jueves, 4 de julio de 2019

How to Fix: Pokémon (Gen8 Balance Concept)

First of all, #BringBackNationalDex

Now, due to the SWSH backlash, one of the statements developers said was all 807+ pokemon will not be included due to balance concerns. In my opinion, balance in pokemon has never be a thing in the series (and should be), for example as VGC uses doubles format (making each pokemon has access to partners moves) or using 4vs4 instead of 6vs6 introducing more "luck factor" in the process. It is understandable when the game has 800+ species, however this way allows players to experiment and try new things in teams management (the best of pokémon games) but will not be anymore in favor of a predetermined balance. Certainly the new games incorporate new things such as Giant Pokemon Battles but is still a mechanic most players gives the benefit of the doubt (at this point), but never sacrifices Mega Evolutions (specially) and Z-moves for something like that...

SO, like a enthusiast pokemon player I am, I decided to pouring in this lines some balance issues I found in pokemon, his abilities and moves, in the process of team-building experimenting and how I would fix it:



1. Mechanics

An important issue found in new games is the balance break down, mainly because of the Dynamax mechanic. By doubling HP stat and giving access to secondary effects with every move (including stat boosts), a lot of pokemon is able to abuse of stat boost from other sources and some abilities as well. This mechanic should be cut, effect immediately, and all species able to Gigantamax should be able to Mega Evolve instead, with a more worked base stats set and not just simply doubling is HP total stat. With Dynamax being cut, Pinch Berry should be able to be work as always.


In the same way, old Z-moves had a very poor balance overall, breaking all sort of strategies with pure sheer power, making lot of matches impossible to fight back, even with an own Z-move. I suggest old Z-moves (including exclusive ones and G-Max moves when apply) should behave as Max Moves (or G-Max Moves when apply) in the way of allowing the use of one move at normal power then adding his tied secondary effect. This kind of moves should still be tied to Z-crystals and one use only.

Also, Mega evolutions as well as legendary and mythical pokemon needs a serious tune in the amount of his sheer base stat points. For all legendary pokemon from 600 total base stats points and over, his Attack, Defense, Special Attack, Special Defense and Speed base stats should be reduced by 10 points each (50 points); the list of legendary pokemon from 600 total base stats points is: Arceus, Cresselia, Deoxys (all forms), Dialga, Eternatus, Giratina (both forms), Groudon (also primal, see below), Heatran, Ho-oh, Kyogre (also primal, see below), Kyurem (all forms), Landorus (both forms), Latias (also mega, see below), Latios (also mega, see below), Lugia, Lunala, Mewtwo (also megas, see below), Necrozma (all forms), Palkia, Rayquaza (also mega, see below), Regigigas, Reshiram, Solgaleo, Xerneas, Yveltal, Zacian (both forms), Zamacenta (both forms), Zekrom and Zygarde (50% and 100% forms). For all other pokemon from 600 total base stats points and over (megas out, see below), his Attack, Special Attack and Speed base stats should be reduced by 10 points each (30 points). The list of all other pokemon from 600 total base stats points is: Celebi, Darkrai, Diancie (also mega, see below), Dragapult, Dragonite, Garchomp (also mega, see below), Genesect, Goodra, Hoopa (both forms), Hydreigon, Jirachi, Kommo-o, Magearna, Manaphy, Marshadow, Melmetal, Meloetta (both forms), Metagross (also mega, see below), Mew, Salamence (also mega, see below), Shaymin (both forms), Slaking, Tyranitar (also mega, see below), Victini, Volcanion, Wishiwashi (school form) and Zeraora.


