Approved by Ransei and G-Luke
Some abilities are innately better than others. Nobody would use Immunity on a Pokemon that had Natural Cure.
The aim of this pet mod is to give (almost) all abilities a distinct and viable niche while also keeping them balanced. Specifically, roughly as good as Volt Absorb and Water Absorb. Additionally, all Pokemon will be able to use all (unbanned) abilities, similarly to AAA.
Submission template:
Ability(buff/nerf):
Original Effect:
New Effect:
Why this is balanced:
Additionally, certain abilities will have their submissions done in pairs. These will either be abilities that are outclassed by one another (Think Toxic Boost / Guts) or abilities that serve as counterparts to each other (Defiant / Competitive). For paired abilities, if you submit an idea for one, you must submit an idea for the other to go along with it.
As opposed to buffing outclassed abilities, this pet mod's philosophy is to nerf the abilities that outclass them, thus preventing power creep. Additionally, creative ways to balance abilities are encouraged. Sure, nerfing Regenerator's recovery amount to 25% works and is simple enough, but you could also make it recover 33% of the user's current HP instead, which is even more powerful of a downgrade. This pet mod will also try to keep as much of the feel of the original ability while still keeping it balanced. While Teravolt causing Electric moves to hit Ground types may seem cool, it will not be permitted in this pet mod.
Banned Pokemon:
AAA banlist (Shedinja, Smeargle, Slaking, Regigigas)
Ability Clause: Only two of each Ability can be used on a team (Clones do NOT bypass this, for example Vital Spirit counts as Insomnia for the purpose of this clause)
OU clauses are in use EXCEPT Moody Clause. (Moody will be nerfed)
Some abilities will not be balanced at all. These fall into 4 categories: Abilities that are too powerful to be nerfed while retaining the ability's general effect, Abilities that were designed to be bad in battle and thus buffing them makes no sense, form-changing abilities, and abilities that are already well-balanced(this category is extremely subjective).
Abilities that will not be balanced are:
Some abilities are innately better than others. Nobody would use Immunity on a Pokemon that had Natural Cure.
The aim of this pet mod is to give (almost) all abilities a distinct and viable niche while also keeping them balanced. Specifically, roughly as good as Volt Absorb and Water Absorb. Additionally, all Pokemon will be able to use all (unbanned) abilities, similarly to AAA.
Submission template:
Ability(buff/nerf):
Original Effect:
New Effect:
Why this is balanced:
Additionally, certain abilities will have their submissions done in pairs. These will either be abilities that are outclassed by one another (Think Toxic Boost / Guts) or abilities that serve as counterparts to each other (Defiant / Competitive). For paired abilities, if you submit an idea for one, you must submit an idea for the other to go along with it.
As opposed to buffing outclassed abilities, this pet mod's philosophy is to nerf the abilities that outclass them, thus preventing power creep. Additionally, creative ways to balance abilities are encouraged. Sure, nerfing Regenerator's recovery amount to 25% works and is simple enough, but you could also make it recover 33% of the user's current HP instead, which is even more powerful of a downgrade. This pet mod will also try to keep as much of the feel of the original ability while still keeping it balanced. While Teravolt causing Electric moves to hit Ground types may seem cool, it will not be permitted in this pet mod.
Banned Pokemon:
AAA banlist (Shedinja, Smeargle, Slaking, Regigigas)
Ability Clause: Only two of each Ability can be used on a team (Clones do NOT bypass this, for example Vital Spirit counts as Insomnia for the purpose of this clause)
OU clauses are in use EXCEPT Moody Clause. (Moody will be nerfed)
Some abilities will not be balanced at all. These fall into 4 categories: Abilities that are too powerful to be nerfed while retaining the ability's general effect, Abilities that were designed to be bad in battle and thus buffing them makes no sense, form-changing abilities, and abilities that are already well-balanced(this category is extremely subjective).
Abilities that will not be balanced are:
"Unnerfable" abilities:
Shadow Tag
Wonder Guard
Arena Trap
Pure Power
Huge Power
Imposter
Fur Coat
(These abilities are restricted to their original users)
"Unbuffable" abilities:
Truant
Defeatist
Slow Start (this may be buffable in the future)
Illuminate
Run Away (this may be buffable in the future)
Form-changing abilities:
Forecast
Flower Gift
Multitype
Zen Mode
Battle Bond
Schooling
Power Construct
RKS System
Disguise
(Shields down is not in this, since it has an additional effect.)
"Already balanced" abilities(This list is subject to change at any point in time):
Water Absorb/Storm Drain
Volt Absorb/Motor Drive/Lightningrod
Flash Fire
Sap Sipper
Levitate
Hustle
Delta Stream
Mold Breaker and its clones
Quick Feet
Shadow Tag
Wonder Guard
Arena Trap
Pure Power
Huge Power
Imposter
Fur Coat
(These abilities are restricted to their original users)
"Unbuffable" abilities:
Truant
Defeatist
Slow Start (this may be buffable in the future)
Illuminate
Run Away (this may be buffable in the future)
Form-changing abilities:
Forecast
Flower Gift
Multitype
Zen Mode
Battle Bond
Schooling
Power Construct
RKS System
Disguise
(Shields down is not in this, since it has an additional effect.)
"Already balanced" abilities(This list is subject to change at any point in time):
Water Absorb/Storm Drain
Volt Absorb/Motor Drive/Lightningrod
Flash Fire
Sap Sipper
Levitate
Hustle
Delta Stream
Mold Breaker and its clones
Quick Feet