Fixing the Grass-type (Part 2)
by, 19th March 2011 at 07:28 AM (3064 Views)
So this is the second part of what is my biggest article yet that deserved splitting. I guess it does feel awkward to come up with interesting things to say in the middle parts, as they do not represent any significant event, huh? Anyway, not much to say here, but enjoy the read!
- New types of Pokémon
- Type Coverage
- Attack Distribution
- New Moves
- Modification of Existing Moves
- New Status Ailment
- Type Chart Change
- Past Improvements
In this section, these are new moves that I think will promote the Grass-type into making them better battlers. While they do not address to the problems I listed directly, these extra moves will in some way be helpful to improve the imagery of the Grass-type. Note that under "Distribution", the list contains Pokémon that are supposed to be privileged to get the move, and it's not necessarily restricted to that pool. I have a lot of ideas in this section, so it may be long to some, but hopefully that it’s easy to read due to the way it’s organised!
Pepper Bomb (Physical)
Stats: 70 Base Power, 100% Accuracy, 15 PP
Effect: Bug, Flying, Dragon and Steel-types will take x2 damage from the move instead of x1/2, while Rock and Ground-types take x1/2 damage from it instead of x2. The effect will affect switch-ins only.
Comment: The move will discourage any of the common resistors from taking advantage of Grass’ wide resisted range by surprising them with a powerful attack. Note that three of the types are left out in the resistance pool, which are Fire, Poison and Grass. Fire is supposed to be better than the Grass-type, while the Grass-type would naturally resist Grass attacks. Poison is just for some needed resistance. Water is the only one that hates getting in whatsoever, so some important ones like Gyarados and Kingdra will not like the full force of this attack.
Distribution: Bulbasaur, Oddish, Bellsprout, Paras, Hoppip, Celebi, Shroomish, Budew, Shaymin(-S), Sewaddle, Cottonee, Petilil, Foongus
Seed Pop (Physical)
Stats: 60 Base Power, 90% Accuracy, 15 PP
Effect: +1 Priority attack.
Comment: This is an idea for a Grass-type priority attack. Out of all the types, Water is the one of the few types (of 5) that doesn’t have a super-effective priority attack aiming at it. So, with this move, the faster Water-types will have something to fear, especially Starmie. The power of this move may be a bit high for an increased priority attack, but the accuracy will be sure to balance things out.
Distribution: Bulbasaur, Skiploom, Celebi, Treecko, Breloom, Turtwig, Leafeon, Shaymin, Pansage, Maractus, Virizion
Stone Seed (Physical)
Stats: 80 Base Power, 100% Accuracy, 10 PP
Effect: This attack is treated as a Rock-type attack.
Comment: It’s basically a Rock-type attack with the characteristic of a plant, which will be an interesting alternative for Pokémon who lacks Rock attacks but can learn seed-based moves like Maractus. The Grass-type is so that the Grasses will get STAB off the move. Oh, and did I mention it’s essentially a Rock-type Seed Bomb?
Distribution: Bellsprout, Tangela, Chikorita, Hoppip, Celebi, Seedot, Shroomish, Lileep, Tropius, Turtwig, Snover, Shaymin, Snivy, Deerling, Maractus, Ferroseed, Virizion
Plant Wrath (Physical)
Stats: 70 Base Power, 100% Accuracy, 20 PP
Effect: If a teammate is knocked out, the power is doubled the next turn.
Comment: This is essentially a Grass-type Retaliate. I figured that this move will make a good utility move for the Grass-type as it will be very strong if it’s used soon, meaning that caution should be exercised when switching into the attack. The move would also be a false alarm too, because if the opponent decided to switch in a resistor, they may take another super-effective attack like Rock Slide instead. Distribution should be limited to make Seed Bomb still a good option.
Distribution: Bulbasaur, Tangela, Chikorita, Celebi, Treecko, Turtwig, Snover, Shaymin, Snivy, Pansage
Hit Leaves (Physical)
Stats: 70 Base Power, 100% Accuracy, 20 PP
Effect: Hits the opponent, then return to the trainer. After that, switch to a new Pokémon.
Comment: Basically a Grass-type U-turn, but I couldn’t come up with a themed name, so I went for a pun instead, where the term can mean the green component and it can also denote departing. Anyway, since Grass-types will have unfavourable matchups quite often, this move will hopefully give them some room for safety.