I suggest to decrease the number of base stats points gained by activating mega stones (and mega evolving consequentially) from 100 to 50, effectively halving the number of points gained in each stats, as follows (order: HP-Atk-Def-SpA-SpD-Spd):
i. For purpose of this modification, Ash-Greninja will be considered as a mega evolution, so:
base of 72-95-67-103-71-122
to 72-120-67-128-71-127 after Battle Bond ability activation (instead of 72-145-67-153-71-132).
---
iI. Mega Gengar
base of 60-65-60-130-75-110
to 60-65-70-150-85-120 after mega stone activation (instead of 60-65-80-170-95-130).
Shadow Tag modification should be considered - see below.
iiI. Mega Kangaskhan:
base of 105-95-80-40-80-90
to 105-110-90-50-90-95 after mega stone activation (instead of 105-125-100-60-100-100).
Parental Bond modification should be considered- see below.
iv. Mega Blaziken:
base of 80-120-70-110-70-80
to 80-140-75-120-75-90 after mega stone activation (instead of 80-160-80-130-80-100).
Speed Boost modification should be considered - see below.
v. Mega Medicham:
base of 60-60-75-60-75-80
to 60-80-80-70-80-90 after mega stone activation (instead of 60-100-85-80-85-100).
vi. Mega Lucario:
base of 70-110-70-115-70-90
to 70-127-80-127-70-97 after mega stone activation (instead of 70-145-88-140-70-112).
Ability should be changed from Adaptability to Mold Breaker.
---
vii. Mega Rayquaza:
base of 105-150-90-150-90-95
to 105-155-85-155-85-95 after mega stone activation (instead of 105-180-100-180-100-115;
nerfed by-10 to 5 stats because of 600+ total base stats, see above).
A new Green Orb should be required as well as Draco Ascent move in order to Rayquaza be enable to Mega Evolve - making Rayquaza unable to use items.
viii. Primal Groudon:
base of 100-150-140-100-90-90
to 100-155-140-115-80-80 after red orb activation (instead of 100-180-160-150-90-90;
nerfed by-10 to 5 stats because of 600+ total base stats, see above).
ix. Primal Kyogre:
base of 100-100-90-150-140-90
to 100-115-80-155-140-80 after blue orb activation (instead of 100-150-90-180-160-90):
nerfed by-10 to 5 stats because of 600+ total base stats, see above).
x. Mega Mewtwo:
base of 106-110-90-154-90-130
(Mega X) to 106-140-85-144-85-120 (instead of 106-190-100-154-100-130); or
(Mega Y) to 106-120-70-164-95-145 (instead of 106-150-70-194-120-140;
nerfed both by-10 to 5 stats because of 600+ total base stats, see above).
xi. Mega Latias:
base of 80-80-90-110-130-110
to 80-80-95-115-130-100 (instead of 80-100-120-140-150-110;
nerfed by-10 to 5 stats because of 600+ total base stats, see above).
---
xii. Mega Diancie: 
base of 90-100-150-100-150-50
to 50-120-130-120-130-70 (instead of 50-160-110-160-110-110;
nerfed by-10 to 3 stats because of 600+ total base stats, see above).
xiii. Mega Garchomp:
base of 108-130-95-80-85-102
to 108-140-100-90-90-87 (instead of 108-170-115-120-95-92:
nerfed by-10 to 3 stats because of 600+ total base stats, see above).
xiv. Mega Salamence:
base of 95-135-80-110-80-100
to 95-130-105-105-85-100 (instead of 95-145-130-120-90-120;
nerfed by-10 to 3 stats because of 600+ total base stats, see above).
xv. Mega Metagross:
base of 80-135-130-95-90-70
to 80-130-140-90-100-80 (instead of 80-145-150-105-110-110;
nerfed by-10 to 3 stats because of 600+ total base stats, see above).
Tough Claws modification should be considered - see below)
xvi. Mega Tyranitar:
based of 100-134-110-95-100-61
to 100-139-130-85-110-56 (instead of 100-164-150-95-120-71;
nerfed by-10 to 3 stats because of 600+ total base stats, see above).


All evasion boost and accuracy drops should be cut from the game, effect immediately, including moves and abilities that allow to do so, even in specific circumstances. Evasion drops and Accuracy boost should still work fine. In order to do so, the following measures are necessary:

i. The moves Double Team and Minimize; 

ii. The moves Flash, Kinesis, Sand Attack and Smoke Screen, including all of his Z effects;
Z-effects of Camouflage, Detect, Lucky Chant and Magnet Rise;
iii. The secondary effects of Leaf Tornado, Mirror Shot, Mud Bomb, Muddy Water, Night Daze, Octazooka and Secret Power's effect mirroring Mud Bomb;
iv. The abilities Hustle, Sand Veil (mod below), Snow Cloak (mod below), Tangled Feet (mod below) and Wonder Skin.
v. The items Bright Powder and Lax Incense

All of this moves/abilities/effects should be cut from the game, effect immediately, or at least being reworked in some way that does not generates evasion boost and accuracy drop effects.

