ss118
Smash Master
OK, I'm bumping this topic. Since we have our own server going I don't feel right just standing here and letting everyone else make changes: I want to help as well! So this topic will be dedicated to balancing current OU pokemon!
What do I mean by "Balancing" them? I mean by creating a standard for them to be on and going through with it. And the best standards are always high ones.
The biggest powerhouse of the generation has always been Garchomp. Period. It was OU for the longest time, and got banned through close decisions. People would even agree that it really wasn't that bad until you considered its ability: Sand Veil. Since Garchomp had the natural bulk(not to mention the ability to use resist berries + substitute) to live through two attacks, if both have 100% accuracy then you'd only have a 64% chance of killing it(SS is too common). Consider the fact that you play it in over 50% of your battles(it was that good!) and you had around a 25% chance of getting buttraped every 2 matches. This decision to ban him was based on creating a metagame where the best player won tournaments and got high on the ladder through consistent playing: garchomp's ability screwed anything to that standard, and thus was deemed too powerful for OU and has since been to ubers.
And now for this project: what if Garchomp didn't have Sand Veil? What if it had something like Oblivious, Pressure, hell, even SAND STREAM would be an improvement considering you can plan for it?!?! Considering how narrow the vote was and how Sand Veil was the deciding factor: I'd think not.
Which is what I propose this topic to be used for now. Here we will discuss exactly what we want the "standard" of our metagame to be, and then we will attempt to balance the OU(and maybe some things from ubers) into our SWF metagame! ;D
I propose our standard to be Haxless Garchomp. I don't know what ability we would give it, precisely, but I know that Garchomp without Sand Veil was very manageable. Unlike what everyone says, it DOES have counters. It has two primary physical sets: Swords Dance and Choice. Sure they can be seperated further into different categories, but either way Garchomp is forced to go physical with 252 Attack and Speed EVs. Likely you'll see it with a Jolly nature. So it's not really "unpredictable". But yet people always seem to bring up the Draco Meteor-ing "ChainChomp" set into these types of arguments. When did you EVER see that? 2006? The only other set Garchomp 'could' run is a defensive one, so I think he is quite manageable, especially considering buffs that random pokemon around him will be getting(Sharpedo, for example).
Anyway, feel free to make suggestions as to what the "standard" of the metagame should be. After that we will work our way around balancing pokes and then go down till the NU thread and this one meet up.
[collapse=Old stuff, IGNORE ME!]~Step 1: Type Chart~
Changes:
Dark and Ghost are Neutral to Steel.
Normal resists Dragon.
Electric and Grass are Neutral to Dragon.
Electric resists Ice.
Rock resists Rock.
Flying is now hit Neutral by Rock.
Ice resists Normal and Water.
Poison is Super-Effective against Bug and Fighting.
Psychic is resisted by Dark.
Psychic is Neutral to Steel.
--------------------------------------------------------------
~Step 2: Move Changes~
Dragon
Dragon Pulse- Base 95 power.
Dragon Rage- Physical, 150 Base Power, 80% Accuracy. Half of the damage done is done back to the user as recoil.
Dragon Rush- Physical, 40 Base Power. +1 Priority Move.
DragonBreath- 80 Base Power.
Roar of Time- Has an Explosion-like effect on the opponent's Sp. Defense stat: still has cool-down turn.
Spacial Rend- 100% Accuracy
Twister- Base Power goes up by 30 for each layer of Spikes and/or SR on your side of the field, maxing at 160. Toxic Spikes makes it Poison(1 layer)/ Toxic(2 layers).
Grass
Absorb- Has 60 Base Power. Recovers exactly the amount of damage you did.
Bullet Seed- Physical, 40 Base Power. +1 Priority Move.
Cotton Spore- Haze replica.
Energy Ball- Has 90 Base Power.
Frenzy Plant- Has an Explosion-like effect on the opponent's Sp. Defense stat: still has cool-down turn.
Giga Drain- Has 80 Base Power. Recovers half the amount of damage you did.
Magical Leaf- Grass-type OHKO.
Mega Drain- Has 70 Base Power. Recovers 5/7ths the amount of damage you did.
Needle Arm- Has 90 Base Power.
Petal Dance- Has 120 Base Power.
Razor Leaf- Has 80 Base Power.
Stun Spore- Has 85% Accuracy
Synthesis- Has 10(MAX 16) PP.
Vine Whip- Fake Out replica.