Distribution: All Grass-types
Prickle Hook (Physical)
Stats: 50 Base Power, 100% Accuracy, 25 PP
Effect: If the opponent switches out, they take double damage before escaping.
Comment: It’s basically a Grass-type Pursuit. Let's explore a scenario involving the Ghost-type: Ghost has been proven to be one of the best defensive-types in the game, but Pursuit exists to mitigate some of that usefulness, since the user of the Ghost-type cannot immediately flee to a resistor without getting hurt. Similarly, any Water, Rock and Ground type can get into something that resists Grass and take advantage of the resisted hit to do something nasty. With this move, any troublesome Pokemon that are weak to the move will not like escaping, because that meant their survivability is limited.
Distribution: Bulbasaur, Bellsprout, Tangela, Chikorita, Skiploom, Treecko, Cacturne, Cradily, Snivy, Sewaddle
Solar Laser (Special)
Stats: 85 Base Power, 100% Accuracy, 10 PP
Effect: This move is treated as a Fire attack. Has a 30% chance of Burn.
Comment: Basically, the move is a Grass-type attack that acts as a Fire-type attack, meaning there’s Grass STAB for it. The burn effect can help, since being able to lower the Attack of the opponent can tremendously aid their defensive capabilities.
Distribution: Pokémon that can also learn SolarBeam. Best users would include Venusaur, Exeggutor, Meganium, Bellossom, Sunflora, Celebi, Sceptile, Roserade, Tangrowth, Leafeon, Shaymin, Serperior, Simisage, Whimsicott, Liligant, Virizion
Petal Storm (Special)
Stats: 80 Base Power, 100% Accuracy, 15 PP
Effect: Hits everyone near the user. 30% chance of Attack and Special Attack reduction.
Comment: Basically a Special Grass attack that hits more than one target, while the attack reduction will help the user survive the attacks and launch the attack more often. It will also be a good combo with Sap Sipper Pokémon to get a free boost while this attack is continually being used, similar to what some Discharge and Lava Plume Pokémon are doing.
Distribution: Ivysaur, Oddish, Bayleef, Sunkern, Roselia, Petilil, Deerling
Stats: 120 Base Power, 85% Accuracy, 5 PP
Effect: 10% Chance of lowering target’s Attack
Comment: A strong Grass-type Special attack, which is made because Seed Flare is a legendary signature move and Solarbeam goes by different rules. Grass Knot was a bit too widespread, so those with this move will have the advantage, since it hits at full power most of the time. Nothing more needs to be said: it’s an alternative powerful Grass attack.
Distribution: Exclusive to Grass-types
Green Shower (Special)
Stats: 150 Base Power, 100% Accuracy, 5 PP
Effect: The lower the user’s HP, the less powerful the move is.
Comment: This would be a very good fit on both fast Grass-types and Chlorophyll users, because they often move first, getting the advantage. They will also appreciate a very powerful move at their disposal, and what’s even better is the move comboed with Leech Seed to keep them healthy for a more powerful effect.
Distribution: Venusaur, Vileplume, Victreebel, Exeggutor, Meganium, Jumpluff, Sunflora, Celebi, Sceptile, Ludicolo, Shiftry, Tropius, Torterra, Roserade, Cherubi, Carnivine, Abomasnow, Tangrowth, Leafeon, Shaymin, Serperior, Simisage, Whimsicott, Liligant, Deerling, Virizion
Stats: 10 PP
Effect: The Pokémon submerges itself in soil. On the next turn, Attack, Defence, Special Attack, Special Defence and Speed are all increased by one stage each. The boosts are immediate in Sun.
Comment: This move makes sense when you think about it: the plant is basically nurturing itself to become stronger, but requires some time. For two turns, the boosts will very likely be worth the trouble, because boosting five stats for one or two turns is a good deal, especially for those bulkier Pokémon. This move will also be a great addition to make Sun better, and can be a good rival move to Growth.
Distribution: Plant Egg Group Pokémon
Rotten Fruit (Status)
Stats: 10 PP
Effect: Heals the target to full health if they aren’t already, but also causes two of the following on the target: Confusion, Infatuation, Taunt, Torment, Poison. Effect immunities are not chosen.
Comment: This move is an oddball, because it essentially benefits the target, but wait! It’s not as good as you think, because the move will also cause whatever is hit to have some nasty effects, so being able to be fully healed without going to sleep can have drawbacks too. The effect is balanced by not being able to work on fully-healed opponents, which means entry hazards are a must to abuse the effect. It can be a good supporting move to your partners, but the side effects must be considered too.