Also

vi. Accupressure (Move) capability to raise Evasion (mod below);
vii. Moody (Ability) capability to raise Evasion (not drop it) and drop Accuracy (not raise it, mod below).

All of this effects should be cut from the game, effect immediately, or at least being reworked in some way that does not generates evasion boost or accuracy drop effects.




2. Moves and Abilities:


Acid (Move)
Secondary effect chance should be boosted from 10% to 20% (lowers target's Defense stat by one stage)

Acid Armor (Move)
Agility (Move)
Amnesia (Move)
Autotomize (Move)
Barrier (Move)

Belly Drum (Move)
Cotton Guard (Move)
Fell Stinger (Move)
Flatter (Move)
Iron Defense (Move)
Nasty Plot (Move)
Quiver Dance (Move)
Rock Polish (Move)
Shift Gear (Move)
Swagger (Move)
Swords Dance (Move)
Tail Glow (Move)
PP should be set to 5 (max 8).

Acupressure (Move)
Acupressure should lost capability to modify Accuracy or Evasion stats in any way. PP should be decreased from 30 (max 48) to 5 (max 8). 

Aromatic Mist (Move)
Should raises Special Defense stat by one stage of both user and ally pokemon. PP should be decreased from 20 (max 32) to 10 (max 16)

Aurora Beam (Move)
Secondary effect chance should be boosted from 10% to 20% (lowers target's Speed stat by one stage)



Baby-Doll Eyes (Move)
Growl (Move)
Parting Shot (Move)
Tearful Look (Move)
Tickle (Move)
U-Turn (Move)
Venom Drench (Move)
Volt Switch (Move)
PP should be set to 15 (max 24).

Bonemerang (Move)
Power should be boosted from 50 to 55 and Accuracy should be boosted from 90% to 100% (being a clearly convenient choice over Earthquake).

Bone Club (Move)
Power should be boosted from 20 to 30 and Flinch chance should be boosted from 10% to 30% (similar to how Astonish works).

Bone Rush (Move)
Accuracy should be boosted from 90% to 100%.

Bubble (Move)
Secondary effect chance should be boosted from 10% to 30% (lowers target's Speed stat by one stage)

Bubble Beam (Move)
Secondary effect chance should be boosted from 10% to 20% (lowers target's Speed stat by one stage)

Bulk Up (Move)
Dragon Dance (Move)
Calm Mind (Move)
Charge (Move)
Cosmic Power (Move)
Flame Charge (Move)
Gear Up (Move)
Growth (Move)
Hone Claws (Move)
Howl (Move)
Leer (Move)
Magnetic Flux (Move)
Poison Gas (Move)
Screech (Move)
String Shot (Move)
Tail Whip (Move)
Work Up (Move)
PP should be set to 10 (max 16).

Defense Curl (Move)
Should raises user's Defense and Special Defense stats by one stage each. PP should be decreased from 40 (max 64) to 10 (max 16).


Defog (Move)
With Dynamax being cut, Mantine and Flygon should be able to get access to this move again.

Coil (Move)
Coil should brings +1 priority to user's next turn and should raises user's Defense and Accuracy stats by one stage each (Attack stat should not be boosted). PP should be decreased from 20 (max 16) to 5 (max 8).

Confide (Move)
Should lowers user's Special Attack stats by two stages. PP should be decreased from 20 (max 32) to 15 (max 24).

