Post by: Yerix on Apr 24 2017, 01:50 PM
speculation if GO's battle system begins obtaining more futures from the core series

burn:
- halves atk
- 1-3 dmg every sec
- duration 5-8 secs
- fire types are immune

paralysis:
- doubles move cooldown
- duration 5-8 secs
- electric types are immune

poison:
- 1-3 dmg every sec
- badly poisoned : 2-5 dmg every sec
- duration 5-8 secs
- poison and steel types are immune

freeze:
- immobile
- duration 5 secs
- can be melted away immediately if the victim has a fire move
- ice types are immune

sleep:
- immobile
- duration 3-5 secs (7 secs if rest is used)

bound:
- 1-3 dmg every sec
- attacker can't switch
- duration 6 secs

infatuation:
- works on opposite gender
- unable to use charge moves
- duration 10 secs
- same gender/genderless are immune

confusion:
- 33% chance of a fast move failing and the victim hits itself for the equivalent of a 10 dmg no-type attack with 0.5 cooldown
- duration 8 secs

ghost curse:
- halves user's HP
- cursed opponent is given 2-4 dmg every sec

misc:
- status category moves like swords dance, etc. could ideally become non-damaging charge moves meant to give stat buffs/debuffs/status conditions, and other types of effects
- if status conditions should not resolve after battle, they disappear after battle as a means to not add more items to clutter the pokestop pool

harsh sunlight:
- 1.25x to fire moves
- water moves 0.8x
- solar beam becomes a 2-bar move [50]/[50]
- thunder and hurricane now require the equivalent of 200 energy to be ready (a red bar?)

rain:
- 1.25x to water moves
- fire moves cut in half
- thunder and hurricane become 2-bar charge moves [50]/[50]
- solar beam's damage is cut in half (90)

sandstorm:
- 1-2 dmg to all non-rock/ground/steel types per 3 secs
- 1.25x defense buff to rock/ground/steel types
- solar beam's damage is cut in half (90)

hail:
- 1-2 dmg to all non-icel types per 3 secs
- blizzard becomes a 2-bar move [50]/[50]
- solar beam's damage is cut in half (90)

stat buff/debuffs:
atk/satk=GOatk
def/sdef=GOdef
speed=energy gain rate
accuracy=move cooldown
evasion=increase in dodge damage reduction
- all buffs/debuffs to stats are temporary (like how rumble handles them)
- stat mods should last 10 secs with the timer resetting every time a stat mod is re-applied
- stat mods stack up to 6
Title: Re: theorycraft topic
Post by: Yerix on Apr 24 2017, 06:11 PM
speculative effects of abilities

- stench
-- 0.8x cut to opponent's energy charge

- drizzle
-- summons rain upon entry

- speed boost
- 1.25x boost to energy gain

- battle armor
-- cannot be critical hit

- sturdy
-- 0.8x additional resistance to charge move damage

- damp
-- 0.4x damage resistance from explosion and self-destruct (should they ever be implemented)

- limber
-- paralysis immunity

- sand veil
-- 1.25x increase of energy gain in a sandstorm

- static
-- may inflict paralysis if hit with a charge move

- volt absorb
-- 3-5 energy gain when hit with an electric move

- water absorb
-- 3-5 energy gain when hit with a water move

- oblivious
-- infatuation immunity

- cloud nine
-- ignores weather effects

- compound eyes
-- 1.25x increase of energy gain

- insomnia
-- sleep immunity

- color change
-- becomes the type of a move it is hit by

- immunity
-- poison immunity

- flash fire
-- 3-5 energy gain when hit with a fire move

- shield dust
-- ignores secondary effects of charge moves

- own tempo
-- confusion immunity

- suction cups
-- cannot be forced out of battle

- intimidate
-- reduces opponent's attack -1 when entered into battle

- shadow tag
-- opponent can't switch out unless if ghost type (pvp)

- rough skin
-- when hit by an opponent's charge move, the attacker is damaged by 1/16 of the target's HP

- wonder guard
-- completely negates all damage from moves that aren't super-effective