Distribution: Exeggutor, Tropius, Cherubi
Leech Shoots (Status)
Stats: 20 PP
Effect: Plant a pile of shoots on the opponent’s side of the field. If the opponent switches in a Pokémon, 1/8 of their health is sapped. Grass-types are unaffected. Rapid Spin, Sap Sipper and Flame Body Pokémon remove this effect (though they will still be affected).
Comment: This is a Grass-type entry hazard. It basically saps the health from the opponent, which will discourage switching, since it may sometimes make the user’s Pokémon harder to take out in some cases, and little recovery for those who don’t have any is always welcomed.
Distribution: Mainly Grass-types
Stunt Powder (Status)
Stats: 100% Accuracy, 15 PP
Effect: Disables a random move the opponent has. If the move is a type the Pokémon in particular is weak to, it gets disabled first. Among more than one of them, a random one is disabled.
Comment: As a type that specialises in status, it’s important that there is a disabling effect to prevent the opponent from taking advantage of one of Grass-type’s weaknesses, which would greatly aid their survivability. So, this means that it may even prevent the use of Ice attacks from Water-types, Fire attacks from Fires or even Toxic.
Distribution: Pokémon that can learn Powder-based moves
Rash Powder (Status)
Stats: 80% Accuracy, 15 PP
Effect: Burns the opponent.
Comment: This move is essentially a Burning status move for the Grass-types, which is more accurate than Will-O-Wisp to make up for the lesser distribution. As a type that specialises in status, a burning move is logical. Besides, not being able to activate Flash Fire is a good thing anyway.
Distribution: Pokémon that can learn Powder-based moves, like Chikorita and Bulbasaur
Leech Bind (Status)
Stats: 75% Accuracy, 30 PP
Effect: Bind the opponent to prevent their escape. In addition to that, 1/16 health from the opponent is sapped from them and recover the user. Effect is cancelled when user switches out. It lasts for 5-6 turns. Does not sap from trapped Grass-types.
Comment: Basically a Grass-type move that traps, but has an added effect of sapping health. Accuracy is a little lower for balance purposes.
Distribution: Bulbasaur, Tangela, Chikorita, Snivy
Leaf Pile (Status)
Stats: 25 PP
Effect: Place leaves on the opponent’s side of the field. Up to three layers can be placed. It will cause Special Grass-type attacks to be multi-target. Fire attacks will be made more powerful, but the effect will vanish. In addition to this, the opponent’s non-Fires loses 1/8 of their health per turn. The effect lasts depending on the amount of layers placed. Effect will vanish with Sap Sipper or Rapid Spin before burn, and with Water attacks or Rain after burn.
Comment: The specifics of this effect can be quite confusing, but this move is specifically made to provide better synergy with Fire-types, since the move benefits both of them to give trouble to the opponent. Even Grass-types can benefit from the effect, because some of their attacks will be increased as well.
Distribution: Pokémon that can learn leaf-based attacks.
Leaf Shield (Status)
Stats: 5 PP
Effect: The Pokémon who used this move creates a shield whose HP equals to the level of the user and follows the type matchups of the user, and can transfer the effect to another teammate. If the attack removes the shield, then it disappears. Effects moves will not affect the Pokémon under the effect, like stat reduction and status. Fire attacks will bypass this effect in addition to the shield removal, but Will-O-Wisp only removes the shield.
Comment: It’s basically a Substitute that works differently. Instead of working on the user, it can work on a partner to provide protection. Not only that, the protection extends to the type to capitalise on the advantage of being a Grass-type. Perhaps the extra weaknesses will ever prevent the move from being broken.
Distribution: Pokémon that can learn leaf-based attacks.
Modification of Existing Moves
Some Grass-type moves are in need of a change if it were to be useful. Some of the moves could use some tweaking so that their utility will increase, thereby increasing its usage.
Problem: Relatively low Base Power for an effect that has a slim chance of happening
Proposed Change: This can go two ways: increase of Base Power to 85 or increase chance of Accuracy drop to 60% (or better yet, both)
Explanation: Believe it or not, this is an exclusive move that few Grass-types learn, including Snivy’s family. Unlike the other two starters’ exclusive moves, this move isn’t really worth its usage, considering that its effect rarely activates. With a boost in power and chance of activation, it can see some utility, because being able to do some damage while simultaneously reducing Accuracy is a good thing, because the opponents will get less and less chances of getting their attacks in.