Constrict (Move)
Secondary effect chance should be boosted from 10% to 100% (lowers target's Speed stat by one stage)

Cut (Move)
Cut should be super-effective against Grass types (similar to how Freeze-Dry works against Water types). Power should be boosted from 50 to 55 and Accuracy should be boosted from 95% to 100%. PP should be decreased from 30 (max 48) to 20 (max 32)

Diamond Storm (Move)
Secondary effect should be reverted to 50% chance of raises the user's Defense stat by one stage if it hits (Only one boost, even if hit multiple targets).

Fissure (Move)
Guillotine (Move)
Horn Drill (Move)
Sheer Cold (Move)
Should be banned from all online and PvP modes (PvE exclusive)

Flower Shield (Move)
   Dig (Move)
Should rises the user's Defense stat by one stage, then the move checks for all Grass type pokemon on the field (including the user, if it is a Grass type pokemon) to raise their Defense stat by one stage too. Semi-invulnerable turn of Dig (Move) should makes target still valid for this move.

Geomancy (Move)
Should raises user's Special Attack and Special Defense stats (only) by two stages (Speed is not bosted). PP should be decreased from 10 (max 16) to 5 (max 8).

Harden (Move)

Should raises user's Defense stat by two stages. PP decreased from 30 (max 48) to 10 (max 16).


High Horsepower (Move)
Power should be nerfed from 95 to 80 and Accuracy should be boosted from 95 to 100 but then should be able to hit ungrounded opponents (similar to how Thousand Arrows works, but without knocked them down to the ground).

Icy Wind (Move)
Secondary effect chance should be boosted from 99.6% to 100% (lowers target's Speed stat by one stage)

Luster Purge (Move)
Secondary effect chance should be boosted from 50% to 70% (lowers target's Special Defense stat by one stage)

Meditate (Move)
Should raises Attack or Special Attack stats by two stages, depending on the user's highest current offensive stat, then should increases Attack or Special Attack stats by one stage, depending of the user's lowest current offensive stat. PP should be decreased from 40 (max 64) to 5 (max 8).

Metal Claw (Move)
Power should be boosted from 50 to 55 and Accuracy should be boosted from 95% to 100%. Secondary effect chance should be boosted from 10% to 20% (raises user's Attack stat by one stage). PP should be decreased from 35 (max 56) to 20 (max 32)

Miracle Eye (Move)
Should enable user to hit any Dark type target with Psychic type attacks (instead of enabling target to being hit). PP should be decreased from 40 (max 64) to 10 (max 16).

MIst Ball (Move)
Secondary effect chance should be boosted from 50% to 70% (lowers target's Special Attack stat by one stage)

Moonblast (Move)
Power should be nerfed from 95 to 90 and secondary effect chance should be nerfed from 30% to 20% (lowers target's Special Attack stat by one stage)

Mud Bomb (Move)
   Secret Power (Move)
Secondary effect of this move and Secret Power's (Move) mirrored effect of this move should drops target's evasion by one stage (same 30% chance). PP should be decreased from 25 (max 40) to 20 (max 32).

Noble Roar (Move)
Should affect both foes in double battles (instead of all adjacents). PP should be decreased from 30 (max 48) to 10 (max 16).

Odor Sleuth (Move)
Should enable user to hit any Ghost type target with Normal and Fighting type attacks (instead of enabling target to being hit). PP should be decreased from 40 (max 64) to 10 (max 16).

Play Nice (Move)
Should lowers target's Attack and Special Attack stats by one stage each. PP should be decreased from 40 (max 64) to 10 (max 16).

Rapid Spin (Move)
With Z-move modification and with Dynamax being cut, the Z-effect this move should be able to remove one single layer of entry hazards instead of bringing the +1 Speed boost.

Roost (Move)
   Gravity (Move)
   Smack Down (Move)
   Telekinesis (Move)
   Thousand Arrows (Move)
   Levitate (Ability)
Should fails if the user has no Flying type, no Levitate (Ability), was knocked down to the ground by Gravity (Move), Smack Down (Move) or Thousand Arrows (Move) or was raised in the air by Telekinesis (Move). With this modification and Dynamax being cut as well, Roost should be fine to get it back to all pokemon who lost access to this move: Charizard, Butterfree, Mew, Togetic, Ninjask, Vibrava, Flygon, Vespiquen, Togekiss, Rufflet, Braviary, Hydreigon, Reshiram, Zekrom, Kyurem (all forms), Rowlet, Dartrix, Decidueye, Vikavolt, Cutiefly, Ribombee and Drampa

Rototiller (Move)
   Dig (Move)
Semi-invulnerable turn of Dig (Move) should still makes all pokemon valid target for this move.

