Mechanic changes to make competitive better

Moves that have a secondary effect have a counter for that effect instead of random chance

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Stealth Rock does 50% less damage to grounded pokemon
Monotypes Pokemon have 1.65 x STAB
Sleep lasts 2 turns max and will last at least one turn (the turn the Pokemon is put to sleep doesn't count, also everything is still halved and rounded down in the event of Early Bird).

Missing a move is 5% chance

Faster pokemon have higher evasion

Double team is now a status that makes hitting a mon 40/60 in the users favor

Moves that have a very wide range like Earthquake and Surf ignore evasion

Confusion(status) deals damage based on the type of move that failed

Good one. Would make protect and so on completely OP though, unless failing doesnt reset the counter, or its a pseudorandom number of times each time, but that's peobably even worse.

I propose reworking evasion so that it works by having an increasing chance to avoid effects, critical hits, longer chains of multi hit moves, high damage rolls and so on. Basically it just makes rng in favor of the evader, but without making moves miss completely.

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What does that even mean OP?

I think: 33% poison effect would poison in 3rd, 6th, 9th, etc turns.

bravery network did it best, your team shares a fighting game style meter that you can spend on either flourishing which adds secondary effects to moves or use protect which permanently eats the meter(you can see the player on the life has protected 3 times and the right protected once.)

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How often are you spamming the same move over and over where you'll both get the eventual status and care about it?

I'd personally make statuses have their own kind of stage system: the first Fire hit applies Warm, Fire hits on Warm changes it to Burned, and Fire hits on Burned changes it to Heavy Burn. Fire Pokemon are Immune, and Ice Pokemon start out Cold.
Frozen/Frigid/Cold/Neutral/Warm/Burned/Heavy Burn, Ice and Fire hits ticking one way or the other.

>BP of standard moves (Flamethrower, Close Combat, Earthquake, ect.) are all increased
>Most moves have a similar mechanic to Water Spout (Moves like Reversal obviously stay the same)
>You heal like 1/32th HP while switched out
>Moves like Close Combat now hit hard enough to 2HKO most thing at full health but at lower health, the user barely does any damage
>This will make things easier to wallbreak but health management is now a bigger factor for wallbreakers than it was before

Make one of the following changes to Intimidate:

>Intimidate's attack debuff isn't counted like a stat debuff, but instead functions like Unnerve: it causes the same attack drop effect, but the effect is lifted when the Intimidate mon is removed from battle

>Intimidate only works when the user is above 75% hp

>An pokemon can only be effected by an individual intimidate user once per battle

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>Excadrill becomes an even better spinner by taking a laughable 1.5625% on a swap-in
I shiggy diggy

Unironically tho the majority of you retards should never design a game ever.

>Grounded Fire/Ice/Bug types now take around 12%-25% less from Stealth Rock after getting royally fucked over by Rocks when only flying types deserved it
>but this is bad because one rapid spinner that was good becomes SLIGHTLY better due to now taking about 1.5% less from rocks
The only other option is have rocks be the only hazard but have it to the same amount of damage to all types

> retards should never design a game ever.
Tell that to the people who gave CHARIZARD TWO megas, a GIga, and a broken movepoll

Ex: 33% chance of burn = need to use the move 3 times to burn something

>Stealth Rock does 50% less damage to grounded pokemon
*Stealth Rock gets absorbed by grounded Rock-type Pokémon when sent out, granting a +1 to the Pokémon's Defense.

FTFY

>rocks types providing defensive utility

Impossible

Stealth Rock deals 1/8 damage to grounded mons and 1/4 damage to non-grounded mons.
Freeze is replaced with frostbite.
Sleep always lasts 2 turns.
Paralysis gives -1 priority to all moves.
Low accuracy moves now have 100% accuracy, but other drawbacks (think Close Combat over Focus Blast)
OHKO moves have their PP reduced to 1 and you can only have 1 OHKO move on your team.
Critical hits are still RNG-based, but they become more and more likely to happen the longer the opponent is in battle.

Every non-OHKO move targeting a Pokemon switching in will never miss.
It is so fucking disappointing to carry a coverage move, double predict an opponent's switch, and then get punished by RNG.

rng is removed from the game

All based changes