Worry Seed- Acts like Swagger, confusing the opponent with 90% accuracy, but lowers the opponent's defense 2 levels instead of increasing their attack.[/collapse]
What do I mean by "Balancing" them? I mean by creating a standard for them to be on and going through with it. And the best standards are always high ones.
The biggest powerhouse of the generation has always been Garchomp. Period. It was OU for the longest time, and got banned through close decisions. People would even agree that it really wasn't that bad until you considered its ability: Sand Veil. Since Garchomp had the natural bulk(not to mention the ability to use resist berries + substitute) to live through two attacks, if both have 100% accuracy then you'd only have a 64% chance of killing it(SS is too common). Consider the fact that you play it in over 50% of your battles(it was that good!) and you had around a 25% chance of getting buttraped every 2 matches. This decision to ban him was based on creating a metagame where the best player won tournaments and got high on the ladder through consistent playing: garchomp's ability screwed anything to that standard, and thus was deemed too powerful for OU and has since been to ubers.
And now for this project: what if Garchomp didn't have Sand Veil? What if it had something like Oblivious, Pressure, hell, even SAND STREAM would be an improvement considering you can plan for it?!?! Considering how narrow the vote was and how Sand Veil was the deciding factor: I'd think not.
Which is what I propose this topic to be used for now. Here we will discuss exactly what we want the "standard" of our metagame to be, and then we will attempt to balance the OU(and maybe some things from ubers) into our SWF metagame! ;D
I propose our standard to be Haxless Garchomp. I don't know what ability we would give it, precisely, but I know that Garchomp without Sand Veil was very manageable. Unlike what everyone says, it DOES have counters. It has two primary physical sets: Swords Dance and Choice. Sure they can be seperated further into different categories, but either way Garchomp is forced to go physical with 252 Attack and Speed EVs. Likely you'll see it with a Jolly nature. So it's not really "unpredictable". But yet people always seem to bring up the Draco Meteor-ing "ChainChomp" set into these types of arguments. When did you EVER see that? 2006? The only other set Garchomp 'could' run is a defensive one, so I think he is quite manageable, especially considering buffs that random pokemon around him will be getting(Sharpedo, for example).
Anyway, feel free to make suggestions as to what the "standard" of the metagame should be. After that we will work our way around balancing pokes and then go down till the NU thread and this one meet up.
[collapse=Old stuff, IGNORE ME!]~Step 1: Type Chart~

Changes:
Dark and Ghost are Neutral to Steel.
Normal resists Dragon.
Electric and Grass are Neutral to Dragon.
Electric resists Ice.
Rock resists Rock.
Flying is now hit Neutral by Rock.
Ice resists Normal and Water.
Poison is Super-Effective against Bug and Fighting.
Psychic is resisted by Dark.
Psychic is Neutral to Steel.
--------------------------------------------------------------
~Step 2: Move Changes~
Dragon
Dragon Pulse- Base 95 power.
Dragon Rage- Physical, 150 Base Power, 80% Accuracy. Half of the damage done is done back to the user as recoil.
Dragon Rush- Physical, 40 Base Power. +1 Priority Move.
DragonBreath- 80 Base Power.
Roar of Time- Has an Explosion-like effect on the opponent's Sp. Defense stat: still has cool-down turn.
Spacial Rend- 100% Accuracy
Twister- Base Power goes up by 30 for each layer of Spikes and/or SR on your side of the field, maxing at 160. Toxic Spikes makes it Poison(1 layer)/ Toxic(2 layers).
Grass
Absorb- Has 60 Base Power. Recovers exactly the amount of damage you did.
Bullet Seed- Physical, 40 Base Power. +1 Priority Move.
Cotton Spore- Haze replica.
Energy Ball- Has 90 Base Power.
Frenzy Plant- Has an Explosion-like effect on the opponent's Sp. Defense stat: still has cool-down turn.
Giga Drain- Has 80 Base Power. Recovers half the amount of damage you did.
Magical Leaf- Grass-type OHKO.
Mega Drain- Has 70 Base Power. Recovers 5/7ths the amount of damage you did.
Needle Arm- Has 90 Base Power.
Petal Dance- Has 120 Base Power.
Razor Leaf- Has 80 Base Power.
Stun Spore- Has 85% Accuracy
Synthesis- Has 10(MAX 16) PP.
Vine Whip- Fake Out replica.
Worry Seed- Acts like Swagger, confusing the opponent with 90% accuracy, but lowers the opponent's defense 2 levels instead of increasing their attack.[/collapse]