Sharpen (Move)
Should raises user's Attack stat by two stages. PP should be decreased from 30 (max 48) to 5 (max 8).


Shell Smash (Move)
Inversely, Shell Smash should decreases the user's Defense and Special Defense stat by two stages, then increases the user's Attack, Special Attack and Speed by one stage each (only). PP should be decreased from 15 (max 24) to 5 (max 8).

Skull Bash (Move)
Should raises Defense stats by two stages on the first turn. PP should be decreased from 10 (max 16) to 5 (max 8).

Steel Wing (Move)
Secondary effect chance should be boosted from 10% to 20% (lower target's Defense stat by one stage). PP should be decreased from 25 (max 40) to 20 (max 32).

Stockpile (Move)
   Spit Up(Move)
   Swallow (Move)
Spit Up's (Move) 3x Power should be boosted from 300 to 400. Swallow's (Move) 1x effect should be boosted from 25% of total heath healed to 50%; and 2x effect should be boosted from 50% to 75%

Sweet Scent (Move)
Sweet Veil (Ability)
Now a field effect. Sweet Scent should lowers the Evasion stats of all adjacent opponents by one stage (only) in the moment it is activated, then prevents all pokemon in battling from falling asleep by five turns (eight if the pokemon is holding Honey). Sweet Veil summons a Sweet Scent as soon as a pokemon with this ability enters the battle.

V-Create (Move)
Power should be nerfed from 180 to 120.

Withdraw (Move)
Should raises user¿s Defense stat by two stages, then drops Speed stat by one stage. PP should be decreased from 40 (max 64) to 5 (max 8).

Illuminate (Ability)
Now a field effect, should be activated when a Pokemon with this ability enters the battle, then all moves used by any Pokemon against another in the field cannot miss (similar to how No Guard works) meanwhile the Pokemon with this ability remains in the field. Any pokemon still cannot be hit during the semi-invulnerable turn of moves like Bounce, Dig, Dive, Fly, Phantom Force, Shadow Force or Sky Drop.

Magic Bounce (Ability)
   Switcheroo (Move)
   Trick (Move)
Switcheroo or Trick (Moves) should fails when used as a bounced status move by Magic Bounce (Ability)

Magnet Pull (Ability)
Magnet Pull should be declared by his name showing up on the screen as soon as is activated and start preventing a Steel-type target (only) from fleeing or switching out. The ability should works against all adjacent opponents, even allies. If a pokemon with Magnet Pull switch out of the battle, his opponent should be inform that is then released from Magnet Pull.

Moody (Ability)
This ability should raises one of user's stats at random by one stage only (not two). 

Multiscale (Ability)
Shadow Shield (Ability)
These abilities should works against the first hit received after switching in but should be useless against super effective damage.

Parental Bond (Ability)
Parental Bond should makes the child to create a single, one-target only extra strike for 25% of the damage of the first strike (effectively affecting multi-target moves and multi-strike moves but for 25% damage of the first hit to a single target). The extra strike should still have his own separate chance to be a critical hit as well as activate targets abilities (such as Cursed Body) and held items effects (such as Rocky Helmet) but should has 0% chance to trigger any move secondary effects (e.g.: enemies's King's Shield (Move) Attack stat drop or his own Power-Up Punch (Move) Attack stat boost). Also, the extra strike should only take advantage of critical hit ratio boosts, but not other stats boosts.