Problem: Easily stopped by other weather-changers.
Proposed Change: Charge before switching occurs. This is similar to Generation 4’s Focus Punch sequence, where the charging will occur beforehand. This move will also be executed on the same turn if Charging occurs while there was Sun.
Explanation: One of Solarbeam’s flaws that made it not as good as the other high-powered moves is that it is difficult to actually take advantage of it, as a weather changer is basically granted a free turn (and reduced damage). While not every team carry a weather changer, this change will finally make Solarbeam a great move again, because it will make its usage easier and more worth it. Ninetales will definitely love this change.
Problem: Advantage over Giga Drain is near negligible
Proposed Change: Increase Energy Ball’s Base Power to 95
Explanation: Giga Drain recently had a Base Power increase to 75, which is close to 80, making that move the better option. Yes, Energy Ball’s distribution is more widespread, true, but another reason for this change is that the Base Power for Energy Ball isn’t that high enough to be dangerous, making it less of a threat. With this change, Energy Ball will have some merit over Giga Drain for being powerful.
Absorb and Mega Drain
Problem: Both moves didn’t keep up with Giga Drain’s power boost
Proposed Change: Absorb’s Base Power upped to 40, while Mega Drain’s to 60
Explanation: In Generation 4, the aforementioned moves have a simultaneous upgrade in PP. However, while Giga Drain got this treatment in Generation 5, both of these moves didn’t get the upgrade. It’s a shame, because if they were, they will be more useful to use, especially Roserade, who can use Technician with a 90 Base Powered Mega Drain.
Problem: Not very accurate
Proposed Change: Grasswhistle’s Accuracy increase to 65%
Explanation: In order to promote the Grass-type as the status type, this move needs to have an accuracy boost to encourage this. Because Grass-types only got this move, they will be something to consider as you have others with the ability to Sleep. So, Sawsbuck has something else to threaten with, or even Sceptile. Only thing that worries me is Whimsicott becoming too good, though.
Problem: Low Base Power
Proposed Change: Increase Base Power to 75
Explanation: Razor Leaf is the only Grass-type attack that hits multiple targets, and as such, a power boost would be appropriate to give this move more utility. While the power of the move is very close to Seed Bomb, it will not be the dominant choice because unlike Seed Bomb, its distribution is not as widespread. Let’s not forget this move’s increased critical hit ratio.
New Status Ailment
I thought of this solution very early, so I feel that it’s worth mentioning it again. It would be nice if Grass-types have their own non-volatile status ailment that gives the opponent trouble.
The status ailment that I propose is “Flu”. My proposed effect for this is that the opponent’s power is reduced by 20%, which will make their attacks slightly weaker. Not only that, if they attack, they will suffer from a health reduction of 10% (Life Orb recoil doesn’t take effect). The bonus is that it fits the three-letter text in the HP bar in the games. Only Grass-types are not affected by the effect, as with Pokémon with Immunity.
There are certain ways to abuse the effect. If the opponent does not attack, they will be safe from the effect, but it can be circumvented by use of Taunt to prevent them from doing such thing. Encore can also be used to force them to attack again, but Guts users may not mind the effect much, so the opponent’s Guts user will be more of a threat. It may also be something other Magic Guard users dislike catching, as they are usually Specially-based Pokémon, and the effect lowers Special Attack slightly.
With the status ailment, some of the Grass-types are great for absorbing the status to prevent the team from catching the negative effects of the flu, which will make them somewhat useful in a way, just as Fire-types are used among others to absorb burns by Will-O-Wisp.
The new move that will spread this status can be called Sneeze or Pollinosis (or even Hay Fever), which only causes the status ailment. There may even be attacks with a slight chance of getting the effect, like Virus Punch or Plague. I guess I am not comfortable suggesting all of this, because I feel like I am promoting a disease.
So basically, my point is that a new status ailment will very likely shake things up in the game, as they are all naturally not that fun to get hit with. Let’s see how this turns out if it were true!
You know, the images you saw weren't drawn in that order, so you will definitely see some style changes. Anyhow, the next part is the last part, and I agree: it's really long.
Thanks for reading.
(Part 1) ● (Part 2) ● (Part 3)
Total Trackbacks 0