- levitate
-- 0.4x resistance to ground attacks

- effect spore
-- chance of inflicting poison/sleep/paralysis when hit with a charge move

- synchronize
-- when burned/poisoned/paralyzed, the opponent is also inflicted (if not immune)

- clear body
-- negates stat reduction (other than by its own moves)

- natural cure
-- status conditions heal in half the time

- lightning rod
-- 0.8x resistance to electric fast moves
-- +1 attack boost when hit with an electric charge move

- serene grace
-- chances of charge moves inflicting secondary effects are doubled

- swift swim
-- 1.5x boost to energy gain in rain

- chlorophyll
-- 1.5x boost to energy gain in sunlight

- illuminate
-- cuts opponent's energy gain in half

- trace
-- copies opponent's ability

- huge power
-- doubles base attack stat

- poison point
-- may inflict poison if hit with a charge move

- inner focus
-- energy gain cannot be lowered

- magma armor
-- freeze immunity

- water veil
-- burn immunity

- magnet pull
-- steel types cannot switch out (pvp)

- soundproof
-- 0.8x resistance to sound moves
-- negates all secondary effects of sound moves

- rain dish
-- 1-3 HP recovered per 3 secs in rain

- sand stream
-- summons sandstorm upon entry

- pressure
-- 1.25x increase to the energy costs of an opponent's charge moves

- thick fat
-- 0.8x resistance to fire and ice moves

- early bird
-- wakes up from sleep in half the usual time

- flame body
-- may inflict burn if hit with a charge move

- run away
-- avoids all damage when it successfully dodges

- keen eye
-- charge move cannot be dodged

- hyper cutter
-- attack cannot be lowered (other than by its own moves)

- pickup
-- chance of picking up an item as you're walking

- truant
-- doubles move cooldown
-- as a gym defender, it attacks every 4.5 secs

- cute charm
-- when hit by a charge move, an opposite gendered pkmn may get infatuated

- plus
-- +1 atk if something with plus/minus is in your party

- minus
-- +1 atk if something with plus/minus is in your party

- forecast
-- transforms with certain weather

- sticky hold
-- opponent cannot dodge fast moves

- shed skin
-- status conditions resolve in half the time

- guts
-- +2 atk when with a status condition

- marvel scale
-- +2 def when with a status condition

- liquid ooze
-- damages attackers that used a draining move

- overgrow
-- 1.25x grass attack damage when HP is low

- blaze
-- 1.25x fire attack damage when HP is low

- torrent
-- 1.25x water attack damage when HP is low

- swarm
-- 1.25x bug attack damage when HP is low

- rock head
-- ignores recoil damage

- drought
-- summons harsh sun upon entry

- arena trap
-- opponent can't switch out unless it is ghost, flying, or has levitate (pvp)

- vital spirit
-- sleep immunity

- white smoke
-- negates stat reduction (other than by its own moves)

- pure power
-- doubles base attack stat

- shell armor
-- prevents critical hits

- air lock
-- negates weather effects

- tangled feet
-- 0.4x damage resistance when confused

- motor drive
-- 0.8x resistance to electric fast moves
-- energy gain is boosted 1.25x when hit with an electric charge move

- rivalry
-- 1.25x damage boost against a same gendered opponent
-- 0.8x damage reduction against a different gendered opponent

- steadfast
-- effects that would lower energy gain rates now boost them instead

- snow cloak
-- 1.25x increase of energy gain in hail

- gluttony
-- doubles healing effect of potions

- anger point
-- +6 atk when it takes a critical hit

- unburden
-- should held items be implemented, double energy gain when a held item is used/lost

- heatproof
-- 0.4x resistance to fire

- simple
-- doubles stat changes

- dry skin
-- restore HP equal to 1/2 of the damage it would receive from water moves
-- 2-3 HP recovered per 3 secs in rain
-- 1.25x additional weakness to fire moves
-- 2-3 HP lost per 3 secs in sunlight

- download
-- +1 atk if the opponent's base def is higher than the user's atk
-- +1 def if the opponent's base atk is higher than the user's def