Parental Bond (Ability)
Flower Gift (Ability)
Slow Start (Ability)
Wonder Guard (Ability)
   Trace (Ability)
   Entrainment (Move)
   Mummy (Ability)
   Transform (Move)
   Imposter (Ability)
Parental Bond, Flower Gift, Slow Start and Wonder Guard should not be suppressed by any mean (much like others signature abilities such as Disguise or Comatose) and should not be affected by Mummy (Ability) and should make Entrainment (Move) to fail if either pokemon has one of these abilities. Parental Bond, Flower Gift, Slow Start and Wonder Guard should no be copied by Trace (Ability). Also, if a pokemon obtains Parental Bond or Wonder Guard (only) with Imposter (Ability) or Transform (Move), the ability should never be activate.

Pickup (Ability)
   Bug Bite (Move)
   Knock Off (Move)
   Pluck (Move)
Pickup should allows pokemon to collect any kind of items even if they are holding another item, as long as they can consumed the picked up item immediately. The pokemon with Pickup should be able to collect any item used in the turn (denying his original user to recover it afterwards via Recycle),even if was knocked off with Knock Off (Move) or was previously consumed by Bug Bite or Pluck (Moves). Not consumable items still require to not hold any other item in order to pick them up.

Tough Claws (Ability)
Should boost the power of pokemon's crushing and slashing claw moves (only) by 20%.
Affected Moves (learnt by pokemon with this ability): Aerial Ace, Brick Break, Clamp, Covet, Cross Chop, Crush Claw, Cut, Dragon Claw, Dual Chop, False Swipe, Fury Cutter, Fury Swipes, Metal Claw, Night Slash, Razor Shell, Scratch, Shadow Claw, Slash, Thief, X-Scissor.
Banned Moves (learnt by pokemon with this ability): Accelerock, Acrobatics, Aqua Tail, Assurance, Bite, Body Slam, Brutal Swing, Bullet Punch, Crunch, Dig, Double Edge, Dragon Rush, Dragon Tail, Drill Run, Dynamic Punch, Facade, Fire Fang, Fire Punch, Flame Charge, Flare Blitz, Fly, Focus Punch, Frustration, Giga Impact, Grass Knot, Gyro Ball, Hammer Arm, Headbutt, Hold Back, Ice Fang, Ice Punch, Infestation, Iron Head, Iron Tail, Last Resort, Liquidation, Low Kick, Mega Kick, Mega Punch, Meteor Mash, Outrage, Payback, Poison Jab, Power-up Punch, Pursuit, Quick Attack, Rage, Return, Rock Climb, Rock Smash, Rollout, Skull Bash, Sky Drop, Steel Wing, Stomping Tantrum, Strength, Submission, Sucker Punch, Superpower, Tackle, Take Down, Thrash Thunder Fang, Thunder Punch, Wing Attack, Zen Headbutt.

Sand Veil (Ability)
Snow Cloak (Ability)
Should raises ability bearer's Special Defense by 50% in Sand Storm / Hail (similar to how Rock type pokemon Special Defense behave in Sand Storm).

Serene Grace (Ability)
Should boost the chance of a move having an additional effect by 10% (instead of doubling) and boost Accuracy of those moves and all status moves by 10%.

Shadow Tag (Ability)
Shadow Tag should be declared by his name showing up on the screen as soon as is activated and start preventing a target from fleeing or switching out. At that moment, the pokemon with Shadow Tag should lowers his Speed stat by one stage. Shadow Tag should not be able to activate against opponents with Shadow Tag or Ghost-type opponents (and deactivates consequentially if this opponents enter the battle). If a pokemon with Shadow Tag switch out of the battle, his opponent should be informed that is now released from Shadow Tag.

Speed Boost (Ability)
The ability should raise his bearer's Speed stat by one stage after effectively landing any physical or special attack (avoiding turtling through Protect and giving speed boosts while the user is boosting his other stats)

Stance Change (Ability)
All positive priority attacks used by a pokemon with this ability (Aegislash) should be set to 0 (used with regular priority).

Tangled Feet (Ability)
Should boost ability bearer's Defense stat by two stages whenever the pokemon receive the "confusion" status.


About moves removed from the last game: I suggest to put it back into the game with the following considerations
Frustration (Move)
Return (Move)
PP should be set to 5 (max 8).

Hidden Power (Move)
Power should be nerfed from 60 to 40. PP should be decreased from 15 (max 24) to 5 (max 8).

Pursuit (Move)
Power should be nerfed from 40 to 30. PP should be decreased from 20 (max 32) to 5 (max 8).






3. Improvements:



Complementary/third ability: 


"Triple abilities" is a very controversial idea. In fact, the 8x damage potential scenarios is something too brutal for a system that already deal with the typing mechanic. But, in SOME FEW cases, this idea can serve as a balance appeal for some pokemon that are actually defying the typing mechanic with his sheer stats. Some examples are:

Mega Charizard X (Dragon/Fire/Flying): With just his stats, this mon has a guaranteed Dragon Dance plus his already high attack become unstoppable in most cases. A Dragon/Fire/Flying typing certainly brings him Ground inmunity, but also gives 4x Rock damage and 2x Ice Damage, wich makes him less dominant.

Mega Beedrill (Bug/Poison/Flying): This little change gives Mega Beedrill a niche in Ground inmunity and Grass, FIghter and Bug resistances (effectively surviving more against this types instead of fainting anyway by his poor defenses) but receiving Electric and Ice as extra vulnerabilities.

Alolan Sandslash (Ground/Ice/Steel): The extra Ground typing return to this mon his Ground STAB moves, and also inmunity to Electric and resistance to Rock in exchange to Water vulnerability and losing Grass resistance.

Alolan Marowak (FIre/Ground/Ghost): Same as Alolan Sandslash, retain STAB with his exclusive Ground type moves and also loses Rock vulnerability and gain Electric inmunity in exchange for losing Grass and Ice resistances

Lugia (Psychic/Water/Flying): For starters, Uber mons should not receive any boost, but this is planned to play with Multiscale/Shadow Shield (Abilities) modification, making his ability useless against al 2x and 4x damage. This change gives to Lugia Fire, Water and Steel resistances and loses Ice vulnerability, but also loses Grass resistance and making Lugia 4x weak to Electric (and his ability is unable to stop this Electric damage).

Masquerain (Bug/Water/Flying): This mon cain retain STAB for Water type attacks in this way. brings resistance to Water and Steel and loses Fire and Ice vulnerability but as drawback, receive 4x Electric damage.


"Levitate" as Free Ability:



This ability now will be receive by free (as some kind of "speed typing" feature, bringing pokemon some extra characteristics based of movement typing like being bipedal, quadrupedal, but for now is a green idea). All pokemon that normally receive "Levitate" as a dual ability receive his other regular ability instead (or one from his evolve chain). All pokemon that receive "Levitate" as a single ability receive another ability instead (suggestion are added here):

Pokemon with free "Levitate" dual ability (and new regular ability): Gastly/Haunter ("Cursed Body"), Vibrava/Flygon ("Hyper Cutter" and "Arena Trap" as regular abilities, "Sheer Force" as hidden), Duskull ("Pressure", as regular ability, "Frisk", as hidden), Bronzor/Bronzong ("Heatproof" as regular ability, "Heavy Metal" as hidden), Hydreigon ("Hustle"), Vikavolt ("Swarm", "Battery").

Pokemon with free "Levitate" single ability (and suggested new regular ability - balance analysis required, just ideas): Koffing/Weezing (some form of "Acid Gas", a la Galarian Form, instead reducing special attack of all oponents by one stage, similar to how "Intimidate" works), Misdreavus/Mismagius (sug.: Magic Bounce, Magician, Prankster), Unown (sug.: Analytic, Synchronize, Telepathy), Lunatone (sug.: Air Lock, Clear Body, Unnerve), Solrock (Drought, Solar Power, Telepathy), Baltoy/Claydol, Duskull, Chingling/Chimecho, Latias/Mega Latias, Latios/Mega Latios, Carnivine, Rotom (all forms), Uxie, Mesprit, Azelf, Giratina (Origin Form), Cresselia, Cryogonal.

Another Pokemon that can potentially be added "Levitate" as free ability: Venomoth, Magnemite/Magneton/Magnezone, Celebi, Volcarona, Decidueye, Cutiefly/Ribombee, Dhelmise, Lunala, Dark-Wings Necrozma.