- iron fist
-- 1.25x boost to punching moves

- poison heal
-- reverses damage of poison to heal instead

- adaptability
-- additional 1.25x to STAB

- skill link
-- able to dodge while using a charge move

- hydration
-- immune to status conditions in rain

- quick feet
-- halves move cooldown when having a status condition

- normalize
-- all moves become normal type and get a 1.25x damage boost

- sniper
-- 2x additional critical hit damage

- magic guard
-- ignores passive damage

- no guard
-- 2x boost to energy gain
-- charge moves from either player cannot be dodged

- stall
- 2x boost to energy gain
-- automatically uses charge move after the opponent uses their charge move

- technician
-- 1.25x boost to fast move

- leaf guard
-- status condition immunity in sunlight

- klutz
-- unable to use held item

- mold breaker
-- moves ignores effects of opponent's ability

- super luck
-- critical hits are more likely to happen

- aftermath
-- when fainted, inflicts damage on the opponent equivalent to a typeless 50 damage attack

- anticipation
-- an exclamation point symbol appears over this pokemon when anything on an opponent's team/gym defenders has moves super-effective against this pokemon
-- if so, energy gain is doubled

- forewarn
-- displays opponent's moveset and energy bar in battle

- unaware
-- ignores opponent's stat changes

- tinted lens
-- 1.25x damage boost to "not very effective" moves

- filter
-- 0.8x resistance to super-effective damage

- slow start
-- halves base atk and halves energy gain for the first 30 seconds this pokemon is in battle

- scrappy
-- negates resistance of normal and fighting moves against ghost types

- storm drain
-- 0.8x resistance to water fast moves
-- +1 attack boost when hit with an water charge move

- ice body
-- 2-3 HP recovered per 3 secs in hail

- solid rock
-- 0.8x resistance to super-effective damage

- snow warning
-- summons hailstorm upon entry

- honey gather
-- may pick up honey as you walk (if honey is reinstated as an item)

- frisk
-- reveals opponent's held item

- reckless
-- 1.25x damage boost to recoil moves

- multitype
-- changes type depending on held plate/z-crystal

- flower gift
-- 1+ atk and def in sunlight

- bad dreams
-- sleeping opponent loses 1-3 HP per 3 secs

- pickpocket
-- steals held item from attacker when damaged

- sheer force
-- 1.25x damage boost to charge moves
-- secondary effects are removed

- contrary
-- stat changes are reversed

- unnerve
-- opponent can't eat their held berry (should they be a thing)

- defiant
-- +2 atk if it gets a stat reduction

- defeatist
-- halves base atk and def when HP drops below half

- cursed body
-- chance of disabling the opponent's energy gain for 10-20 secs when hit with a charge move

- healer
-- an ally's status condition resolves in half the time (should doubles/triples become a thing)

- friend guard
-- allies get a 0.8x damage resistance

- weak armor
-- -1 def and 1.25x additional energy gain when hit with charge moves

- heavy metal
-- 0.8x damage resistance from lightweight opponents
-- slower to dodge

- light metal
-- 1.25x additional energy gain
-- 1.25x additional weakness from heavyweight opponents

- multiscale
-- 0.8x damage resistance for the first 25 seconds in battle

- toxic boost
-- 1.25x damage boost when poisoned

- flare boost
-- 1.25x damage boost when burned
-- ignores burn's attack cut

- harvest
-- may spawn another berry after using it

- telepathy
-- negates damage from an ally's attack

- moody
-- increases either atk/def/energy gain/cooldown reduction/dodge damage reduction by +2 and lowers another stat by 1 every 15 secs

- overcoat
-- negates weather damage and the effects of powder moves

- poison touch
-- chance of poisoning a target when attacking it with a charge move

- regenerator
-- restores some HP when withdrawn from battle

- big pecks
-- negates drops to defense

- sand rush
-- 1.25x boost to energy gain in a sandstorm

- wonder skin
-- reduced success of status moves (should they ever become a thing)

to be continued